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Poltr

Warspite commander skills

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Hellos! With the reset to commander skills I was wondering how you guys were thinking of specing your commanders. I know how I want to use the first 10 points but after that I'm not really sure how best to use the remaining 4 points. I considered going for the manual secondary control skill but 5 points for 15% less drunk gunners doesn't seem worth it to me. 

 

 

This is how I want to use the first 10 points.

T1: Basic Firing Training ~ Warspite has pretty good aa and secondaries so I like to buff them.

 

T2: Expert Marksman  ~ Super slow turret speed has to be increased.

 

T3: Superintendent  ~ Warspite heals are just silly in a good way. 

 

T4: Advanced Firing Training ~ Like T1 buffing aa/secondaries is fun

 

For the last 4 points I've got a couple options.

Basics of Survivability and Fire Prevention for 3 points.

Basics of Survivability and Vigilance for 4 points.

Manual AA control for 4 points.

 

The first 2 options I like because I play rather aggressively and end up taking a lot of HE hits and dodging torpedoes so reducing the fire chance or having a bit longer time to dodge torps is really helpful. I'm not entirely sure about the Manual AA control though as the Warspite only has 4x2 guns greater then the 85mm required for the skill to do anything. Is the effect really noticeable? And how many t4-t7 cv's do you think are going to be playing anyways?

 

Appreciate any thoughts or input you may have. 

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Vigilance is pretty strong in this patch and is worth considering coming back for and getting it once you get AFT.

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I'm not entirely sure about the Manual AA control though as the Warspite only has 4x2 guns greater then the 85mm required for the skill to do anything. Is the effect really noticeable? And how many t4-t7 cv's do you think are going to be playing anyways?

 

Appreciate any thoughts or input you may have. 

 

If my maths are right, that should still give you a pretty good boost. Consider this: At close range all your AA guns are able to bring to bear about 172 dps. Of that, 41 is from your 102mm guns - so approx 1/4. Meaning if you double that, you're kicking it up between 20 and 25%. Not only that, but you're doubling the damage done at 4-6km.  I'm not saying I'm 100% sold on it myself - and I don't have to worry about it just now as I only have 11 points total. BUT, that looks good to me. This is with 10 points already placed exactly as you have since that's what I chose as well.

 

Currently I'm at T6 with CV's however, I generally avoid Warspite as she's well known to have good AA unless she's the ONLY target available (within reason) 

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Fire Prevention and Manual AA control I think are actually pretty bad skills tbh. Fire prevention does almost nothing, and at least with cruisers, AI control of AA is more effective than manual. Basics of Survivability is pretty much a no brainer IMO.

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"I would only ever use Vigilance on an anti-destroyer hunting vessel -- especially ones that will be used for competitive play like in Ranked or Team Battles.  It's of questionable use for a Battleship because though you may see the torpedoes a little earlier, if you're not already set up to avoid the fish, they're still going to hit you."

From a conversation I had with someone on the new placement of skills.....someone HIGHLY reputable but I don;t want to mention her name, but it does make sense....

Just my 2c

Edited by pmgaudio

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"I would only ever use Vigilance on an anti-destroyer hunting vessel -- especially ones that will be used for competitive play like in Ranked or Team Battles.  It's of questionable use for a Battleship because though you may see the torpedoes a little earlier, if you're not already set up to avoid the fish, they're still going to hit you."

From a conversation I had with someone on the new placement of skills.....someone HIGHLY reputable but I don;t want to mention her name, but it does make sense....

Just my 2c

 

The reason I'm considering Vigilance is because I do tend to be the one pushing in randoms even against dd's if I think I have the chance and when you consider that the Warspites (550m) turning radius is actually smaller then a Nicholas (600m) or even a Farraguts (560m) circle.. her ability to turn is just silly for a bb giving you the ability to dodge torps most other bb's would never be able to.

 

If my maths are right, that should still give you a pretty good boost. Consider this: At close range all your AA guns are able to bring to bear about 172 dps. Of that, 41 is from your 102mm guns - so approx 1/4. Meaning if you double that, you're kicking it up between 20 and 25%. Not only that, but you're doubling the damage done at 4-6km.  I'm not saying I'm 100% sold on it myself - and I don't have to worry about it just now as I only have 11 points total. BUT, that looks good to me. This is with 10 points already placed exactly as you have since that's what I chose as well.

