Jump to content
You need to play a total of 20 battles to post in this section.
Grevester

Captain Skill suggestion guide for Patch 0.5.3.0

24 comments in this topic

Recommended Posts

3,940
[ASHIP]
Members
5,454 posts
12,950 battles

Captain Skill suggestion guide for Patch 0.5.3.0

 

I will be making these trees based on a 15 point captain intended for tier 8-10 ship use. I also won't be doing Carriers since the skill trees are pretty basic for those, and I wouldn't have anything to suggest other than the obvious. For reference I put the ship I am at in that tier so you can value my opinion easier if you wish. While I may not be in tier 8-10 for about half these lines, I would say I have a decent understanding of the strengths and weaknesses of them and I have planned out my captain tree accordingly. Suggestions will be taken for revisions or full tier 1-5 setups of your creation will be included in a spoiler on that line with your permission and credit will be given.

 

Japanese

 

Destroyer

Hatsuharu (ship I am at)

Tier 1: Situational Awareness (If you need it, if not, Basic Firing Training.)

Tier 2: Last Stand (It will save your life more than you need Torpedo Armament Expertise, but if you're daring, take TAE.)

Tier 3: Torpedo Acceleration (With all the anti-torpedo stuff in the game, like planes, hydro, vigilance etc. yeah, this is helpful.)

Tier 4: Survivability Expert (You don't benefit from anything else enough.)

Tier 5: Concealment Expert (Pretty much need this to survive.)

Cruiser

Myoko (ship I am at)

Tier 1: Basic Firing Training (For AA.)

Tier 2: Expert Marksman (Nothing else really for them, maybe TAE for Zao if you don't mind the slower turret traverse.)

Tier 3: Superintendent (For Repair Party mostly.)

Tier 4: Manual AA control (More damage is better than slightly better range compared to AFT)

Tier 5: Concealment Expert (You can get down to like 10km ish running full conceal, very deadly. Jack of all Trades otherwise.)

Battleship

Amagi (ship I am at)

Tier 1: Basics of Survivability (For Fire between damage control)

Tier 2: Expert Marksman (Nothing else for them in this line)

Tier 3: Superintendent (For Heal)

Tier 4: Advanced Firing Training (For AA range and Secondary buff for t5 skill)

Tier 5: Manual Secondary control (Has good range so might as well buff. Jack of all Trades otherwise.)

 

American

 

Destroyer

Fletcher (ship I am at)

Tier 1: Situational Awareness (If you need it, if not, Basic Firing Training.)

Tier 2: Last Stand (It will save your life more than you need Torpedo Armament Expertise.)

Tier 3: Superintendent (For Smoke & Speed)

Tier 4: Survivability Expert (USN DD are front liners, not ships that should be shooting from the back so no AFT.)

Tier 5: Concealment Expert (Use it, seriously.)

Cruiser

Pensacola (ship I am at)

Tier 1: Basic Firing Training

Tier 2: Expert Marksman

Tier 3: Superintendent (For Repair Party mostly.)

Tier 4: Manual AA control (More damage is better than slightly better range compared to AFT)

Tier 5: Jack of all Trades (Cruisers are the class of consumables, the faster you can have them ready the better.)

Battleship

Colorado (ship I am at)

Tier 1: Basics of Survivability (For Fire between damage control)

Tier 2: Expert Marksman 

Tier 3: Superintendent (For Heal)

Tier 4: Manual AA Control (For Damage)

Tier 5: Jack of all Trades (Just not good enough secondaries to justify Manual Secondary Control IMO. Plus it's like 68s Damage Control Party with premium.)

 

Russian/German

 

Destroyer

Udaloi (ship I am at)

Tier 1: Situational Awareness

Tier 1: Basic Firing Training

Tier 2: Last Stand

Tier 3: Superintendent (For Smoke & Speed)

Tier 4: Survivability Expert

Tier 4: Advanced Firing Training (For the range)

Sidenote: I feel like CE is wasted on these. I do not value invisifire since people trying to shoot you at long ranges are likely to miss anyway, and better they shoot at you and miss than shoot and damage an ally. With SE you have HP to spare minor scratches anyway.

