Jump to content
Sign in to follow this  
Mr_Burke

Coming back, new skill-tree. What I need?

29 comments in this topic

Recommended Posts

Players
261 posts
3,662 battles

Havent played this game since they made the new skill tree. Now serval months later, I would like to return. In the hopes people have tryed back and forward with the different ships, what works and what doesnt. Trial and error.

These are the cruisers I play, nothing more. I know about the skill tree calc here. But it doesnt make me any wiser. And to top it all.....all reviews of these ships I could find, were done with the old skill-tree.

http://shipcomrade.com/captcalc

 

I can manage to get Kirov + Graf Spee up to 11 point each one day in a near future. Pensacola + Cleveland + Konigsberg skill points, stays tho.

 

Kirov:

8th point captain

 

Pensacola:

11th point captain


Cleveland:

15th point captain


Graf Spee:

6th point captain


Konigsberg:

11th point captain

 

Edited by Mr_Burke

Share this post


Link to post
Share on other sites
[ST-EU]
Supertester
2,835 posts
4,198 battles

Well they're all cruisers, so more or less the same thing (minor tweaks here and there).

 

1st row - Priority target is my favorite thing here. As a cruiser knowing when nobody is aiming at you or when 5 enemies are aiming at you is a huge help to your survival. Incoming fire alert is also good, does a similar job but I prefer priority target. You can get both if you have the spare points.

 

2nd row - Expert marksman, basically no contest here

 

3rd row - Demolition Expert, also no contest. EXCEPT Graf Spee, here you probably want Superintendent because the ship plays more like a BB, you want the extra heal and you fire mostly AP anyway

 

4th row - Concealment expert, no contest

 

spare points: Cleveland works well as an AA spec, so take your pick from BFT, AFT or manual AA. Alternatively, if you know for sure the Cleveland captain isn't moving to a higher ship, take Inertia Fuse High Explosive (IFHE) as your second 4-point skill. It does wonders on 152mm HE, will make your raw damage output better (but it's kind of useless on 203mm HE so if you move the captain up the line you'll need to re-spec). There might be a slight argument to take this instead of concealment on Konigsberg.

Share this post


Link to post
Share on other sites
[UTW]
Weekend Tester, In AlfaTesters
8,174 posts
6,741 battles

You can take IFHE for Kirov later too.

 

If you want to keep Kitov, Concealment Expert should be your priority to compesante for your horrible concealment and paper armor.

 

If you want to go higher on the line, then IFHE is your priority. The skill does wonder for 150 to 180mm guns, allowing to penetrate BBs more easily with HE (you notably will penetrate the bow and the aft no matter the angle), hence being less reliant on fire starting to get damage.

It's useful on Kirov, but not as much as on Budyonny, Shchors, Chapa and Donskoi, simply because Kirov mostly uses its incredible AP and fight weaker armored BBs.

 

TL;DR : CE is nice on Kirov, but you should only take it after IFHE if you plan to move the captain on higher tier cruisers.

 

This kind of build is quite good and versatile enough for most cruisers :

http://shipcomrade.com/captcalc/1100001000100000000001100000100119

 

Superintendent is more for tier 9+ with repair party or tier 8+ with Radar tho.

 

You can choose different variation of course, but you can never go wrong with PT, EM, DE and CE.

Share this post


Link to post
Share on other sites
Players
261 posts
3,662 battles

Acording to this link here I just found. I now know what expert marksman improvement will do for the cruisers I play.

https://www.reddit.com/r/WorldOfWarships/comments/4aic5l/effectiveness_of_the_expert_marksman_skill/

Kirov will only gain 8.75%

Pensacola 11.67%

Cleveland will only gain a bonus of 12.73%

Konigsberg 11.67%

Graf Spee unknown

So can we agree that expert marksman just wont cut it and there would be better options instead?

 

Adrenaline rush vs. High alert. Which one makes most sense on a cruiser?

Also I would like to mention that I loved using vigilance on my cleveland and konigsberg before the new skill tree. Great support skill. But what about now with this new skill tree setup?

