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VC381

Am I the only one who loves 1 and 2 point Captain skills?

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[ST-EU]
Supertester
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I noticed recently that as I get more high skill point captains (15+) I keep looking at the 4 point skills and thinking "meh". Even the 3-point sometimes. Obviously I go up and get one 4-point skill at level 10, and there are a few ships (e.g. light cruisers) or specialised builds (e.g. full secondary) that NEED multiple 4-point skills.

 

But for a lot of general builds, especially heavy cruisers, I'm struggling to spend all my points and finding multiple 1 and 2 point skills offer better combined utility, in my opinion, than a single specialised higher point skill. For example, I have two captains with four 2-point skills and a few more that either have (or will have, when they reach 19) three 1-point and three 2-point skills.

 

Am I the only one that stacks those skills like this instead of using specialised builds?

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[TEACH]
Alpha Tester
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4 poi(nt) skills are overrated apart from one or two for certain classes, otherwise I tend to look mostly at 2 and 3 point skills. I'm seldom alive long enough to worry to about any of it anyhow. I'm sure if WG looked at the skill stats they'd see only a few are actually used.

 

Maybe someone far wiser can give us a little advice here?

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[JR-IT]
Alpha Tester
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Hell no, concealment  expert is a must have skill on any ship, and on every cruiser aft+def aa ofc is almost mandatory. In a cv game is the difference between being an annoyance and being an aa umbrella, and in a non cv game, as it is right now it's the difference between being spotted by a scout  plane and die and kill that palne and go dark again ( and survive).

Are you telling me that SI is a skill that you can say no that easily?

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[JRM]
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U re not the only one m8 i build CA captains with utilit skills as Well espetially for ranked and cw

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[ONE2]
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As for myself, it depends on the ship entirely and what I plan to do with it. For example. For my usual CA build (usually those with 203mm guns) I would pick the Direction Center for Catapult Aircraft first, then Expert Marksman & Adrenaline Rush, then BFT & DE and lastly CE & AFT. But this could change if it seems that the ship would benefit more from something else.:cap_old:

 

Typically I would take only 1 1-point skill though for some I have also 2, kinda depends. For most of my DD's (IJN) I have chosen 3-4 2-point skills for example: Last Stand, Torpedo Acceleration, Smokescreen Expert or Jack of All Trades (if equipping TRB) - Occasionally Expert Marksman too (for a gunboat build). :cap_rambo:

 

But yeah, I really do not have any "Standard build", as such I will just choose the skills that I think will benefit each boat and the role I intend to use it for the best (Heavy Cruiser/AA, DD Hunter, Torpedo boat and so on).:cap_hmm:.

 

I agree with @Shaka_D on that many 4-point skills are quite overrated. You can always get 2 2-point skills for the same price instead.:Smile_Default:

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[TEACH]
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34 minutes ago, Flavio1997 said:

Hell no, concealment  expert is a must have skill on any ship, and on every cruiser aft+def aa ofc is almost mandatory. In a cv game is the difference between being an annoyance and being an aa umbrella, and in a non cv game, as it is right now it's the difference between being spotted by a scout  plane and die and kill that palne and go dark again ( and survive).

Are you telling me that SI is a skill that you can say no that easily?

We see so few games with CV's in them that any skill relating to AA is basically a total waste of skill points. If the nature of CV gameplay changes in the future then fine,  but I could not imagine wasting 4 valuable skill points UNLESS I'm playing a highly competitive mode where cvs are almost guaranteed to be in the game, otherwise for randoms..no ways.

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[UNICS]
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BBs want all the skills.

CAs want CE and then they're like: "Now what?"

CLs want CE and IFHE then they're like: "Okay..."

DDs want CE and possibly AFT and almost every 3 point skill.

 

I don't think I look at the 2 point skills much aside from EM, AR and LS. Not a lot of my captains have more than one from there.

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[UTW]
Weekend Tester, In AlfaTesters
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I'd say :

 

DD wants most if not all 3-points skills : seriously, between BFT, TAE, DE, SI, SE...

CA with PT-AR-DE-SI-CE tends to think "now what ?" and can choose anything between the 1, 2 and 3 points skills remaining.

BBs have four 4-points skills that are damn powerful on them, but only specific builds requires some of them, so it's actually not that hard to make a choice.

CV gets to 15 points and then contemplate what have life actually given to them.

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[BABBY]
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Trouble with 1 pointers is that they are largely 'crutch skills' and I feel I should improve as a player instead of rely on them. So I always take PM and move on, sometimes double plane as well because for 1 point that's actually insanely powerful for spotting ships and torps, but depends on the ship actually having a catapult.

