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Sir_Sinksalot

Builds For 10-15 Skill Point Commanders

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Hi guys,

 

All I've seen so far is recommendations for commander builds featuring 21 pointers BUT, I and I'm sure many of players don't have many or indeed any of those level of commander skill points.

 

So I'm just wondering if at this point there's solid commander builds for 10-15 skill point commanders?

 

This would be really very helpful for lots of players that don't have 21 skill point commanders and those that are just going to purchase 10 pointers etc... even the 6 point option for credits.

 

What I'd love is set of sound and logical guides whereby skills are outlined in order of import, which ones should be taken first, then second, then third etc, in a nice orderly fashion. That way we can allocate what available skill points we actually DO have available, the the skills that recommended the most.

 

If someone has already done this, my bad, that's great and how about a link please. But, not to the same builds where it just shows a selection of skills for each type of ship featuring 21 skill point commanders because those are not really useful as they have not prioritized which skills are more important where 21 skill points are not available. 

 

Thanks. 

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9 minutes ago, Sir_Sinksalot said:

Hi guys,

 

All I've seen so far is recommendations for commander builds featuring 21 pointers BUT, I and I'm sure many of players don't have many or indeed any of those level of commander skill points.

 

So I'm just wondering if at this point there's solid commander builds for 10-15 skill point commanders?

 

This would be really very helpful for lots of players that don't have 21 skill point commanders and those that are just going to purchase 10 pointers etc... even the 6 point option for credits.

 

What I'd love is set of sound and logical guides whereby skills are outlined in order of import, which ones should be taken first, then second, then third etc, in a nice orderly fashion. That way we can allocate what available skill points we actually DO have available, the the skills that recommended the most.

 

If someone has already done this, my bad, that's great and how about a link please. But, not to the same builds where it just shows a selection of skills for each type of ship featuring 21 skill point commanders because those are not really useful as they have not prioritized which skills are more important where 21 skill points are not available. 

 

Thanks. 

Pick whatever you consider least useless on your way to Concealment Expert. Thats it.

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Whilst we are in this release the redistribution of skill points is free so its definitely just trying a bunch of different builds on your commanders and then settling with the ones that suit your playstyle.

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Hi all,

 

1 hour ago, Sir_Sinksalot said:

Hi guys,

 

All I've seen so far is recommendations for commander builds featuring 21 pointers BUT, I and I'm sure many of players don't have many or indeed any of those level of commander skill points.

 

So I'm just wondering if at this point there's solid commander builds for 10-15 skill point commanders?

 

This would be really very helpful for lots of players that don't have 21 skill point commanders and those that are just going to purchase 10 pointers etc... even the 6 point option for credits.

 

What I'd love is set of sound and logical guides whereby skills are outlined in order of import, which ones should be taken first, then second, then third etc, in a nice orderly fashion. That way we can allocate what available skill points we actually DO have available, the the skills that recommended the most.

 

If someone has already done this, my bad, that's great and how about a link please. But, not to the same builds where it just shows a selection of skills for each type of ship featuring 21 skill point commanders because those are not really useful as they have not prioritized which skills are more important where 21 skill points are not available. 

 

Thanks. 

 

Each player must devise his / her own build for every ship and then build it towards 21 points...

 

So... if you only have, for example, 17 points out of 21 MAX and you miss one 4-point skill you then select skills worth 17 points and then grind for several weeks/months in order to reach 21-point goal... this is the only proper way because the cost of redistributing captain points after the grace period of 1 patch will be prohibitively high...

 

 

Leo "Apollo11"

 

P.S.

Yes I know... it is terrible destiny but this is what WG sentenced us... :Smile_izmena:

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2 hours ago, Sir_Sinksalot said:

So I'm just wondering if at this point there's solid commander builds for 10-15 skill point commanders?

 

There aren't "guides" really but you're right, there should be. The thought process for 10 points is basically "if I can only have a single 4-point skill, which would it be?"... which brings us to:

 

2 hours ago, Panocek said:

Pick whatever you consider least useless on your way to Concealment Expert. Thats it.

 

For most ships.

 

The thing with low point builds is you can't really specialise so you want the most generic useful stuff only. I'd say:

 

For DDs - first 3 in the most right column then concealment.

For Cruisers - any 1-point you like (I like turret traverse), priority target, superintendent if you have heal or adrenaline rush if you don't, then concealment

For BBs - survivability/repair skills for 1 and 3 points, bascally anything you like for 2 (I like turret traverse), then either concealment or the new super-superintendent for 4.

