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: