Jump to content

Search the Community

Showing results for tags 'captain skills'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Forum
    • English Speaking Forum
    • Deutschsprachige Community
    • Polska Społeczność
    • Česká a slovenská komunita
    • Communauté francophone
    • Comunità Italiana
    • Comunidad de habla española
    • Türkçe Topluluk
  • Mod Section
    • Rules, Announcements and General Discussion (English)
    • Modding Tutorials, Guides and Tools (English)
    • Interface Mods
    • Visual Mods
    • Sound Mods
    • Modpacks
    • Other Mods and Programs
    • Archive
  • Historical Section


  • Community Calendar
  • This Day in History

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL








Found 61 results

  1. there is image of my build as for upgrades I have following. Spotting aircraft mod. Damage control. Aiming system. Damage control. Concealment and main battery mod 3.
  2. Hi there, a quick question, as the numerous searches I have done so far returned mostly outdated info, pre 0.8 that is. I am pushing up the IJN Cruisers line right now, currently stopped at Tier 7. My plan is to train a captain along the way till I reach the Zao. That is why I am cherry picking my captain skills in such a way, that they will be useful on the Tier X Cruiser. But since it is my second month of playing, I am not quite sure, what would work best on that ship. I've been playing mostly DDs so far, so the whole Cruiser buisness is slowly getting to me. My plan was to... For the first 10 points pick: Expert Loader Adrenaline Rush Survivability Expert Concealment Expert (am 2 points short of this) For the remaining 9 points I am a bit puzzled. Considering the fact, Zao can have the lowest detection of all Tier X Cruisers, as well as quite slow turret rotation, I was considering Radio Location. But then some guides and discussions I saw had some rather poor opinions about this skill. A lot of people offered Demolition Expert as a must have pick, but a shift from 19% to 21% does not sound that big with an over 13s reload time. I can see this skill much more useful on a DD that can turbo spam shells. Superintendent seems to be quite potent, for the additional Repair Party as well as Hydro. But what of the last two points? Priority Target and Preventive Maintenance? Ekspert Marksman? Last Stand seems a bit like a waste for a Cruiser. On the other hand, I have read a lot about AA-Build Zao, am curious how viable it would be right now with the 0.8 changes.
  3. 1.) Does Adrenaline Rush also increase anti-air DPS? The skill description reads "all armamants", but I am still curious. 2.) Does Jack of all Trades also reduce the cooldown of the DCP, like High Alert does? It is a consumable, isn't it? 3.) Does healed damage still count towards the Adrenaline Rush bonus, or do you lose reload speed, if you use a heal. Thank you in advance!
  4. VolcanicLemur5

    Jack Dunkirk

    Hello! I've had Jack Dunkirk for a while now in my reserve. I thought that I make use of him but the problem is that I'm devided on what shipclass I should put him in. The skill that devides me most is his JoAT and witch ship class that it would be best on? Regards VolcanicLemur5
  5. Hello once again everyone, bit late with this one but a lot of people were asking for a solid captain skills and ship build for the secondary beast that is the USS Massachusetts. I hope you all enjoy the highlights included. My YouTube Channel link once again is Carbine Carlito I hope you feel free to drop by check out this and some of my other videos and Good Luck and fair seas to you all.
  6. AwesomeBoat

    Elite commander xp?

    Hi I was going to redistribute my captain points on my Diana Lima. I don't have any doubloons but it says I can use elite commander xp. How do I get elite commander xp? thanks
  7. Hi all, What captain skills are you guys using for ships in new "Rogue Wave" game mode? Leo "Apollo11" P.S. I wish they gave us at least 1 day of testing for captain skills...
  8. How would you spend the 19 skill points for Captain Dunkirk that was based in a Leander in the current Random Meta? Obviously maximising the benefits of his "special skills" while playing to the strengths of HMS Leander. How would that differ, if at all for HMS Fiji? And how would they look if you were only going to use these ships for Operations? Obviously I've looked at the various builds suggested for Leander and Fiji on "Ship Comrade" and they don't play well with the Dunkirk brothers. I've had 16pts Dunkirk brothers in these ships for a while and now I have the points to bring one or possibly both to 19points. Both currently look like:- I don't feel that this is the best use to add 3 points of skills to so I probably will redistribute.
  9. Hi WG, Sometimes I find myself wanting to retrain a 19 point captain, only, I don't need him retrained fully, just one skill, but of course, I have to pay 475 doubloons to retrain ALL the skills even though I only need to train one new skill. This is unfair, and a form of robbery or fraud. I put it to you WG that what this is, is illegal. I did not realise that WoWS was a pirate game
  10. elblancogringo