Cruiser

Roon (ship I am at)

Tier 1: Basic Firing Training

Tier 2: Expert Marksman

Tier 3: Superintendent (For Repair Party mostly.)

Tier 4: Manual AA control (More damage is better than slightly better range compared to AFT)

Tier 5: Jack of all Trades (The class of consumables. Faster you can use them, the better.)

 

UrbnNinja's Tree

Spoiler

 

 

Edited by Pulicat
  • Cool 4

Share this post


Link to post
Share on other sites
Members
12 posts
9,618 battles

I wont recommend the torpedo accelerator skill until tier 8. anything tier VII and below and your range drops below 7K. Im running the accelerator on the Benson and puts my range at 7.3K range torps with 60 knot speeds.

 

Share this post


Link to post
Share on other sites
2,298
[A-D-F]
Members
7,879 posts
44,740 battles

For IJN DDs, TA should be usable in Mutsuki and above, except maybe Fubuki which already has a choice of faster torpedoes, shorter range natively, so it is a balance between using up one skill for a gain of 2km (range goes from 15km to 12km, when the native option puts it at 10km). Your choice. I haven't decided, based only on my PT tests as I have not yet seen 0.5.3 live as of this writing.

Edited by alexf24

Share this post


Link to post
Share on other sites
3,940
[ASHIP]
Members
5,454 posts
12,950 battles

I would add a note for IJN that the new torpedo skill would be for T7+ cause else the range and your detection range kinda gets tricky.

 

I wont recommend the torpedo accelerator skill until tier 8. anything tier VII and below and your range drops below 7K. Im running the accelerator on the Benson and puts my range at 7.3K range torps with 60 knot speeds.

 

 

I would add these, but the skill set up is already recommended for tier 8-10 as stated in the foreword.

For IJN DDs, TA should be usable in Mutsuki and above, except maybe Fubuki which already has a choice of faster torpedoes, shorter range natively, so it is a balance between using up one skill for a gain of 2km (range goes from 15km to 12km, when the native option puts it at 10km). Your choice. I haven't decided, based only on my PT tests as I have not yet seen 0.5.3 live as of this writing.

 

Perhaps if it was a captain only for Fubuki, but I would assume players are going to bring their captain with them to kagero and shimakaze.

Share this post


Link to post
Share on other sites
2,298
[A-D-F]
Members
7,879 posts
44,740 battles

Perhaps if it was a captain only for Fubuki, but I would assume players are going to bring their captain with them to kagero and shimakaze.

 

Perhaps, but not always.

 

a) You can always respec for 500 gold

b) I bought Kagero and I liked Fubuki so much that I kept the 15-point captain (still there), and moved my 2nd best (13 points at the time, now at 14pts) to Kagero, and spent the gold. I play Fubuki more so I thought it worth keeping. Kagero will get there with the help of Fujin (as it did for Fubuki), and now also Kamikaze R, so I get twice the 1.5X daily boost for captain training.

  • Cool 1

Share this post


Link to post
Share on other sites
Members
3 posts
1,667 battles

There is a major flaw in your guide. You assume someone should or has to have a level 5 captain skill picked when in fact sometimes it's better to have 2 tier 4's and another point somewhere else.  On my Izumo I'll be doing both the AFT and the manual AA control and that 1 extra point to BFT in addition to surviviability at tier 1.

Share this post


Link to post
Share on other sites
130
[CNK]
Members
454 posts
6,942 battles

I disagree with your Roon. BFT is now essentially worthless, unless you're worried about your AA. Expert marksman is a waste as well considering the turn rate is 22.5 sec with the gun upgrade which is sufficient given the poor agility of Roon. You're never going to be able to out manuever your guns, IMO.

 

Superintendant, I agree with. Manual AA control is alright, again, if you want an AA boat. JoAT is a decent choice, but I'd probably go CE to get the Roon's horrific concealment down a bit.

Share this post


Link to post
Share on other sites
Members
61 posts
3,476 battles

I disagree with your Roon. BFT is now essentially worthless, unless you're worried about your AA. Expert marksman is a waste as well considering the turn rate is 22.5 sec with the gun upgrade which is sufficient given the poor agility of Roon. You're never going to be able to out manuever your guns, IMO.