 

Currently I'm at T6 with CV's however, I generally avoid Warspite as she's well known to have good AA unless she's the ONLY target available (within reason) 

Thanks for that. it actually seems to be a bit more then I was thinking but it's still hard to decide if it's enough to warrant the points.

Edited by Poltr

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Basics of Survivability you will almost never use as a Warspite. If you use premium consumables, and why not, it's on a 60 second cooldown. If you have the bonus, it's even faster. You're not going to burn down unless you're surrounded by Cleavelands. And if you are, it won't matter. I've put on the % reduction flag before and I've never used it. I always have my cooldown up way before. I actually let it burn once because I was like, "hey, I paid for this flag."

 

T1: Basic Firing Training ~ Yes

 

T2: Expert Marksman  ~ Yes

 

T3: Superintendent  ~ If you use premium, and you're in a premium ship, so why the hell not, you already get +1. The number of times you're using max heals is so few it just so few it doesn't matter. You'd have to be getting shot *almost* constantly, but not so constant that you actually die. I think I've used my max 3 times. And remember, there are plenty of times when you *can* heal, but it won't heal for hardly anything because it's all torp or citadel dmg. You will never ever use that many planes. You don't have enough time. The cooldown is just extreme. Getting the -10% damage control time makes your super cooldown even more super.

 

T4: Advanced Firing Training ~ Like T1 buffing aa/secondaries is fun

 

T5: Jack of All Trades. ~ I know people want to try the new stuff, but Warspite is a unique vehicle. It heals more/better. And has faster Damage Control. Those are things you should be buffing because they are unique to the ship. I don't have Jack yet. But what is that, like 45 second cooldown and a 5 second immunity? That's crazy.

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I might make a random interjection here too. Aside from having the Warspite for fun and profit (literally) and love of the ship itself, a primary reason for having the Warspite is so that when British BBs drop, we'll have an EPIC BB captain to toss onto our HMS Iron Duke (or whatever - I just love Jellicoe's flagship and I want her in game damn it!). It might be prudent to take a few basic BB skills, and just let the other skill points pile up. Personally, I have 2 captains for my Warspite. One who has 2 or 3 basic skills for a cruiser, and one with 2 or 3 basic BB skills. I swap between the two captains periodically and am building up crew skills to use on the ships when they come out. I had to decide what to do with my crew points yesterday after the patch, and I stopped with level 3 skills. I pretty much figure that even without knowing the characteristics of British BBs and CAs, I can reasonably guess what I want in the 1, 2 and 3 slots, but without knowing the characteristics of the unreleased ships, I decided to not give my CA captain AFT - simply because I don't know if the British CAs are going to want it or not.

 

Worth considering considering how costly/difficult Captain retraining is in this game with no option to drop skills for credits (WoT has this... why not WoWS... come on WarGaming don't be d1cks).

Edited by Captain_Dorja

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Here's how I would equip the HMS Warspite.

 

First pass:

 

Tier 1:  Basic Fire Training (1st point)

Tier 2:  Expert Marksman (3rd point)

Tier 3:  Superintendent (6th point)

Tier 4:  Advanced Fire Training (10th point)

 

Once you have acquired these four skills (for a total of 10pts), begin picking and choosing skills throughout the tiers.  Your second pass should be done in the following order:

 

Tier 1:  Basics of Survivability (11th point)

Tier 1:  Situational Awareness (12th point)

Tier 4:  Demolition Expert (16th point)

Tier 2:  Fire Prevention (18th point).

 

The Manual Fire Control for Secondary Armament is not worthwhile on the Warspite -- especially if you've specialized for increasing the output of her guns.  This skill looks good on paper, but it's a net loss in firepower for the Warspite's secondaries.  The guns no longer fire automatically, requiring you to manually target ships.  This means keeping a ready eye at all times on the ranges of all targets around you.  This can waste time that would otherwise have been filled with automatic (if slightly less accurate) fire.  In addition, the HMS Warspite loses the ability to have both sides firing simultaneously.  As a brawling Battleship, she excels in very close encounters, particularly with gunship cruisers like the Pensacola or Cleveland.  The loss of DPM is unacceptable.