    French BB captains, hybrid build?

    Dear battleship captains, I've seen some videos about upcoming french BB line, and I have been thinking about how to spend skill points in my captain. I like the gameplay of secondary builds, and even though some people would argue that any secondary build is sub-optimal at tier 9 and 10, I don't want to pass on that with French BB with their good fire chance. I would like your opinion and comments on a hybrid captain build, the one I think could be fine with my play style and desire. I indeed think that French BBs are a line where you have the opportunity to go in many different ways, hence the hybrid possibilities. How to spend the points in the best way to be a Jack of All Trades with at the same time good enough AA, survability and secondaries? Here is the build I will probably do. Please note that I plan to use Jean Jacques Honoré, which is why I take EM and AR at tier 2. Thoughts?
  11. Welcome to the new captain skills guide for 0.6.0 As usual, a disclaimer and some general information first: A) your mileage may vary as skill choices can depend on your playstyle. These distributions are merely recommendations and not the ultimate choice to beat all others.B) Apart from the Light Cruisers, these distributions assume you keep moving your captain along to the next ship until you reach T10.C) Captain skills in bold are those I recommend the most. Information about skills and general game mechanics: HE penetration is the gun caliber divided by 6, except for German BB main guns and 128/150mm BB secondary guns, for which it is caliber divided by 4. HE penetration is rounded up or down to the nearest value. HE penetration is the same at any angle and range and has to be above the thickness of the armor to penetrate. The Donskoi with exactly 30mm of HE penetration cannot penetrate 30mm plates. If a HE shell dealt no damage, it has either failed to penetrate, hit a module or the torpedo belt. AP shells overmatch (ignore angle and ricochet mechanics) if their caliber is at least 14,3 times bigger than the thickness of the armor they try to penetrate. Auto-ricochet angle is 60° for all ships except high-tier US cruisers (67,5°) and British non-premium cruisers (~75°). Technically these are 6° to 10° higher for each ship as shell normalization is applied before checking if the shell bounces. "Expert Loader" only works if all gun barrels are currently loaded, not including those that are destroyed. "Incoming Fire Alert" only warns you of incoming shells that have to travel for at least 6 seconds to arrive. For the skill "Preventive Maintenance", these are ship parts that count as modules: Main guns, torpedo tubes, propulsion, steering. (Thanks to shamelesscreature for the info) "Survivability Expert" increases flooding and fire damage, which deal a certain percent of your total HP each second. Basic Firing Training and Advanced Firing Training apply to ALL secondary armaments regardless of caliber, even the 155mm on ships such as the Yamato. The 139mm limit only applies to primary guns. The 100% damage bonus for Manual Control of the AA guns multiplies with the defensive AA barrage. This makes the skill especially useful for cruisers, assuming they got enough 85+ mm AA guns to make the investment worthwhile. Torpedo Acceleration increases the arming distance for CV-dropped torpedoes. The 10% fire reduction of Fire Prevention is multiplicative. If a shell has a 20% chance to set you on fire, the chance will be reduced to 18% should you have the skill. In reality the reduction is even lower since there are other factors further reducing fire chance, such as natural fire resistance. Please do not use IFHE on any ships with a caliber of 203mm or above. DE and IFHE also affect secondaries. Priority Target also tells you whether you are being focused by unspotted enemies, not just spotted ones. Builds for specific ships are mentioned at the bottom of the guide. If a ship you would like a build for is not listed, feel free to ask. Battleships Light cruisers (not including British AP cruisers) British AP Cruisers: Heavy Cruisers: Japanese and German Destroyers (excluding Akizuki): US Destroyers: Russian Destroyers: Aircraft Carriers: Akizuki Gremyashchy/Leningrad/Anshan/Blyskawica: If you prefer to watch videos rather than reading text, you can watch these videos by iChase and Flamu:
  12. Hi Guys, I have been looking around the web on best practices for the upgrades and new captains skills but didn't find much. So if any of you have a suggestion for the ships upgrades and captain skills, I would be very grateful!
  13. Akula971

    How to make Jutland work?

    I just can't get this thing to work. I'm using an IFHE build, tried main guns and torpedo boost, not noticed much. I'm losing to Shima's in gunfights, Fletchers make mince meat of it. The only real success I've had is shooting down aircraft! It has a heal, but what is the point in a gunfight, that will see you reduced to a smoking wreck before you can activate it. Cap contesting is very dangerous, you don't have the speed to escape or get out of radar range. If you are having success and fun in it, please let me know your module choice, captain skills and tactics.
  14. It would be more than useful and would I guess save many an expensive error if when we're redistributing captain skills that there was a "Review/Accept/Reset" function at the END of filling in ALL your skill points rather than the present system of confirming and cancelling at each skill assignation. Firstly, this would allow players the opportunity ingame to experiment with different builds before committing though I'm aware that there are many online test templates that people can use to decide between differing setups for each ship. However, secondly at present it is entirely possible to spend 475 doubloons on redistributing your captain skills and make a mistake and be left with the possibility of living with your mistake or paying up to another 475 doubloons to correct it. It's almost as if the system is setup to profit from players' mistakes, stupidity or accidents. PS. No I haven't made that mistake yet, but I'm extremely conscious of the possibility of doing it everytime I do a redistribution. EDIT: Sorry this was meant for the Suggestions Thread. Could some Mod please move it to there.
  15. Second thoughts about my German secondaries When I first leveled up my German Grossadmiral, whom I put in charge of all my favourite battleships, there was little doubt as to which two level 4 skills I would train him in. I took Concealment Expert as the first one, and Advanced Firing Training as the second. Having that overbearing range on those glorious secondary guns was just too tempting, and the boost to my AA range was a nice bonus. I've stuck it out with this skill choice for the longest time. It's still fun lighting up everything that dares to even think about coming close enough to torp rush me, and having the edge in secondary gun range is always very useful in a brawl. But lately, I've begun to seriously consider switching Advanced Firing Training for Fire Prevention. I don't mind a barbecue party now and then, but sometimes - just sometimes - always being on fire starts getting on my nerves. In any other battleship than a German one, the choice would be pretty easy - I'd go for Fire Prevention any day - but those wonderful secondaries are such a big part of what it means to be a German battleship! So I'm putting the question to you, fellow forumites: What are your thoughts on this matter? What's your advice? Thanks in advance!
  16. LongJohn_

    IJN BB builds?

    Hi, Started IJN BB line all over again. I once went up to Kongo and switched to CV branch never looking back. But now at Kongo. 8 points crappy captain and gaining xp and soon Fuso. But how to proceed? PM, AR and SI atm. Is CE good to have? AA skills? Secondaries? Looking for a universal captain that I can grind as far as I like. Kongo MM is intresting. As T5 you can have T4-5 team donkeys that go very fast one way or other or in the other end get into T7 match. How IJN BBs play? I am used to USN and KM BB lines up to T8 and both of them have pretty different playstyle.
  17. Most players agree, that Survivability Expert is a top choice for virtually every DD captain, providing a HP bonus ranging from 15.5% (Khabarovsk) – 20% (Shimakaze). Where it gets controversial is its utility for cruiser captains. Here many players argue that here the additional HP are not worth the 3 skill points and advise to not spec into it. In this post I want to show with a very short and simple argument that this is not necessarily the case. In my humble opinion SE on cruiser captains is not nearly as useless as commonly suggested and I want to back this up with some numbers. Note, that I am not trying to promote SE as a must-have skill for all cruisers, since its utility depends on the playstyles of both the ship and its owner. My aim is to look at the hard numbers to assess the usefulness of SE in the very same way, that numbers have to be involved in deciding wether to use IFHE for a given gun caliber. I like to know these things instead of only relying on gut feelings. Edit: The numbers in this tread are not correct, since contrary to a widely made assumption, SE does not increase the amount of HP healed by the Repair Party consumable. This greatly reduces the overall HP bonus provided, as you can see in a table at the end of this post. The obvious bonus SE provides at T10 is a flat 3500 base HP increase. However, since the amount of HP restored by the Repair Party consumable is derived from a ship's base HP (14% of base HP total, 40% for UK), it also increases the amount of HP healed per use. In the following table you can for each T10 cruiser see its (1) base HP, (2) base HP including SE, (3) HP / Heal, (4) HP / Heal including SE: Here I am just showing the obvious: the less HP a ship possesses, the more it benefits from SE. The real subject of the debate is, wether these boni are worth the 3 points one has to spend for them. When trying to quantify the usefulness of SE I look at the cumulative potential HP that a ship has access to over the course of the game: Potential HP = Base HP + #Heals * HP/Heal This represents the maximum amount of HP a ship can spend in order to exert influence on the course of the game and is effectively modified by the type of damage it suffers (not every HP loss can be healed 100%). The potential HP accessible by 4 uses of the Repair Party consumable with and without SE can be taken from the following table. The absolute HP bonus ist not surprisingly the same for all cruisers with Minotaur being the noteworthy exception. It gains 9100 potential HP by slapping SE on top of SI in your captain build. I am showing you these numbers in order to put SE into perspective by comparing it to another skill most people agree to be a no-brainer for high tier cruisers: Superintendent. The non-UK cruiser benefitting the most from SE is Zao. Here the sum of base HP increase (+3500) and the increased healing (+490 HP/Heal) almost has the same effect as getting a 5th heal (5460 vs. 5712 HP). Every Zao player using Superintendent obviously thinks that 5712 additional HP are well worth the 3 skill points. In that case, 3 points for 5460 HP (which is 95.5% of one heal) cannot suddenly become a horrible deal. That would be like saying: '3€ for 20 bottles of beer is a great price, but 3€ for 19 bottles is a ripoff'. I intentionally picked Zao here, because out of all T10 cruisers it benefits the most from SE and thus serves best to illustrate my point. A valid point of view here is, that skill points are limited and SE (assuming its non-uselessness is accepted) is competing against DemoExpert and Vigilance. In this context I will now make the most controversial statement. Please keep your pitchforks and torches in the shed for now. If next to Vigilance and DemoExpert there are just 3 Skillpoints left, then in some cases picking SE instead of SI is actually a good choice. That guy must be insane, right? Well, maybe. But let's look at the numbers again. In the following table you see for each T10 cruiser the total potential HP in the case that the captain has either SI (4 heals) or SE (flat bonus + 3 enhanced heals). Also we see a breakpoint value, that determines wether SI or SE is more effective for each player (more on that later). On Zao, Des Moines, Hindenburg and Henri replacing SI with SE nets a HP loss of less than 3% when all heals are being used. In return you gain access to these HP at an earlier time in the game, increasing your ability to survive until the late game. On top of that the increased base HP mean, that you can endure those extra few overpens, possibly allowing you to escape to use your next heal. A more aggressive playstyle thus favors SE over SI in my opinion. So can we quantify how much sense it makes to take SE instead of SI? This picks up the question of playstyle. If you want that 4th radar/hydro charge (i never find myself needing more than 2 or 3 DefAA charges), then of course there is no discussion. As a consequence I will limit my discussion strictly to HP considerations. A cruiser with SI will have more potential HP only if it is able to use its 4th heal. That means if you find yourself being unable to use that 4th heal on a regular basis, then you would benefit more from SE. Since the HP bonus that you get from SI compared to SE is quite small, you would indeed need to use your 4th heal in most of your games in order to break even with the HP advantage SE provides up until that 4th heal. This is described by the breakpoint value in the last table column. It means that e.g. a Hindenburg needs to use its 4th heal in 68.4% of all games so that when averaged over many games, SI provides as many potential HP as SE. If that Hindenburg uses its 4th heal in 100% of all games, then it will gain 2.9% potential HP over another Hindenburg that uses SE instead. Looking at these numbers it means that from a survivability point of view SE is still not perfectly viable in all situations, but it is far from being a useless captain skill for cruisers. Personally I will try replacing SI by SE on my IJN captain as soon as I reach Zao (on Ibuki now), since I cannot see myself using 4 DefAA charges and only consider my HP pool. Being an average player (at least according to WTR) I am not using all 4 heals all the time, so in this regard SE seems like a more effective choice. Even if my skill eventually becomes sufficient to be able to pull this off, I think paying a negligible 1.2% of my overall HP for being able to take more risks and get away with it in the early game is a really great deal. If you have read this wall of text until here, I thank you for your time. You may now bring your pitchforks and torches, but I am also looking forward to reading your more objective arguments concerning this topic Erratum: As it turns out, SE does not enhance the amount of HP healed by the repair party consumable, which stronly reduces the HP bonus when measured with the total potential HP in mind. As a negative side effect SE increases the amount of fire damage taken, since it depends on a ship's base HP. This effect would have canceled itself with the increased heal, but as it stands this does not apply. In the following table you can see the bonus SE provides with respect to base HP and total potential HP. This does indeed cast doubt over the utility of SE, since the total HP bonus is below 5% with the exception of Zao. Thanks to ColonelPete, Affeks and tmGrunty for bringing up these points!
  18. I have just recently unlocked and bought the Minotaur, I have a Captain with 16pts 3 of which are not used. So far the Skills my Cpt. has are PT, AR, SI, Vig, CE. The 3 extra points I do not know what to do with for the best with this ship, The Capitan is nearly to 17pts. I thought of using the points on PM & HA as I do not know which are benificial. Any suggestions as to where better to use the free points? Thanks
  19. Ok, have had Hood since release (I know, I have more money than sense, hey ho) I am an average player - average win rate about 49, recent 53 the recent win rate is down to the hood, I find this better for me than the Warspite as it seems to suit my style, Current stats on the Hood for me are: Battles - 223 Win Rate - 55% Average results; destroyed - 1, aircraft 2.8, xp - 1372 have had some fab games in the hood, much better than in the Scharnhorst (prev best ship), at least 3 krakens and generally seem to play better. Massively tanky if you use her correctly, guns are meh but work when you are used to them. Against high tiers often seems to pay to use HE due to the high number of shatters/over pen that hood seems to get. Have tried a number of different set ups for the captain and modules; have tried full AA set up; main battery set up, steering gears, aiming mods, secondary set ups. for me the set up I have settled with is; main armaments mod 1 secondary armaments mod 2 damage control mod 1 propulsion mod 1 The rationale for this set up is; guns are meh therefore going down the aiming/main mod 2 route doesn't really make that much difference. The secondaries and the addition to the AA does make a difference in the right place/time. The propulsion mod I settled late on having tried steering etc, hood seems a bit sluggish in its speed up (not top speed, acceleration) and this makes a big difference in battle. Captain skills have gone with (after trying a few different): Preventative Maintenance Jack of all, Adrenaline Superintendent AFT and Concealment I agree with the other reviewers, not OP not UP but interesting and think works for me, better that others at the same tier - even the Scharn. What do others think?
  20. Hola buenas, el motivo de escribir este post es para saber vuestra opinión sobre que habilidades son más eficientes para el comandante del Missouri. El caso es que la idea de una build a AA es tentadora, pero estando ausentes los portaaviones en más de la mitad de las partidas me planteo llevar el barco en modo tanque, ya que el barco de base tiene muy buenas AA. Unido al módulo de +20% de alcance de las antiaereas, puede que vaya muy bien sólo con esto. Bueno, la duda es si ponerle como última habilidad entrenamiento de fuego avanzado lo que le daría otro +20% de alcance AA o incluso meterle entrenamiento básico de fuego, o por otro lado, optar por prevención de incendios y una build más de supervivencia. Bueno, agradecería mucho vuestras opiniones al respecto. Pd: Os dejo las opciones que tengo en mente. Saludos. 1º Opción con prevención de incendios: http://shipcomrade.com/captcalc/0100000000100010100001000100000119 2º Opción con entrenamiento de fuego avanzado:http://shipcomrade.com/captcalc/0100000000100010100001000000100119 3º Opción a AA: http://shipcomrade.com/captcalc/0100000000100010100010000000100119
  21. Hi there, because currently there is the opportunity to change Captain Skills for 0 doubloons, I'd like to know your opinion on 4 points skills that I have to use on Mogami and Bismark. For Mogami I red that could be interesting to set Inertia Fuse Skill as I use mainly the 155mm setup. If not how to use those 4 points I have (I've already Concealment opt)? For Bismarck I've always used the Manual Fire Secondary with those 4 as my setup include Upgrade for Secondaries, but I've also red that could be interesting to use those 4 points for Inertia Fuse also, because it looks that HE secondaries make more damage with it. Is it worth it or is just some speculation not important and useful as Manual fire Secondaries? I play quite aggressively with my beloved Bismarck. Thank you for your point of views!
  22. Just bought a Zao and planning to retrain captain for the ship. Not sure however how important Last Stand is on it. Can some Zao users tell how often this ship losses steering gears to HE spam? My playstyle with IJN is to trail close behind a DD using superb concealment, then alpha strike enemy DD at least once, and withdraw by angling / maneuvering. This leads to a lot of HE return fire landing on stern of your ship, which may knock out steering. Played this way with Myoko, Mogami, Takao and Ibuki. I observed that Mogami and Ibuki rarely lose steering, on the other hand Takao (and Myoko) suffer a lot. I lose steering at least once in about 30% of my Takao matches. So is Zao more like Takao or more like an Ibuki?
  23. DFens_666