For CVs - anything that buffs plane speed and survivability but not the 4-point one, probably no 4-point skill at all on a 10-point CV build actually.

 

Then for 14 points think "which other 4-point skill do I want". For BBs take whichever one you didn't already between concealment and superintendent. For 150-155mm armed cruisers take IFHE. If nothing looks tempting take Adrenaline rush if you didn't already.

 

Those will work as generic builds on basically anything. Specialised builds in my opinion require 17-19 points. 21 is icing on the cake.

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3 hours ago, Sir_Sinksalot said:

So I'm just wondering if at this point there's solid commander builds for 10-15 skill point commanders?

@Panocek's advice above is actually pretty solid i.e. get to CE as quickly as possible (with a possible exception being made for BBs where you might want FP first?).

 

FWIW the following is my (mediocre player) current thinking for DDs, as that's the class I'm least bad at:

  • Your first ten points want to be essentially the same as prior to the rework (the 'suggested' skills in this screen-grab are Asashio's):

image.thumb.png.40baad4fa7c941b06de2dc5b13863105.png

  • For the old system I would have taken PT as my first 1 pointer, but lots of people went with PM instead, so no change here for them; PT fans have to get used to no longer knowing how many ships are pointing main guns at them.
  • Some heftier DDs might want to forgo SE for three points, and take something else, but I nearly always find I regret doing so.
  • The next step is to think about what your 21 point captain would look like (or it will be after the free respec is done); with the new system, respeccing captains is very expensive (doubloons), and you are going to be spending a long time on 19, and especially 20, points - the jumps to 20, and 21 points are 500K and 700K xp respectively. As such, you want to plan ahead so that - as much as possible - you don't ever have to rebuild your captains.
  • So, your goal is to pick skills for intermediate captains such that they're as effective as possible, but will still bring you in (eventually) at your 21 point finish without having to reset anything.
  • In light of that, a 21 point build might eventually look like this (this is one that I'm testing for Gearing/Somers, where I get my torp boosts from ship modules, and gun boosts from the captain):

image.thumb.png.789606ad4c8c061a851d313dfb402b6a.png

  • First, I'm *not* saying this is what 21 points for Gearing/Somers *should* look like, but it is an option that I'm testing while we have a free respec in place; the point is to have an end-point in mind.
  • So, I now need to identify which skills are most crucial and in what order, bearing in mind that I'll be running with 18, 19, and 20 points for a long time; do I want to be missing one expensive skill, or several cheaper ones?
  • In this particular case, I think I would leave Dazzle to last, as being without that is exactly what I had with everything prior to the rework (that assumes that Dazzle proves to be worthwhile, and worth giving up the extra consumable charge or RL for, say).

 

Broadly speaking, for DDs, my current general thinking in terms of captain skills sequence is roughly as follows:

  1. Standard ten points.
  2. Does the ship have a heal? If yes, pick SI, otherwise pick AR.
  3. AR, if you don't already have it.
  4. Are you an Ikea DD? If yes, Liquidator, otherwise 'reload primary weapon faster' skill (torps or BFT).
  5. Unfinished thoughts to 21 points...!

Basically, I don't think we have definitive 'this is the right thing to do' builds for DDs yet; WG have succeeded in their (alleged) aim of making there be more than one viable build for DDs. The most valuable advice - IMO - seems to be to test as much as you can while the free respec is on and then reset everything the day before it ends, and then run on as few captains as possible, while we wait to see where things end up after any rebalancing. If you have any special captains, there is probably a case for not building them out right away, but using more anonymous ones in the initial period after the free respec - if you mess one of them up, it'll be less annoying to have to park them until the next time there is a free respec (if there ever is). Imagine having to ditch Cunningham, say, because some crucial skill you gave him gets rebalanced...

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Thanks guys.

 

Btw, would it be sensible for all of us to reset our commanders skills again just before this free option runs out, like on the very last day "just in case" save perhaps a few favorites that we fully know is a build we want and like?

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26 minutes ago, Sir_Sinksalot said:

Thanks guys.

 

Btw, would it be sensible for all of us to reset our commanders skills again just before this free option runs out, like on the very last day "just in case" save perhaps a few favorites that we fully know is a build we want and like?

Why not, you could keep "baseline" build on select few ships you play the most to not lock yourself out of the game.

