3,940 [ASHIP] Grevester Members 5,454 posts 12,950 battles Report post #1 Posted February 17, 2016 (edited) 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 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 Edited February 18, 2016 by Pulicat 4 Share this post Link to post Share on other sites
153 Jmthebigman Members 853 posts Report post #2 Posted February 17, 2016 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. Share this post Link to post Share on other sites
7 AngryTurretLizard Members 12 posts 9,618 battles Report post #3 Posted February 17, 2016 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] alexf24 Members 7,879 posts 44,740 battles Report post #4 Posted February 17, 2016 (edited) 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 February 17, 2016 by alexf24 Share this post Link to post Share on other sites
3,940 [ASHIP] Grevester Members 5,454 posts 12,950 battles Report post #5 Posted February 17, 2016 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] alexf24 Members 7,879 posts 44,740 battles Report post #6 Posted February 17, 2016 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. 1 Share this post Link to post Share on other sites
0 EnsignCrusher Members 3 posts 1,667 battles Report post #7 Posted February 17, 2016 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] slags83 Members 454 posts 6,942 battles Report post #8 Posted February 17, 2016 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
3 UrbnNinja Members 61 posts 3,476 battles Report post #9 Posted February 17, 2016 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] MrDeaf Members 16,027 posts 12,803 battles Report post #10 Posted February 17, 2016 (edited) 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 February 17, 2016 by MrDeaf Share this post Link to post Share on other sites
2,298 [A-D-F] alexf24 Members 7,879 posts 44,740 battles Report post #11 Posted February 17, 2016 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] Jenska Members 809 posts 26,528 battles Report post #12 Posted February 17, 2016 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] MrDeaf Members 16,027 posts 12,803 battles Report post #13 Posted February 17, 2016 (edited) 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 February 17, 2016 by MrDeaf Share this post Link to post Share on other sites
3,940 [ASHIP] Grevester Members 5,454 posts 12,950 battles Report post #14 Posted February 18, 2016 (edited) 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 February 18, 2016 by Pulicat Share this post Link to post Share on other sites
51 [FUNNY] mxlm Members 288 posts 6,167 battles Report post #15 Posted February 18, 2016 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] centarina Members 10,326 posts 16,228 battles Report post #16 Posted February 18, 2016 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
3 All_We_Need_Is_Love Members 10 posts Report post #17 Posted February 18, 2016 (edited) 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 February 18, 2016 by All_We_Need_Is_Love Share this post Link to post Share on other sites
3,940 [ASHIP] Grevester Members 5,454 posts 12,950 battles Report post #18 Posted February 19, 2016 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] Jenska Members 809 posts 26,528 battles Report post #19 Posted February 19, 2016 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] centarina Members 10,326 posts 16,228 battles Report post #20 Posted February 20, 2016 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 Iekika Beta Testers 347 posts 1,008 battles Report post #21 Posted February 21, 2016 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
18 Hopelesshobo Beta Testers 142 posts 2,387 battles Report post #22 Posted February 23, 2016 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
8 Tahapenes Beta Testers 38 posts 20,539 battles Report post #23 Posted April 18, 2016 (edited) 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 April 18, 2016 by Tahapenes Share this post Link to post Share on other sites
862 [KNTAI] Submarine_Wahoo [KNTAI] Alpha Tester, Beta Testers 3,176 posts 8,222 battles Report post #24 Posted April 18, 2016 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