 

All of this for only a 15% reduction in dispersion.  Pass on this skill on the Warspite.

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There is no reason to get superintendent, especially if you're going to brawl with her. You won't ever use your full heals. Honestly, count up how many times you do (if you're using premium consumables). It just doesn't happen. If you do, there had to be at least one or two heals where you gained little-to-nothing. And you're giving up a skill for that.

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The Manual Fire Control for Secondary Armament is not worthwhile on the Warspite -- especially if you've specialized for increasing the output of her guns.  This skill looks good on paper, but it's a net loss in firepower for the Warspite's secondaries.  

:(

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Here's how I would equip the HMS Warspite.

 

First pass:

 

Tier 1:  Basic Fire Training (1st point)

Tier 2:  Expert Marksman (3rd point)

Tier 3:  Superintendent (6th point)

Tier 4:  Advanced Fire Training (10th point)

 

Once you have acquired these four skills (for a total of 10pts), begin picking and choosing skills throughout the tiers.  Your second pass should be done in the following order:

 

Tier 1:  Basics of Survivability (11th point)

Tier 1:  Situational Awareness (12th point)

Tier 4:  Demolition Expert (16th point)

Tier 2:  Fire Prevention (18th point).

 

The Manual Fire Control for Secondary Armament is not worthwhile on the Warspite -- especially if you've specialized for increasing the output of her guns.  This skill looks good on paper, but it's a net loss in firepower for the Warspite's secondaries.  The guns no longer fire automatically, requiring you to manually target ships.  This means keeping a ready eye at all times on the ranges of all targets around you.  This can waste time that would otherwise have been filled with automatic (if slightly less accurate) fire.  In addition, the HMS Warspite loses the ability to have both sides firing simultaneously.  As a brawling Battleship, she excels in very close encounters, particularly with gunship cruisers like the Pensacola or Cleveland.  The loss of DPM is unacceptable.

 

All of this for only a 15% reduction in dispersion.  Pass on this skill on the Warspite.

 

It really made me sad when I saw that the manual secondary control fired half your gunners and only made your remaining drunken gunners 15% less drunk!

 

How is demolition expert worth using? Tooltip states : +3% chance of fire on target caused by main caliber shell or bomb.  I didn't think that the secondaries were considered main caliber.

 

As far as Superintendent is concerned.. I know you rarely use all the heals but there really isn't that many options specially on the third tier. The only other option being the Vigilance skill and I think seeing the torps a bit sooner is nice but knowing I have the ability to heal just one extra time is always nicer. One time I had a game where I added up all the damage I had taken from ap/he/bombs and added in 40% of the Warspites total hp (Because I got that medal for losing 40% hp from fire and living) and I had taken over 95k damage and lived. While you probably won't use the heal every time It's nice to have should you need it IMO.

Edited by Poltr

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I'm personally of the opinion that Vigilance is a crutch for people who aren't good. I'd rather be 25% better at just spoiling torpedo attacks all the time by just doing passive torp avoidance than spot the torpedoes that are about to kill me 25% sooner. Chances are, I'll still get hit, because I wasn't using good passive torp avoidance. If I still need to be doing good passive torp avoidance to avoid the torpedoes, why do I want the skill that lets me be lazy about my torp avoidance, and feel complacent about torps?

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It really made me sad when I saw that the manual secondary control fired half your gunners and only made your remaining drunken gunners 15% less drunk!

 

How is demolition expert worth using? Tooltip states : +3% chance of fire on target caused by main caliber shell or bomb.  I didn't think that the secondaries were considered main caliber.

 

As far as Superintendent is concerned.. I know you rarely use all the heals but there really isn't that many options specially on the third tier. The only other option being the Vigilance skill and I think seeing the torps a bit sooner is nice but knowing I have the ability to heal just one extra time is always nicer. One time I had a game where I added up all the damage I had taken from ap/he/bombs and added in 40% of the Warspites total hp (Because I got that medal for losing 40% hp from fire and living) and I had taken over 95k damage and lived. While you probably won't use the heal every time It's nice to have should you need it IMO.

