1,363 [HYD] Aduial Members 7,105 posts 5,289 battles Report post #1 Posted June 25, 2016 I recently got my Ibuki, and i'm starting to train my captain that i'm going to use on my Zao. Here's what i was thinking. 1. Situational Awareness 2. Here's the first question. I usually use incoming fire alert with my cruisers, in order to avoid getting nuked by BBs sniping at me. But recently, i've started doubting the usefulness of this skill. Because IJN cruisers have mediocre gun turning, i thought it might be better if i got Expert Marksman instead. 3.Second question: Vigilance or Superintendent? I used Vigilance with Mogami, and it made dodging torps ridiculously easy. But since at tiers 9-10 cruisers get Repair party, i thought i might be useful to have Superintendent. 4. Demolition expert, or Manual AA, or AFT? I like demolition expert because it gets me more fires, but IJN cruisers have no trouble setting things on fire even without it. So i was thinking maybe i would buff my AA instead, because Zao's AA is somewhat mediocre. 5. Concealment Expert Any advice would be appreciated. Thanks!! Share this post Link to post Share on other sites
68 ExplosiveDumpling ∞ Members 294 posts 3,839 battles Report post #2 Posted June 25, 2016 (edited) Expert marksman is a must for IJN cruisers due to poor gun turn rate, the numbers may seem trivial but it adds up. Go with Vigilance for Tier 3 skills, even if you do have repair party don't rely on it, dodging pedos is far better than taking a hit or two. Be one with the torpedobeat. Cruisers at tier 9 and 10 may have a bit more armor but they are not absolute. Next: Demolition Expert and AFT are both good choices but take note that AFT is meant for those who want a more AA build, so if you go Zao then Demolition Expert is the way to go if you are more artillery oriented. Concealment Expert is a no brainer. Ninja vanish is always a good thing. Hope this helps my man. Edited June 25, 2016 by ExplosiveDumpling Share this post Link to post Share on other sites
1,363 [HYD] Aduial Members 7,105 posts 5,289 battles Report post #3 Posted June 25, 2016 Thanks. Do you think i should get Incoming fire alert after i reach 17 points? Share this post Link to post Share on other sites
68 ExplosiveDumpling ∞ Members 294 posts 3,839 battles Report post #4 Posted June 25, 2016 Thanks. Do you think i should get Incoming fire alert after i reach 17 points? Uh... I don't even bother with that since (personally) I know when someone is firing at me. Watch atsf's (Eurobeat) videos, I don't see him using that skill at all and he is where I get a lot of my builds. Share this post Link to post Share on other sites
1,072 [SVER] Sinboto Beta Testers 3,810 posts 10,039 battles Report post #5 Posted June 25, 2016 (edited) Incoming fire alert is one of those skills you shouldn't need at T10, I never liked it because it warns you about EVERYTHING I've found myself dodging DD shots in my kongou once, it also only works if the shot is 6 seconds out if I remember correctly. Edit: sorry just woke up Edited June 25, 2016 by Sinboto Share this post Link to post Share on other sites
1,363 [HYD] Aduial Members 7,105 posts 5,289 battles Report post #6 Posted June 25, 2016 Incoming fire alert is one of those skills you shouldn't need at T10, I never liked it because it warns you about EVERYTHING I've found myself dodging DD shots in my kongou once, it also only works if the shot is 6 seconds out if I remember correctly. Edit: sorry just woke up Actually you got it mixed up. It only goes off when a ship outside of 6 seconds fires at you. Also the about what you said above, that's the reason i only use it on cruisers. Battleships can't really react/ don't have to react to shells, and DDs can actually dodge shells after they are seen visually, so they don't use it. But cruisers can only dodge shells if they start turning before/just after the shells are fired. But yeah, it's probably not the most important skill. Share this post Link to post Share on other sites
1,072 [SVER] Sinboto Beta Testers 3,810 posts 10,039 battles Report post #7 Posted June 25, 2016 Actually you got it mixed up. It only goes off when a ship outside of 6 seconds fires at you. Also the about what you said above, that's the reason i only use it on cruisers. Battleships can't really react/ don't have to react to shells, and DDs can actually dodge shells after they are seen visually, so they don't use it. But cruisers can only dodge shells if they start turning before/just after the shells are fired. But yeah, it's probably not the most important skill. That's what I just said...wasn't it? it's up to you in the end, with extra points people usually go for skills they didn't take the first run through an extra fourth skill like demo expert for example. Share this post Link to post Share on other sites