 

2 pointers though, sure, EM and AR and LS make everything comfy and nice, and I use JOAT on BBs since 5% off of a huge number is well into double digits of seconds saved. Though I don't personally take AR at any point because it's such an obvious gimme to improve any build with that I have a distaste for it.

Edited by StringWitch
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[HF_30]
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58 minutes ago, Nechrom said:

BBs want all the skills.

CAs want CE and then they're like: "Now what?"

CLs want CE and IFHE then they're like: "Okay..."

DDs want CE and possibly AFT and almost every 3 point skill.

 

I don't think I look at the 2 point skills much aside from EM, AR and LS. Not a lot of my captains have more than one from there.

Strongly disagree with the DD part. Heck, for quite a lot of DDs I don't even buy the fire control system, let alone waste skills on range. Only gets you spotted longer after you killed the enemy DD.

 

And why would I want CE on the RU gunboats? I want to get shot at for that sweet potential damage. Of course, on those AFT is a must. For me.

 

There simply is no optimal build for any ship. That's only half of the equation. There will be an optimal build for the ship the way you play it, but nobody but yourself can tell what that's going to be.

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[ST-EU]
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1 hour ago, Flavio1997 said:

Hell no, concealment  expert is a must have skill on any ship, and on every cruiser aft+def aa ofc is almost mandatory. In a cv game is the difference between being an annoyance and being an aa umbrella, and in a non cv game, as it is right now it's the difference between being spotted by a scout  plane and die and kill that palne and go dark again ( and survive).

Are you telling me that SI is a skill that you can say no that easily?

Yup, CE is mandatory on basically everything. And yes, I said if you want AA spec you need more high point skills. But that's a huge IF. As @Shaka_D said, so few CVs and as a cruiser you can dodge them easily anyway. I run Hydro instead of Def AA on all my cruisers, AA spec is a waste.

38 minutes ago, Nechrom said:

CAs want CE and then they're like: "Now what?"

Heh, yup, that's kind of where this started.

 

RN CLs are even funnier because they don't need DE. My Edinburgh has JoaT, EM, SSE, AR... might get LS as well.

31 minutes ago, StringWitch said:

Trouble with 1 pointers is that they are largely 'crutch skills' and I feel I should improve as a player instead of rely on them. So I always take PM and move on, sometimes double plane as well because for 1 point that's actually insanely powerful for spotting ships and torps, but depends on the ship actually having a catapult.

 

2 pointers though, sure, EM and AR and LS make everything comfy and nice, and I use JOAT on BBs since 5% off of a huge number is well into double digits of seconds saved. Though I don't personally take AR at any point because it's such an obvious gimme to improve any build with that I have a distaste for it.

Fair enough but I like "comfy" skills, not because they reduce challenge but because they are continuously, unconditionally increasing your effectiveness regardless of skill level. For example I don't consider running without PT an interesting challenge, I consider it tying one hand behind my back for no good reason.

 

For my CAs, PT and EM are mandatory but then some combination of PM, EL DCCA, JoaT, AR and even LS go very well depending on ship. E.g. my Ibuki (soon Zao) build:

 

1 - PT, EL, DCCA

2 - EM, AR, LS

3 - SI, DE

4 - CE

 

Or Des Moines (only 17 at the moment, stuck on choice for last 2):

 

1 - PT

2 - JoaT, EM, AR (could use HA maybe)

3 - SI, DE

4 - CE

 

Even on BBs I'm finding the combined tanking power with HA+JoaT to be at least equal to, if not outright better than the equivalent 4-points spent on the strong but rather narrow FP. My Amagi at 15 points has PT, HA, JoaT, EM, AR, BoS, SI and I just laugh at basically all forms of incoming. I'm out of repairs well before match end most games, dreadnought achievements for days :cap_cool:

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[PARAZ]
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Being able to play CVs competently myself I never leave port without at least AFT, if not BFT as well on all my BBs and cruisers. Sure, CVs may be rare, but I don't like taking chances especially considering I can't even rely on my teammates to have just DFAA nowadays. ¬_¬

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[ONE2]
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19 minutes ago, El2aZeR said:

Being able to play CVs competently myself I never leave port without at least AFT, if not BFT as well on all my BBs and cruisers. Sure, CVs may be rare, but I don't like taking chances especially considering I can't even rely on my teammates to have just DFAA nowadays. ¬_¬