 

Though only skill I can imagine getting nerfed or "reworked" would be Deadeye, rest is so meh you might as well not bother with.

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Indeed, I'd hate to rush pick what I consider to be "decent" skill choices for various ships, the free reset runs out of time, then its too late to reset what turns out to be a bad set of skills once it's established what's hot and what's not weeks later lol... so ya, maybe as you say, I'll just a few that clearly work well with their current skills as not to lock myself out of the game or limit the ship choice too much, and leave all the other commanders reset. Since I can't remember which commanders I've rush picked, best to reset the lot come the end of this free reset date. It's easy to pick the skills for a few favorites again!!

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Btw I notice that in one of the 10 pointer screenshots for a DD, the skill Priority Target has been dropped in favor of what's deemed to be a more important skill.

 

I managed to watch one skill rework vid on YouTube and the guy in that seemed to put Priority Target down the pecking order too, but that was for a high tier cruiser. Once upon a time, the PT skill was recommended before anything else, like having 6th sense in WoT... so now it's NOT one of the most important skill because it takes 2 instead of 1?

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Honestly, I had PT on all my builds, but 2 points is a lot. I might try a few games without it and see. The only thing I'm sure to miss is knowing when I (probably) got torpedoed. Which is quite helpful.

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2 minutes ago, Sir_Sinksalot said:

Btw I notice that in one of the 10 pointer screenshots for a DD, the skill Priority Target has been dropped in favor of what's deemed to be a more important skill.

 

I managed to watch one skill rework vid on YouTube and the guy in that seemed to put Priority Target down the pecking order too, but that was for a high tier cruiser. Once upon a time, the PT skill was recommended before anything else, like having 6th sense in WoT... so now it's NOT one of the most important skill because it takes 2 instead of 1?

PT is as valuable as it used to be, just WG decided to raise cost which meddles with number of skill combinations. Especially as you need to pick filler skill on tier 1 to get PT, which effectively raises its cost to 3 to get "old PT".

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9 minutes ago, Sir_Sinksalot said:

Btw I notice that in one of the 10 pointer screenshots for a DD, the skill Priority Target has been dropped in favor of what's deemed to be a more important skill.

 PT on a DD? Hmm... depends which. I prefer the motto "if I'm spotted I'm screwed", so I never used PT on a DD. I see the exclamation mark, I panic and do something about it. I guess some of those perma-spotted gunboat types might need PT.

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1 hour ago, Sir_Sinksalot said:

Once upon a time, the PT skill was recommended before anything else, like having 6th sense in WoT... so now it's NOT one of the most important skill because it takes 2 instead of 1?

PT is still incredibly useful (all of my initial cruiser builds have it so far FWIW), but - as @Panocek alludes to - the increased cost has knock-on effects elsewhere out of proportion to 'only' increasing in cost by one point.

 

I've left it out on many of my experimental DD builds as doing so allows me to try some of the new additions; having said that, I'm starting to think that a lot (although not necessarily all) of the new skills don't have enough impact consistently to make up for the loss of PT.

 

For example, Dazzle looks nice to have, but I can perhaps get more use from PT (and something else), as the latter tells me exactly how many of the opposition are pointing main guns at me and when; this is invaluable when determining if being spotted means I need to evade/run *right now* or if I have time to get off a couple of torps before doing so - that sort of thing can often make a significant difference to a battles outcome.

 

For clarity though: I'm not saying any of this is the way things absolutely are, but rather that this is currently what I'm thinking about a work very much in progress.

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17 minutes ago, Verblonde said:

PT is still incredibly useful (all of my initial cruiser builds have it so far FWIW), but - as @Panocek alludes to - the increased cost has knock-on effects elsewhere out of proportion to 'only' increasing in cost by one point.

 

I've left it out on many of my experimental DD builds as doing so allows me to try some of the new additions; having said that, I'm starting to think that a lot (although not necessarily all) of the new skills don't have enough impact consistently to make up for the loss of PT.

 

For example, Dazzle looks nice to have, but I can perhaps get more use from PT (and something else), as the latter tells me exactly how many of the opposition are pointing main guns at me and when; this is invaluable when determining if being spotted means I need to evade/run *right now* or if I have time to get off a couple of torps before doing so - that sort of thing can often make a significant difference to a battles outcome.

 

For clarity though: I'm not saying any of this is the way things absolutely are, but rather that this is currently what I'm thinking about a work very much in progress.