    Idea: Captain skills

    Giving this some thought lately, and i think it might be a bit more interesting in regards of using skills on captains, but lets explain my idea first. - Make captain skills so that u can level each skill multiple times, why is the benefit at maximum by only one time skilling it? F.e. Expert loader u could invest 1 point for 15% faster shell switching, 2 points for 30% and 3 points for 50%. - This would ofc need to have more captain skills available, its roughly 4 times as much with the system i think of. Captains level faster, which makes the grind seem less long, even when the endresult stays the same. - Introduce skill-trees, which means if u want a certain skill, u have to skill other skills before. This cant work for all skills, but some skills could be seperated and they can be skilled seperately on which skill-tree u focus (f.e. CE is one that comes to mind) Just made a quick example for CV skill trees (because seems the easiest to show my idea) First skill needs 1-6 skill points to achieve maximum (1 point then 2 points then 3 points to achieve maximum result per skill), second skill needs 2-9 points, third skill 3-12 and forth skill 4-15 points total. F.e. 4 points on AS gives u +1 fighter, 5 points gives extra bomber and 6 points extra Torpedobomber (just an example) What it makes possible, if u are halfway skilling offensive skills, and u feel the need to get some defense, u can start skilling those a bit to help u on that side.
  24. So last night I reached 18th point captain on Chapayev and I'm going to get 19th as soon as I can. So far I have these captain skills 1pt - PT 2pt - AR 3pt - DE, Vigilance 4pt - CE, IFHE I can't find good skill for last 2 points. Thinking between LS, EM or JoAT. Chapy has decent turret rotation and EM will give only a second or two tops. 5% JoaT doesn't sound that much. So far I consider LS as the best option but still not quite sure. Would like to hear about your experience and propositions.
  25. Hi there, I searched the forum first, but could not find the answer to my question which is following: In the upcoming patch the smoke mechanics will change, which we all know and is hotly debated, but what I don't find is how will the change effect the captain skill: smokescreen expert? You get 20% more smoke or so, so it will be logical that firing from smoke will decrease the detection also by 20%. Thank you in advance for the answer.