The same, I take both on all cruisers and BB's even when the Cruisers in mounting Hydro instead of Def AA just in case you know. Usually my 203mm armes cruisers (except for Des Moines, since it has good AA anyway and the guns fire very fast so it is an anti-DD build) would mount Def AA and the 150+mm armed Cruisers a Hydro. The reasoning behind this is, that since the 203mm CA tend to be slower firing, going after a DD in its smoke is kinda tricky, if faced with a skilled opponent and you do not have much time to counter, if he decides to attack instead of running. So I usually try to engage DD from further away with these Cruisers. Des Moines exempted. The small-gun CL however are fast-firing and have quickly rotating turrets so they can keep up with even an aggressive DD in a close-up fight without too much trouble, so that's why all of mine mount a hydro instead of def AA. Also other exceptions to this rule exist... Hipper and Algerie both have a relatively quick reload, so I equipped them with hydro as well, instead of def AA. But, as mentioned before all would still have both BFT and AFT regardless of their intended "role" and module configuration.:cap_tea:

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I mostly just pick PT, EM (if turrets are slow), AR and LS.

 

As a DD, the 3 pt skills are too valuable.

As a CA, Expert Loader might seem nice, but otherwise, I'd rather buff AA. CVs might be rare, but if they happen, I rather not be dropped. dual spotter plane might be nice, but stuff like High Alert is just way too narrow for me.

For CLs, CE and IFHE already eat 14 pts. Getting DE or SI for second 3 pt skill or BFT for AA seems most useful. For RN, you get the points, but well... Just get PT, AR, SI, CE, AFT, BFT, JoAT. No catapult plane, no ammunition choice, no need to pick up irrelevant skills. AFT and BFT also buff secondaries, which can be hilarious at a few of them.

For BBs... for pure survivability, I consider CE, FP, BoS, SI pretty much the strongest build. Ha and JoAT might give faster damage control and repair party, but typically, either FP prevents the fire or the rest makes duration so short, you don't put the fire out. And if you have to put out a fire or flooding, it's better to have the skills to avoid getting set on fire again, rather than have a repair party that still takes longer than your fire duration. And torpedoes really aren't that much of an issue.

Obviously, a secondary specced BB has no points to spare.

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[BABBY]
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5 hours ago, VC381 said:

Fair enough but I like "comfy" skills, not because they reduce challenge but because they are continuously, unconditionally increasing your effectiveness regardless of skill level. For example I don't consider running without PT an interesting challenge, I consider it tying one hand behind my back for no good reason.

"But"? I didn't mean to say anything against them. 2-pointers are all fine. By 'comfy' I mean they're more well-rounded and quality-of-life oriented rather than minmax. I don't consider running without PT to have anything to do with challenge, just that it doesn't 'do' anything to my actual ship stats.

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[ST-EU]
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17 minutes ago, StringWitch said:

"But"? I didn't mean to say anything against them. 2-pointers are all fine. By 'comfy' I mean they're more well-rounded and quality-of-life oriented rather than minmax. I don't consider running without PT to have anything to do with challenge, just that it doesn't 'do' anything to my actual ship stats.

 

Yes, I see what you mean. And fair enough if it doesn't affect you. For me it makes a difference both in terms of game enjoyment and overall efficiency. I got so used to having PT, I die horribly when I play the few ships I don't have it on and start to consider a re-spec.

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[H_FAN]
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I think that in lower tiers many on high end captains (not in DDs) the value of several 4p are very limited. I don not even use CE in my Bogatyr with 19 p, why? as kite and fire all the time I would be seen anyway, and on the small maps for several ships and the associated playstyle is more like I am always watched, ST louis .. hardly a ship to hide. I rather use survival skills and AR ofc. On some cruisers like the RN I have CE. 

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On every single captain, I first go for Concealment Expert at 10 points. But after that, yeah I like a lot of the 1 pointers.

 

Priority Target first skill on anything but CV's. On CV's you take both Aircraft Servicing Expert and Dogfighting Expert at 11 points.

 

Direction Center is REALLY good on anything running the catapult fighter. An extra pair of eyes doing spotting for 6 mins, it's easily worth one point. (Humourous side note, try running a 3xKatori division, launching 6 Catapult fighters. There's no AA to shoot them down in T3, and they make DD lives really miserable).

 

I have John Doe with Expert Loader on Pepsi. Switching between HE and AP in 3 seconds is super useful.

 

Preventive Maintenance is great on anything focusing on secondaries. Take it to keep main guns operational, and then run Auxiliary Armaments Modification 1 instead of Main Armaments Modification 1.

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