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Kurbain

Captain Skills Distribution Guide for 0.6.0

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Preventive Maintenance | Reduces the chance that your secondary guns and AA guns are incapacitated

 

Sub_Octavian posted on Reddit that it doesn't. Only main guns, torpedo tubes, propulsion and steering are affected. 

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Sub_Octavian posted on Reddit that it doesn't. Only main guns, torpedo tubes, propulsion and steering are affected. 

 

Thanks, I corrected the necessary sections of the guide!

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Great write up.

 

Need a hand with Warspite, deciding on 3 and 4 point skills...

 

I like secondaries, but I also like not being in fire....

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Great write up.

 

Need a hand with Warspite, deciding on 3 and 4 point skills...

 

I like secondaries, but I also like not being in fire....

 

Although they are relatively strong, I wouldn't focus too much on the Warspite secondaries, since they do not gain the full effects from Manual Secondary Control. It is a T6 ship.

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Some builds used by Izolate.

Bismark.jpg

Des Moines.jpg

Flint.jpg

Gearing.jpg

Grober Kurfurst.jpg

Hindenburg.jpg

Khabarovsk.jpg

Moskva.jpg

Zao.jpg

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I could use some advice on setting up my15 point Izumo captain only brought the ship yesterday in time fro the free retrain from my Amagi.

 

I was think along these lines.

tier 1 - DCfCA

tier 2 - EM

tier 3 - SI

tier 4 - CE + FP

 

for 14 points.

Edited by peachpest

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I could use some advice on setting up my15 point Izumo captain only brought the ship yesterday in time fro the free retrain from my Amagi.

 

I was think along these lines.

tier 1 - DCfCA

tier 2 - EM

tier 3 - SI

tier 4 - CE + FP

 

for 14 points.

 

solid, although I'd go with Adrenaline Rush over Expert Marksman since Izumo turrets turn decently well on their own... different story if the guy is supposed to go up to Yamato tho :) (but even then I like Adrenaline Rush too much for the sheer hilarity of a 21s reload Yamato...)

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Although they are relatively strong, I wouldn't focus too much on the Warspite secondaries, since they do not gain the full effects from Manual Secondary Control. It is a T6 ship.

 

Agreed, but I was thinking of 2 of AFT vs FP, vs CE

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Beta Tester, Players
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I'd like to see builds for specific ships..
Like for the Belfast or a full secondaries Scharnhorst

Good job. :)

 

EDIT: it seems you forgot about the existence of Preventive Maintenance and Emergency Takeoff. Or is it intentionnal?

Edited by Sams_Baneblade

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Terrific Job, Kurbain! Just what I needed to help me sort through the available skills and match them to ships/captains.

:honoring:

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What would be the best setup for my 19 point Lo Yang Captain? :honoring:

 

Keep up the good work Kurbain! :great:

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 Radio Location | Good choice, but not as useful for heavy cruisers as it is for the light ones since your concealment is worse.

 

Maybe I just have a brainfart, but most of my heavy cruisers actually have better concealment

(Atago, Zao, Balti, ...)

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Tipo on russian destroyers, level 3, they dont have heal, I wont complain if they add it.

Btw, my Bismarck setup, 12.3 concealment and maxed secondaries. Maybe not the best but really enjoyable to play, didnt felt the nerf.

http://shipcomrade.com/captcalc/01000000000000100000010010001001

Edited by Migulaitor

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Sticky! Here's my guide for Perth (Light cruiser)

 

zoJShhJ.png

 

http://shipcomrade.com/captcalc/10001000010000000000001000100011

 

1. Direction Centre for Catapult Aircraft - Planes play a huge role.

2. Jack of All Trades - Consumables are your bread and butter.

3. Demolition Expert - Used with IFfHS.

4. Concealment Expert - 8.6km surface detection!

5. Inertia Fuse for HE Shells - Reliable HE damage for both main guns and secondaries.

6. Radio Position Finding - Intel is essential for a light scout cruiser.

7. Priority Target or Preventive Maintenance - Take your pick.

 

Desirable skills not included.

Adrenaline Rush.

Expert marksman.

 

OK skills.

Vigilance - Perth is always moving but it's still nice to spot for the team.

Survivability Expert.

Torpedo Armament Expertise.

 

Rejected skills.

Smoke Screen Expert - You still need to move at 1/4 speed, throttling can stop smoke puffs.

Superintendent - There's usually not enough time to deploy 4 smokes or spotter planes in a game. (Even with Jack of all Trades)

 

 

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are we sure that "adrenaline rush" doesnt affect secondaries? that would be sad for my bismark

 

It says all tipes of armaments. need to test it.

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are we sure that "adrenaline rush" doesnt affect secondaries? that would be sad for my bismark

 

according to sub_octavian:

Atm only main battery and torpedo armament. Might be adjusted to secondaries though

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I can tell you that Evasive Maneuvers is hilariously worthless as it cuts down the amount of strikes you'll be able to fly in a game hard even if you send them back to your CV manually after getting out of AA.

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I would need a piece of advice, please...

Might this be suitable for a Blyska? If yes, in which order for T3-4?
http://shipcomrade.com/captcalc/01000000001000010000100100001001

(I tend to spam a lot at range and often get caugh by torps when I smoke-camp)

I thought to this for my Belfast. RPF seems a bit expensive for me, as it already gets insane camo and a bunch of anti-DD consumables, If yes, in which order?
http://shipcomrade.com/captcalc/01000000001000010000100100001001

(Played similarly to the Blyska)

 

Finally, for my Kamikaze and jap torpedoboats
http://shipcomrade.com/captcalc/01000000001000010000100100001001

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I'm utterly disappointed with the new skill tree. Too many placeholders on lvl 1 and 2, too many good choices on lvl 3.

As I don't want to waste a single darn doubloon on respecs, I'm having a break until the consensus is reached on most builds.

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I think Adrenalin rush is useful and effective only by BBs, because they have a lot of basic HP. If you are on low Hp with CA/CL or DD, then this skill will not help till too much time.:D

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First of all: Why is this thread not a sticky?

Second of all: Huge thanks Kurbain. I'm out of likes, so I'll come back tomorrow to give you one. In the mean time this will have to do: :medal:

And then what I actually wanted to post: Could you do some advices on some premium ships? Think Tirpitz, Warspite, Dunkerque, Kutusov, Arizona

 

 

And to finish off with a load of crap:

 

according to sub_octavian:

Atm only main battery and torpedo armament. Might be adjusted to secondaries though

Really? Can't the people that make those skill descriptions think properly? Why on earth would you specifically write ALL ARMAMENTS, and then not include an armament type :facepalm::facepalm::facepalm::facepalm:

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