 

I cannot cope with all the options in this new skill tree. Before it was a straight forward thing. But now its like "you can't have it all now so pick whatever you think suits your playstyle"


 

Edited by Mr_Burke

Share this post


Link to post
Share on other sites
[UTW]
Weekend Tester, In AlfaTesters
8,174 posts
6,741 battles

12% Improvement isn't bad at all. Especially for only 2 points and without downside.

The main point of EM is that it allows the turrets to stay focused even with max steering.

 

Vigilance is nice, But I really don't feel like I need it. Just use WASD.hax and you'll rarely have any problem with the torps.

 

High Alert on a cruiser is... meh. 

 

Adrenaline Rush on the other hand is a very, very strong skill now. I'm more using it on BBs, but it's useful on some cruisers. I have it on Moskva for example. I still think you should take EM first.

You can pass on EM for cruisers with fast turret like Atlanta and Minotaur, but that's about all.

  • Cool 1

Share this post


Link to post
Share on other sites
[ST-EU]
Supertester
2,835 posts
4,198 battles

I've never used Vigilance on anything nor felt the need to. Cruisers are more than agile enough to dodge torps without it, and if you're speccing DD hunter you're taking Hydro anyway.

 

If you don't want EM I would say Adrenaline Rush. High Alert isn't going to save you often enough, 10% is 6 seconds on the Premium Repair Party, totally "meh". If you're managing incoming fire properly (you're a cruiser, your survival is not being hit) you won't need it. AR is a guaranteed boost since you will be taking damage that you can't heal. Maybe there's an argument for HA if you never use premium consumables, but if nothing else I would always use premium repair.

 

As for EM, I still take it on basically everything. If 10% doesn't sound like much to you that's your choice but it's about as big a bonus as you get in most skills. On some ships (Pensacola for example) it's the difference between guns tracking at full turn and not, which on a ship that relies so much on hard dodging is a game changer, otherwise you have to choose between survival and dealing damage. Cleveland turrets are horribly painful even with EM, I couldn't imagine playing the ship without it.

 

Of your choices, maybe Graf Spee doesn't need EM, but that would benefit from Jack of All Trades to reduce the heal CD.

 

I took AR on quite a few cruisers, it's great but usually not the first 2-point skill I take.

Edited by VC381

Share this post


Link to post
Share on other sites
Players
261 posts
3,662 battles

The reason I want vigilance on at least my cleveland, is because I use that ship to support battleships. So I keep planes and torpedos away from'em. So with vigilance, I will help them give a faster reaction time to avoid.

Whenever I try to configure something in the wows skill tree calc, 12 point seems to be the sweet spot for what I want. I'm very stubborn, so I also increased the skill tree points by the ships. This the maximum I'll take them tho. Also all captains stays on the ships. They're not going to be moved.


 -----
Kirov 12th point:

http://shipcomrade.com/captcalc/1000000000100010000000100000000112

No IFHE tho, bad loss?

 


-----
Konigsberg 12th point:
http://shipcomrade.com/captcalc/0100000000100010000000100000000112

 


-----
Cleveland 15th point:

http://shipcomrade.com/captcalc/1000000000100010000000110010000015
 

I lose alot of AA power, is that a big loss?
no conceament, bad?

 


-----
Pensacola 12th point:
http://shipcomrade.com/captcalc/0100000000100010000000100000000112

I get no AA benefit at all from this pensacola build tho.

 

-----
Graf Spee 9th point:
http://shipcomrade.com/captcalc/0100100001100000000000010000000009

I get no 4th row skills tho.

Edited by Mr_Burke

Share this post


Link to post
Share on other sites
[UTW]
Weekend Tester, In AlfaTesters
8,174 posts
6,741 battles

Kirov 12th point:
http://shipcomrade.com/captcalc/0100000000100010100000000000000112

 

No IFHE tho, bad loss?

 

 

Swap Preventive Maintenance for Priority Target, swap Basic of Survivability for Demolition Expert (BoS is a skill for battleships), and you can keep CE, but as I said before, if you plan to uses the captain later on Budyonny, you'll need IFHE more than anything.

Cleveland 16th point:
http://shipcomrade.com/captcalc/0000100000100010000000010000110016

 

I lose bft, is that a big loss?

no conceament, bad?

 

 

 

This one is more tricky :

You don't need BFT, and even less Manual AA : Any CV with half a brain won't approach a Cleveland anyway. Get AFT so that your AA can cover a longer range and your AA consumable will panic planes from further away. But that's more than enough.

Get DE instead of Vigilance. I know that Vigilance is nice and all, but honestly even if you wanna support battleships and spot torpedoes for them, it's too situational to be worth 3 points, DE on the contrary will helps you a lot.

 

Tbh I'll go with that :

http://shipcomrade.com/captcalc/1000000000100000000000100010000116

You have 2 points in reserve, and you'll uses them when you'll be at 18 points to get AFT. And the 19th, you uses it on either Double Plane, or Preventive Maintenance.

 

If you thought Cleveland was strong before the patch, you'll be baffled by how brutal it becomes with IFHE. xD

 

Your Pensacola build seems fine, but get Priority Target instead of Preventive Maintenance. On all your cruisers.

Share this post


Link to post
Share on other sites
Players
261 posts
3,662 battles

I'll never get to a 18th skill point captain. It took me so long to get my 15 skill captain for the cleveland, that I consider it some of the maximum I'm willing to spend that much time, to achieve that.

With that cleveland build of yours, I'll lose the AA  effectiveness I've been so used to before. I had bft + aft + manual aa + aa gun mod 2. It was a beast to shot down planes. I also used it combined with the aa defensive consumable.

With the IFHE build, I'll only have the aa gun mod 2 + aa defense consumable. Is the trade off really worth it? I also lose the vigilance I loved to have when escorting BB's. And with decreased AA, how can I further protect them?

I get that the IFHE build is not meant for escorting BB's, and it focus more as offensive, rather than being an support ship.

 

Will it really be a huge loss, if I dont pick CE for the cleveland? I could dismiss CE and go with this http://shipcomrade.com/captcalc/1000000000100010000000110010000015

Edited by Mr_Burke

Share this post


Link to post
Share on other sites
[UTW]
Weekend Tester, In AlfaTesters
8,174 posts
6,741 battles

I don't know for CE.

 

But honestly, Manual AA + BFT + AFT is just overkill. CV won't attack a BB escorted by a Cleveland anyway, unless they are either ignorant or downright stupid. AFT is great for augmenting the range of the AA and the consumable, and that's more than enough. You'll shred planes anyway.

Share this post


Link to post
Share on other sites
Players
261 posts
3,662 battles

You dont know for CE? But you suggested it in your IFHE build :)

The question is if I should switch out CE for ATF or perhaps Vigilance? Or CE is just too important even for a Cleveland.

 

I'm just not aware about how much my AA will become crippled, if I only have aa gun mod 2 + aa defense. If those two alone will be enough to fight off planes.

 

Edited by Mr_Burke

Share this post


Link to post
Share on other sites
[ST-EU]
Supertester
2,835 posts
4,198 battles

CE is less important at lower tiers and more important for playing aggressive. If you're playing escort at T6 you can probably do without it. I don't really know about AA power but all the skills does sound like overkill at that tier. The most important thing is to extend range, because this is what will catch out even the better CV players. Killing planes quickly is not as important as making the enemy CV have to respect a huge area.

Share this post


Link to post
Share on other sites
Players
261 posts
3,662 battles

CE is less important at lower tiers and more important for playing aggressive. If you're playing escort at T6 you can probably do without it. I don't really know about AA power but all the skills does sound like overkill at that tier. The most important thing is to extend range, because this is what will catch out even the better CV players. Killing planes quickly is not as important as making the enemy CV have to respect a huge area.

 

I "only" have 15 points. I cannot have both AFT, while doing a DE + IFHE build.

Share this post


Link to post
Share on other sites
[UTW]
Weekend Tester, In AlfaTesters
8,174 posts
6,741 battles

 

I "only" have 15 points. I cannot have both AFT, while doing a DE + IFHE build.

Hm ? Yes you can. It requires 14points.

PT + EM + DE + AFT + IFHE.

Share this post


Link to post
Share on other sites
Players
261 posts
3,662 battles

Hm ? Yes you can. It requires 14points.

PT + EM + DE + AFT + IFHE.

