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viceadmiral123

Vigilance captain skill, underestimated?

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I read a few of the hot topics about how everyone specs their captains. General consensus is that best t3 skills are superintendent (for heal and smoke), and torpedo speed for IJN DDs.

 

I would pick Vigilance on all cruisers, or at least value it equal to superintendent's extra heal for t9 and t10. If you pick sonar, of course, Vigilance would not be so good. In cruiser, you can angle to enemy guns, but you can't angle to unknown DD.

I would pick it on all DDs. I find I die most often from random torpedo, and a DD is usually closest to enemy DD.

I would pick it on BBs if I can spare the points and don't go for t5 skill. But heal comes first for a BB.


 

I will list more points later, when I have some time. I just want to see what people think. I think it's a great skill.


 

Edit update:

 

 

I'm in my cruiser. I'm angled to BBs and other cruisers. Wave of torps is spotted at 2.1km. I try to dodge, still eat 1 too many and die.

I'm in a BB. A DD is constantly harassing me as I push. Even if I don't die in 1-2 waves, eventually I die because I always take at least 2 torps per wave.

I'm in a DD. I have enemy ships locked in and I'm moving in to engage. Random wall of torpedoes appears, I barely manage to dodge and take 0-1.


 

Vigilance gives you that extra spotting time for you to react. 2.1km Shima torps become 2.6km, if you play Yamakaze you will stack it with module for extra 20%, giving you 3.1+km (IJN sonar is 2.52km for comparison). In a BB, you will get rekt in two scenarios: 1. Broadsided to other BB and 2. Torps.  It is confusing me why so many guides are not picking this skill.
 


 

 

 

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at least there was a great skill advanced firing training my cleveland shot up two 17.5km range but it is no more 

they down graded the main guns in that skill it was 155mm and now it is 139mm so iam screwd 

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[SLOTH]
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at least there was a great skill advanced firing training my cleveland shot up two 17.5km range but it is no more 

they down graded the main guns in that skill it was 155mm and now it is 139mm so iam screwd 

 

yeah... REALLY sucks... 16.4km range is pants. you gotta play REALLY cautiosly because everyone in the battle can shoot further than you. I even saw a konigsberg firing from about 17km once. and thats 1 tier below

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Weekend Tester
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at least there was a great skill advanced firing training my cleveland shot up two 17.5km range but it is no more 

they down graded the main guns in that skill it was 155mm and now it is 139mm so iam screwd 

 

I think you posted in a wrong topic mate :)

 

On topic:

Well pointed out viceadmiral123, definitely an underestimated skill.

And of course it is not always about choosing vigilance or say superintendent.

I firmly believe that for BBs for example it is better to have an extra 3 points and 2 points skills (or 3+1+1) than to have any one of the 5 points skills

 

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Well, I will quote what I mentioned in another thread regarding Vigilance:

 

View PostKurbain, on 18 February 2016 - 10:50 AM, said:

Vigilance is definitely very useful, no doubt about it, but for me personally it is more of an emergency measure.

If you suddenly see torpedoes 2,6 KM ahead of you coming straight towards your path, you already messed up somewhere, either by being positioned wrongly or forgetting to adjust speed and course and even with Vigilance you are likely to eat at least 1 torpedo, especially if it was a Shima carpet.


Just like "Incoming Fire Alert" it is more of a convenience skill. You can either pay a lot of attention to your positioning, the enemy DD positions and your course corrections and won't really need it, or you can decide to get Vigilance and don't have to worry as much about torpedoes, allowing you to spend attention on other things and performing those better.

 

Furthermore there are alternative ways to defend against Torpedoes like Sonar and the Target Acquisition Module.


Vigilance gives me a bonus I can also emulate by paying more attention to enemy DDs, but the advantages of other T3 skills like High Alert and Superintendent I cannot gain just by playing better. No amount of skill will reduce my repair cooldown or give me an extra heal.

As mentioned at the start, though, Vigilance is definitely a good option. I would be lying if I claimed I never get hit by torpedoes.  :)

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[NIKE]
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I've re-specced now and taken a lot of my ships with vigilance. Since I use premium smoke, I don't really need a 4th smoke, so instead I can spot inbound torps. Similarly for my cruisers there's not a lot else I want at tier 3, and premium consumables cover superintendent nicely.