Technically, IFA can work as substitute for old PT as 1pointer, but when you're exchanging shots with someone who happen to have high rate of fire, you might miss player 2 joining the party with their salvo.

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First 10 on a DD : Preventive maintenance + last stand + survivability expert + concealment expert
13 = Add adrenaline rush
17 = Add radio location
The last 4 points depends on the ship - MBAAE on russians, Pyro and heavy ap shells on british, fill the tubes and liquidator on torpedoboats etc..

 

First 10 on a cruiser : Grease/Consumables/Feeder depending on the ship + Priority target + Adrenaline rush/consumables depending on the ship + concealment. The rest varies greatly on what kind of cruiser it is

 

First 10 on a BB : The least useless 1 point skill + priority target + Adrenaline rush + Concealment expert
14 points = add fire prevention (add emergency repair expert on russians)
18 points = add emergency repair expert (fire prevention on russians)
20 points = priority target
21 points = The second least useless 1 point skill

 

Don't skip taking PT on cruisers and BBs because it's 2 points now, the skill remains mandatory.
Don't skip radio on destroyers, it's mandatory, unless you don't care about fighting other DDs, in which case, you should stop playing DDs.

You need 17 points for a decent DD captain, 20 for a decent BB captain, cruisers depends on the ship but cruisers are viable with 10pt captains, everything over 10 will make your ship better but it's going to be OK with 10 points, mostly.

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14 minutes ago, NikolayKuznetsov said:

Don't skip radio on destroyers, it's mandatory, unless you don't care about fighting other DDs, in which case, you should stop playing DDs.

I would dispute this, if only because you can do a lot with the four points elsewhere, and when you have a bead on someone they know it too - you have a bearing to them, but they also gain a rough idea of your location at the same time. I prefer to take people unawares.

 

I'm not saying RL is a bad pick (far from it), but I don't believe it to be mandatory; that said, I do tend to focus on DDs that are either very good, to tolerable at worst, when it comes to vision control (and I spend a lot of time on situational awareness, so I usually know *roughly* where most of the opposing side are already).

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4 minutes ago, Verblonde said:

I would dispute this, if only because you can do a lot with the four points elsewhere

If you're playing for fun and/or damage. If you're playing to win, you need radio.
Torpedo DD : Radio lets you devastate other DDs with torpedoes and avoid gunboat DDs hunting you.

Gunboat DD : Radio lets you hunt and kill other DDs, among other things.

 

Not having radio against another DD that does is a brutal handicap, you don't overcome it with 5% more damage or 10% more fires.
Same applies to PT on cruisers and BBs, it's vital information, making your ship 5% tougher doesn't compensate for the lack of vital information.
Obviously assuming the user knows how to get the most out of radio and pt, this takes awhile.

Even in a gunboat dd vs gunboat dd fight, radio is a bigger help than 5% dpm, because your guns are pointed in the right direction when the engagement starts, you get 1-2 salvos off before the other guy turned his guns around, a 5% dpm buff doesn't offset that.

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1 hour ago, NikolayKuznetsov said:

If you're playing to win, you need radio.

Like I said, 'need' is too strong a word; I play to win - always, pretty much - and currently don't find I miss RL (I did try it quite a lot in the past, and did find it essential in small team competitive, before all the radar and CVs showed up).

 

I should note that you and I appear not to be playing the same DDs though (in terms of nations and types); that's not to say I'm suggesting you're wrong (you're almost certainly a much better player than I am), but that rather the value of RL varies drastically with ship, and allies i.e. based on the intelligence gathering environment that you find yourself in. My feeling is that RL becomes more important when you are playing as an 'army of one' as that is when you need all the data you can get, because no-one else is providing it.

 

My high point captains (where RL becomes an option i.e. *minimum* 14 points) are almost all operating in a high tier environment, which is lousy with radars, hydro, and CVs; also, most of the playerbase are predictable. In that context, the chances of you really having no idea where opponents' ships are reduce dramatically, to the extent that RL data becomes merely nice, rather than essential (and the down-sides start to bite e.g. as soon as I see the RL 'detected' symbol light up, I know to pay attention, in which probable direction, and to what likely threat).

 

To repeat, I'm not for a second suggesting that RL is a bad choice, but rather that it is not a slam-dunk 'must have'.

 

(FWIW I'm only talking about DDs here.)

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