 

Superintendant, I agree with. Manual AA control is alright, again, if you want an AA boat. JoAT is a decent choice, but I'd probably go CE to get the Roon's horrific concealment down a bit.

 

I was Thinking for my Roon

 

Tier 1: Situational Awareness

Tier 2: Aiming Expert (Only because the next best thing is about Torpedoes)

Tier 3: Superintendent (More Repair

Tier 4: Not sure about this one. I'm waiting to see how the carrier population shakes out and how effective my current AA is. And I'm kinda curious about the Secondaries thing, i know the Roon has amazing secondaries. 

Tier 5: Concealment Expert

Share this post


Link to post
Share on other sites
4,053
[SYN]
Members
16,027 posts
12,803 battles

I can confirm...

Survivability Expert makes USN DDs super tough.

 

However, catch is, you should probably only run it on Mahan/Sims and above.

 

For Soviet DDs, personally, I would take AFT before SE.

Edited by MrDeaf

Share this post


Link to post
Share on other sites
2,298
[A-D-F]
Members
7,879 posts
44,740 battles

I can confirm...

Survivability Expert makes USN DDs super tough.

 

However, catch is, you should probably only run it on Mahan/Sims and above.

 

For Soviet DDs, personally, I would take AFT before SE.

 

Ambivalent on this for Kiev, as it restores most of the HP nerf it got recently. Still debating what to do.

 

Share this post


Link to post
Share on other sites
83
[BANGO]
Members
809 posts
26,528 battles

Comparing US to IJN BB's, I'd have to disagree with the 4 point choice of AA for the IJN BB's. Though the US BB's (at T8+) are loaded with dual-purpose 127 mm guns and benefit significantly from manual AA , the IJN's have comparatively few AA guns over 85 mm, making the AFT 20% range gain of all AA and secondary's a better choice.

Share this post


Link to post
Share on other sites
4,053
[SYN]
Members
16,027 posts
12,803 battles

 

Ambivalent on this for Kiev, as it restores most of the HP nerf it got recently. Still debating what to do.

 

 

It comes down to the play style required by the ships.

 

IJN: You should avoid fights and extra HP gives you an extra margin to work with, should you have to fight.

USN: You should actively hunt and brawl against other DDs. Not having this skill will really set you back.

VMF/Blyskawica: your ship is medium to long range support for any of the above. You shouldn't be getting into brawling range, where you are guaranteed to receive more hits, unless you have to.

Edited by MrDeaf

Share this post


Link to post
Share on other sites
3,940
[ASHIP]
Members
5,454 posts
12,950 battles

There is a major flaw in your guide. You assume someone should or has to have a level 5 captain skill picked when in fact sometimes it's better to have 2 tier 4's and another point somewhere else.  On my Izumo I'll be doing both the AFT and the manual AA control and that 1 extra point to BFT in addition to surviviability at tier 1.

 

Udaloi I have it set for 2 tier 4's. But Jack of all trades is too useful on cruisers/battleships and IJN USN DDs need CE to survive. It is also not necessarily a flaw since it's just a suggestion based on what I would choose.

I disagree with your Roon. BFT is now essentially worthless, unless you're worried about your AA. Expert marksman is a waste as well considering the turn rate is 22.5 sec with the gun upgrade which is sufficient given the poor agility of Roon. You're never going to be able to out manuever your guns, IMO.

 

Superintendant, I agree with. Manual AA control is alright, again, if you want an AA boat. JoAT is a decent choice, but I'd probably go CE to get the Roon's horrific concealment down a bit.

 

BFT and Marksman may be useless, but Roon doesn't  benefit from anything else in those tiers anyway unless you need situational awareness and Incoming fire alert. I don't, so i didnt put them in there.

Comparing US to IJN BB's, I'd have to disagree with the 4 point choice of AA for the IJN BB's. Though the US BB's (at T8+) are loaded with dual-purpose 127 mm guns and benefit significantly from manual AA , the IJN's have comparatively few AA guns over 85 mm, making the AFT 20% range gain of all AA and secondary's a better choice.