 

It's not even really for my benefit, I don't get torped a huge amount, but it does mean I can act as an early warning for BB. And if they manage to realise there's a threat and actually turn in time then they might start contributing to a victory instead of simply dying

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It´s the year 2018 and I came back after a long break to the game. What it´s like today? Many of my captains (Cruiser and BB) have the vigilante skill trained. Is it still "up to date" or would it be advised to reasign those 3 skill points and no longer skill it at all?

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It's one of those universally useful skills -- which I somehow rarely pick. 

 

Mostly down to my unhealthy infatuation with strong secondaries and AA.

 

I use it on my "full tank build" BB's where I completely ignore AA and secondaries.

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[2DQT]
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For a BB it's a luxury skill. In my eyes the first level 3 skill simply must be SI with the extra heal. I'd then consider BoS.

 

At higher tiers you won't be close enough to get torped that often imo...

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Honestly, depends on your playstyle and map awareness, and on the ships and tiers you're talking about.

I usually have at least a good idea where any potential torps may be coming from, and I maneuver constantly as well, so I dont get caught off guard by torps all that often. And when I eat the proverbial "one random torp", that's often just due to me plain ol' forking up on the Torpedobeat, as opposed to seeing the torps too late.

And Vigilance is (obviously) not particularly useful on ships that dont tend to get torped all that often - mid tier BBs being an example, where torpedo ranges are often still quite limited and haven't caught up to the general engagement ranges on larger maps yet.

Overall, decide for yourself, based on how often you tend to get torped on the ship in question. If the answer is "more than I'd like", then Vigilance is a solid pick, depending on what else you might want on a given captain.

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i dont have it on a single ship in my entire line up. DD, cruisers or BB. 

CE, fire prevention, aft, rpf, and si/se/tae/bft are just better. 

 

better skills available plus if you find yourself needing vigilance, you already fucked up positionally (except the random zoning torps that are really rare). 

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I don't pick it in any ship. In 99% of the cases I have an idea where the DD's are and changing speed and course is in my muscle memory now. Mostly I can dodge or maybe eat 1. I've seen streamers who indeed use it on nearly all ships. Both them and me get caught in a total surprise spread once in a while. So I don't see much point in spending those 3 points to see the inevitable come some earlier.

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[BLAST]
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I think the 3 points are usually better spent elsewhere. It's effectiveness is marginal depending on what angle the torpedoes are coming in at your ship. In a lot of cases, you either going to be able to avoid them anyway, or are just going to eat them anyway.

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If you dont like to pay attention to the minimap and/or think Vigilance is a nice skill to have. I rarely have 3 spare points on any ship

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The more you're aware of enemy DD presence and typical DD routes, as well you do random course changes, the less I find Vigilance useful. I've used to stand by it for a long time, but over time I've removed it from all ships sans Minotaur, mostly because there is no less useless skill for her. And "brit CL" handling leaves something to be desired when it comes to smoke camping when sudden torpedoes appear:Smile_hiding:

 

Besides, on hightier ships, so big and clumsy Vigilance won't save you if screw up with initial torpedo prevention.

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On some cruisers I would rather use one point and get two catapult fighters that detect torps and stay in the air for 360 seconds....

The use other points on something else. You often know which times the danger of torps happend.

 

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21 minutes ago, Panocek said:

sans Minotaur, mostly because there is no less useless skill for her.

 

AFT/BFT/SE/JoaT?

 

12 hours ago, Close_No_Cigar said:

It´s the year 2018 and I came back after a long break to the game. What it´s like today? Many of my captains (Cruiser and BB) have the vigilante skill trained. Is it still "up to date" or would it be advised to reasign those 3 skill points and no longer skill it at all?

 

Never used it :fish_book: And guess i never will.

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1 minute ago, DFens_666 said:

 

AFT/BFT/SE/JoaT?

 

 

Never used it :fish_book: And guess i never will.

 

AFT is a given, though just as BFT works only against carriers, somewhat rare occurence and Minotaur by default carry adequate dakka. SE isn't hery helpful on cruiser. JoaT is a given. Basically from tier 3 skills, only Vigilance is left somewhat standing after SI

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