 

You are correct

But then I lose my beloved Vigilance  :(

This is what I meant when I cannot cope with this new skill tree. I need to make a compromise somewhere, unlike with the old skill-tree.

Edited by Mr_Burke

Share this post


Link to post
Share on other sites
[ST-EU]
Supertester
2,835 posts
4,198 battles

That's the whole point of the change, to give choice but also force choice. It's easier to get your first top tier skill but harder to get everything. I'm afraid only you can decide how you want to compromise there. If you like Vigilance so much then don't take DE.

Share this post


Link to post
Share on other sites
Players
261 posts
3,662 battles

What if I sacrificed bft + atf + manual aa all at once, and only use the aa gun mod 2? Do you guys think that will cripple the cleveland too much with aa power?

http://shipcomrade.com/captcalc/1000000000100010000000110010000015

 

With that build above, I get to keep the Vigilance and DE + IFHE setup.

EDIT: corrected link

 

Edited by Mr_Burke

Share this post


Link to post
Share on other sites
[ST-EU]
Supertester
2,835 posts
4,198 battles

There's a deal on cheap re-specs going at the moment using the new elite commander XP (and missions to get a stack of it to kick start the process). Spec it without AA, play it, re-spec before the deal ends if you don't like it.

Share this post


Link to post
Share on other sites
Players
261 posts
3,662 battles

I just updated post #7, with suggestions added by you guys.

VC381: You also said CE is less important at lower tiers. But Pensacola + kirov + konigsberg are paper ships. But please, everyone have a look at #7. Any last minute changes?

Share this post


Link to post
Share on other sites
[ST-EU]
Supertester
2,835 posts
4,198 battles

I assume preventative maintenance is a mis-click and you actually meant priority target on all of those? I think those builds are fine given your points restrictions.

 

Actually, it might be worth leaving 2 points free on Kirov so you don't have to re-spec to get IFHE when you hit 14 points.

Share this post


Link to post
Share on other sites
Players
261 posts
3,662 battles

Yes, that was a misswitch. I meant PT.

If noone else got opinions about to say about the updated builds in #7, I'll just go ahead and spec them towards that (maybe leave 2 points for kirov as suggested above)

And then I'll soon make the same topic, but with BB's instead, in the BB section. As CA + BB are the only classes I play.

Share this post


Link to post
Share on other sites
Players
261 posts
3,662 battles

For my Kirov, Konigsberg, Pensacola and Graf spee, should I take IFHE instead of CE for all 4?

EDIT: Builds are in #7.

 

There were being told CE was a waste at these low / mid tiers. But at the same time, kiriv + konigsberg + pensacola got paper armor.

Edited by Mr_Burke

Share this post


Link to post
Share on other sites
[ST-EU]
Supertester
2,835 posts
4,198 battles

IFHE only benefits smaller guns, not useful on Pensacola or Graf Spee. Pensacola really really needs CE. Graf Spee up to you if you want to use those 4 points somewhere else but IFHE isn't the place.

Share this post


Link to post
Share on other sites
[OP-B]
Players
128 posts
17,781 battles

Generic 12 point build for all cruisers.
http://shipcomrade.com/captcalc/0000100000100010000001000000000119


Russian ships from Budyonny onwards will take Demolition Expert over Superintendent, and go for IFHE instead of Expert Marksman, This can also be used in Cleveland
IJN can trade Superintendent to demo expert

Kirov which is great on AP department doesnt use IFHE and Demo expert Vigilance could be an option, as it has decent Hydro, so it could be used as DD hunter.

Koenigsberg and Nurnberg are rather weak on HE, Demo expert can be used to buff it up, and York is more of a HE spammer.

I'm not going to say anything about Graf Spee, as I do not have it, and it's so weird mixup between Cruiser, and Battleship

Share this post


Link to post
Share on other sites
Players
261 posts
3,662 battles

So this here is my Konigsberg build

http://shipcomrade.com/captcalc/1000000000100010000000100000000112


 I know DE has been nerfed. But its still worth taking it over vigilance? I got premium hydro yes. But vigilance stacks with hydro. Also with hydro and its 3 charges, it will "only" last for roughly 5min of battle time.


 


 

Edited by Mr_Burke

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×