 

I suppose if you are going to take Manual secondary, it will benefit more from AFT you are right. But the 20% just for AA range is maybe .6km, rather insignificant compared to buffing the outer aura damage of your AA by x2. I will change the set up in light of your explanation.
Edited by Pulicat

Share this post


Link to post
Share on other sites
51
[FUNNY]
Members
288 posts
6,167 battles

 

Ambivalent on this for Kiev, as it restores most of the HP nerf it got recently. Still debating what to do.

 

 

Arguably it makes the Kiev more durable than it was before, since the new hp aren't attached to a hull section and it therefore becomes easier for your bow or stern to hit that saturation point where they stop taking HE damage.

Share this post


Link to post
Share on other sites
1,153
[ARGSY]
Members
10,326 posts
16,228 battles

the question is     DE or SE for second kiev  ability   I still have decent survivability with kiev, and dmg needed DE.  the bombers do make a difference.

Share this post


Link to post
Share on other sites
Members
10 posts

Except for the Japanese DD (and even that is a high high MAYBE), each and every 5 commander points to the last tier is an 

 

utter

 

and

 

complete

 

FAIL!

 

To spend 5 points to a SINGLE skill, that skill should be:

 

- "Look at me, I pretty much auto win this game vs those that do not have this one yet"

 

If that is NOT the case (and it is not) and to trade that for two or even three (!) different skills that are pretty much awesome - do you even use your brain?

 

Example for cruisers:

 

To pick Jack of all trades (which is, be honest now, pretty bad skill and I do mean bad as baaaaaaad + face palm) versus:

 

Last stand (I can still move when they get me)

 

plus

 

Expert marksman - yes I do pick Incoming Fire Alert first 'cuase it kicks as* (cruisers do not need expert marksman as much as BB 'cause survavibility is top priority, no matter how much you think you will baby sit BB or carrier - mostly you will go ahead on levels 7 and lower)

 

plus (!!!!)

 

Basics of Survaibility (man, those fires and yes, I pick Secondary first for taking out aircrafts)

 

is just a bad bad bad (did i say say bad? I meant awful) gaming decision.

 

Same goes for all other "traps" for which you need to spend 5 points for any ship.

 

And they indeed are traps 'cause seriously, they suck donkey as* - compared to most low level skills. And to change THAT for 2 or even three normal skills?

 

You're out of your nooby minds if the answer is yes.

 

Thank you for reading, have a nice day at seas :)

 

Edit:

 

Superintendant?

 

I have tested it.

 

Bad on so many levels, I cannot even start typing. Not when you have High Alert on the same nod (one button fix all).

 

Superintendant is useful on super extra turbo mega agressive ships (Soviet DDs) and as a LAST pick for battleships (fire prevention and basic fire prevention comes 1st).

Edited by All_We_Need_Is_Love

Share this post


Link to post
Share on other sites
3,940
[ASHIP]
Members
5,454 posts
12,950 battles

Except for the Japanese DD (and even that is a high high MAYBE), each and every 5 commander points to the last tier is an  utter and complete

FAIL!

To spend 5 points to a SINGLE skill, that skill should be:

- "Look at me, I pretty much auto win this game vs those that do not have this one yet"

If that is NOT the case (and it is not) and to trade that for two or even three (!) different skills that are pretty much awesome - do you even use your brain? Example for cruisers: To pick Jack of all trades (which is, be honest now, pretty bad skill and I do mean bad as baaaaaaad + face palm) versus: Last stand (I can still move when they get me)

plus

Expert marksman - yes I do pick Incoming Fire Alert first 'cuase it kicks as* (cruisers do not need expert marksman as much as BB 'cause survavibility is top priority, no matter how much you think you will baby sit BB or carrier - mostly you will go ahead on levels 7 and lower)

plus (!!!!)