1,363 [HYD] Aduial Members 7,105 posts 5,289 battles Report post #8 Posted June 25, 2016 That's what I just said...wasn't it? it's up to you in the end, with extra points people usually go for skills they didn't take the first run through an extra fourth skill like demo expert for example. Lol, that's if i ever get a 19 point captain. Apparently it takes like 2 million XP to get a captain like that. I'm probably gonna get an AA skill after i get CE. Share this post Link to post Share on other sites
2,348 [NG-NL] Reymu Members 7,140 posts 12,577 battles Report post #9 Posted June 25, 2016 CE makes more of a difference in my Ibuki when there's more than 3 DDs, in my experience, if you're trying to sneak around. The 11km (22k camo and concealment module) detection range already makes it a lot easier to engage on my terms. Share this post Link to post Share on other sites
1,363 [HYD] Aduial Members 7,105 posts 5,289 battles Report post #10 Posted June 25, 2016 CE makes more of a difference in my Ibuki when there's more than 3 DDs, in my experience, if you're trying to sneak around. The 11km (22k camo and concealment module) detection range already makes it a lot easier to engage on my terms. CE is basically the only useful choice though, right? I mean it's not like you're gonna be getting manual secondaries for a cruiser, or air superiority. Share this post Link to post Share on other sites
212 [ECOM] ClockworkSpectre Beta Testers 838 posts 11,053 battles Report post #11 Posted June 25, 2016 (edited) CE is basically the only useful choice though, right? I mean it's not like you're gonna be getting manual secondaries for a cruiser, or air superiority. CE is the only choice really. Especially because you can invisifire pretty well with it and the concealment module and being able to sneak around is just to valuable. I didn't go with Demo expert, because like you said, IJN cruisers already have a pretty high fire chance. Incoming fire is pointless, it may help newer players but an experienced player should know when to be maneuvering. Edited June 25, 2016 by ClockworkSpectre Share this post Link to post Share on other sites
2,080 1Sherman Alpha Tester 6,683 posts 3,338 battles Report post #12 Posted June 25, 2016 I recently got my Ibuki, and i'm starting to train my captain that i'm going to use on my Zao. Here's what i was thinking. 1. Situational Awareness 2. Here's the first question. I usually use incoming fire alert with my cruisers, in order to avoid getting nuked by BBs sniping at me. But recently, i've started doubting the usefulness of this skill. Because IJN cruisers have mediocre gun turning, i thought it might be better if i got Expert Marksman instead. 3.Second question: Vigilance or Superintendent? I used Vigilance with Mogami, and it made dodging torps ridiculously easy. But since at tiers 9-10 cruisers get Repair party, i thought i might be useful to have Superintendent. 4. Demolition expert, or Manual AA, or AFT? I like demolition expert because it gets me more fires, but IJN cruisers have no trouble setting things on fire even without it. So i was thinking maybe i would buff my AA instead, because Zao's AA is somewhat mediocre. 5. Concealment Expert Any advice would be appreciated. Thanks!! 2: I'd go with Expert Marksman. The faster you can get your turrets moving, the better. 3: Superintendent. Extra HP packs will save your life. 4: AFT. Gives you better AA, better secondaries, and it promotes using AP. Manual AA doesn't really work when you have multiple squadrons incoming and DE promotes being a dirty HE spammer. Share this post Link to post Share on other sites
1,072 [SVER] Sinboto Beta Testers 3,810 posts 10,039 battles Report post #13 Posted June 25, 2016 CE is basically the only useful choice though, right? I mean it's not like you're gonna be getting manual secondaries for a cruiser, or air superiority. Well I mean you could go for manual secondaries but I'm not sure how effective it would be haha. Her secondary guns aren't half bad. Share this post Link to post Share on other sites
2,596 [-KIA-] TenguBlade Banned 9,382 posts 28,311 battles Report post #14 Posted June 25, 2016 AFT because I don't want to see another fire-specced IJN CA... Share this post Link to post Share on other sites
1,363 [HYD] Aduial Members 7,105 posts 5,289 battles Report post #15 Posted June 25, 2016 AFT because I don't want to see another fire-specced IJN CA... Just for you i'm gonna get DE and run the fire boosting flags. Share this post Link to post Share on other sites