 

Even if it's only main caliber shells - look at the % fire chance on the 15" HE - with DE, you're knocking up close to the 40% range.

 

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After playing around with skills for a guide, I settled on these two as my favourite Warspite builds.

 

2vxoftk.jpg

 

This is the Efficiency Build (and arguably the best build).  It strengthens the Warspite's best advantages.
 

  1. It reduces the already short reset timer of her Damage Control Party with  a premium consumable from 60s to 46s.  Compare this to the shortest you could ever make a single fire burn for on a Warspite with Damage Control Modification 2, Basics of Survivability and a Signal:  35s.  Without a signal, this becomes 43s. This frees up said skill points & upgrades for other things.  It also allows her to respond to critical damage almost as quickly as a Destroyer using a premium consumable.
     
  2. It shortens the reset timer and improves the Warspite's Repair Party consumable.  The reset timer on the premium consumable drops from 80s to 68s (standard from 120s to 102s).  Superintendent will also give you an additional charge, which amounts to another 9016 potential hit points.  As the Warspite's Repair Party can heal back 60% of all penetration damage, this is too big of an advantage not to capitalize on.
     
  3. It increases the efficiency and range of the Warspite's Secondary Batteries from 5.0km to 7.2km without sacrificing their independent targeting or limiting her batteries to engaging only a single target.

 

The second build (which I retrained for my first Captain) is designed to improve the Warspite's staying power in a Lone Wolf role, hunting cruisers and dueling with destroyers in isolated sections of the map.  This build focuses on efficiency in winning one on one engagements late in the game where there are less team mates to support you.  It is not as efficient as the first build.

 

14dm3ox.jpg

 

This build maximizes secondary gun batteries while focusing on reducing her surface spotting range.  With concealment camouflage, the Warspite's surface detection range drops down to a very workable 11.9km while she holds fire.  This can be invaluable in very situational circumstances found in end-game scenarios where the Warspite is often working without close support.  Anti-fire skills and modules are also taken with premium and signal-boosted Repair Parties.  The reduced surface spotting range is very expensive.  My goal is to acquire the 19th skill point with this Captain (eventually) and look towards gaining Fire Prevention in combination with the 18th point.

 

 

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There is no reason to get superintendent, especially if you're going to brawl with her. You won't ever use your full heals. Honestly, count up how many times you do (if you're using premium consumables). It just doesn't happen. If you do, there had to be at least one or two heals where you gained little-to-nothing. And you're giving up a skill for that.

 

If you run the premium Damage Repair Party I think it's worth while.  The Premium version gives you a faster cooldown and an extra charge.  I often run down to my last charge or two on some of my BBs.  And with Warspite being a premium, you'll have plenty of coin to pay for the premium consumable.  I also run premium Damage Control Party on most of my ships now.

 

For me, I tend to always get Situational Awareness.  The number of times I'm nearly by myself in the end game and need to know when that pesky DD is close are numerous.  I don't recall if I have AFT on my Warspite, but I'd suspect I don't.  I think I probably only have it on Nagato and a few of my AA cruisers.  Vigilance would be a good one for a slow turning BB too.

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Fire Prevention and Manual AA control I think are actually pretty bad skills tbh. Fire prevention does almost nothing, and at least with cruisers, AI control of AA is more effective than manual. Basics of Survivability is pretty much a no brainer IMO.

 

Um Manual AA BOOST your large cal AA guns by 100% when you DESIGNATE a plane squadron. They still fire as normal UNLIKE Manual Secondary. You don't lose anything for taking the skill except not being able to pick a different skill over Manual AA in same tier for a good while.
Edited by Hurlbut

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On my Warspite I run what you got at the moment pretty much but I got situation awareness.

 

So far this is what I got.

T1: Basic Firing Training 

T1: Situation Awareness: Pretty stealthy for a BB.

T2: Expert Marksman  

T3: Superintendent:  ( this is a must)

T4: Advanced Firing Training

 

Working on

T5: Concealment expert: Main battery range is bad with this I hope I can get in close with a 12.2 surface detection range

T3: High Alert

 

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