Basics of Survaibility (man, those fires and yes, I pick Secondary first for taking out aircrafts) is just a bad bad bad (did i say say bad? I meant awful) gaming decision. Same goes for all other "traps" for which you need to spend 5 points for any ship. And they indeed are traps 'cause seriously, they suck donkey as* - compared to most low level skills. And to change THAT for 2 or even three normal skills? You're out of your nooby minds if the answer is yes. Thank you for reading, have a nice day at seas 

 

Edit:

Superintendant? I have tested it. Bad on so many levels, I cannot even start typing. Not when you have High Alert on the same nod (one button fix all). Superintendant is useful on super extra turbo mega agressive ships (Soviet DDs) and as a LAST pick for battleships (fire prevention and basic fire prevention comes 1st).

Jack of all Trades works on all consumables, of which cruisers at tier 9 & 10 have 4. Last stand is pointless on anything but a destroyer at tier 8-10. Incomming Fire Alert is a noobs crutch, pay attention and you don't need it. Superintendent is +1 to all consumables including repair party, unarguably the best benefit for tier 9-10 cruisers and all battleships.

Share this post


Link to post
Share on other sites
83
[BANGO]
Members
809 posts
26,528 battles

On a side note, if you haven't picked either Manual Fire Control , WHAT WILL the dual purpose guns shoot at, if you're under attack by a DD and aircraft?  Just wondering......

Share this post


Link to post
Share on other sites
1,153
[ARGSY]
Members
10,326 posts
16,228 battles

In general,  I find LS useful for CA and DD.   I get steering or engine knocked out on cruisers often enough that it is a benefit.  Tier 5 abilities beyond concealment is  may not be as useful.    if you run Concealment on CA though, you need SA to go with it or it is useless.      I do find that DD requires more abilities than other classes.  I've actually ran  arp_kongo yesterday witout setting the abilities   and still didn't notice a big issue.   (slightly slower turret is all)   I am adding vigilance to most of my ships now as well at higher tier.

Share this post


Link to post
Share on other sites
100
Beta Testers
347 posts
1,008 battles

I would add a note for IJN that the new torpedo skill would be for T7+ cause else the range and your detection range kinda gets tricky.

 

works great on mutsuki at t6 you still have 2k of stealth torping

Share this post


Link to post
Share on other sites
Beta Testers
142 posts
2,387 battles

So you have made basic suggestions for AFT vs manual AAA, however it is different for each ship and it also depends on the reaction time of the person sitting at the keyboard.

 

I have made a detailed post of it here for all tier 6/8/10 ships.

Share this post


Link to post
Share on other sites
Beta Testers
38 posts
20,539 battles

Pulicat, your listing for US CAs is not correct.  You list the following:


 

Tier 1: Basic Firing Training

Tier 2: Expert Marksman

Tier 3: Superintendent (For Repair Party mostly.)

Tier 4: Manual AA control (More damage is better than slightly better range compared to AFT)

Tier 5: Jack of all Trades (Cruisers are the class of consumables, the faster you can have them ready the better.)

 

Manual AA only affects guns above 85mm.  The major DPS of US CAs AA is sub-85mm.  Therefore, AFT is the better choice as it increases the envelope of attack aircraft panic when you use your AA consumable.

 

Likewise, there are two tier 3 skills that are very useful for a high tier (9 and 10) US CA to take, that being vigilance for incoming torp walls from Shimakazes and High Alert (which somehow boosts the amount of health using a repair party consumable gives back, this may be a bug).

 

Also, Jack of all Trades is kind of meh for CAs, while your consumables come back 20 to 25 seconds quicker, a lot of them are up for a pretty long time as is (long enough to screw up a CVs air attack or heal you enough) and multiple lower tier captain skills may benefit more (as mentioned above, getting all three listed tier 3 skills, SI, VIG, and HA).

Edited by Tahapenes

Share this post


Link to post
Share on other sites
862
[KNTAI]
[KNTAI]
Alpha Tester, Beta Testers
3,176 posts
8,222 battles

I heavily, heavily disagree with putting any AA skills on the IJN CA commander. Quite possibly the worst AA of the entire bunch, as they generally are powered by a combination of their ok DPs and a buttload of 25mm guns, leaving a massive coverage gap in the middle. Instead, I went with Situational Awareness at T1, Expert Marksman at T2, Vigilance at T3, Demolition Expert at T4, and Concealment Expert at T5. With this setup, I play IJN CA as a general purpose hunter killer.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

×