The problem with Small Light Cruisers is this skill fits in at the expense of the damage dealt only. -3 Knots to Torpedo SpeedCombat Air Patrol Fuel Tanks: 2 Points Basic Firing Training (3) improves the effectiveness of main battery guns with a caliber up to and including 139 mm, secondary battery guns, and AA mounts. +1 To the Total Number Of Fighter Planes Launched Since all Small Light Cruisers suffer from having glass modules, the selection of this skill is very desirable. This skill helps to decrease the negative impact on chances of setting fire from the Inertia Fuse for HE Shells skill. 2020-06-11 Ship Comparison added for testing. Buffing catapult fighters is a good thought, however... 1: Catapult aircraft are remarkably useless and do very little. +5% to AP damage CQC: add a buff to fire resistance within some radius I am not exactly sure yet. 2020-08-06 New flags will be added later. -10% Torpedo Tube Reload Speed On the contrary, they can be quite useful and strong. Captain Skills EM is kind of weird. Some of the rules presented here have yet to be confirmed. These are USN Cruisers (a line to Des Moines), IJN Cruisers, high-tier Soviet Cruisers (Dmitri Donskoi and Moskva), British Cruisers (a line to Goliath), German, French and Italian Cruisers. Speaking of high-tier Small Light Cruisers these are tier X Smolensk and Colbert (French), as well as tier VII Atlanta and Flint (both US Navy). Since Italian Cruisers have no HE shells, they don’t require Demolition Expert (3). Again, since 10 Skill Points is enough for ensuring comfortable gameplay on Heavy Cruisers, you may go nuts and select something like Vigilance High Alert. 1) remove torpedo boost skills, they don't do much for most cruisers, 2) remove the spotter plane altering skill, only a handful of cruisers have spotters, 3) change the consumables-boosting skills to boost ALL consumables by a lesser amount, rather than a handful of consumables that most cruisers don't have by a large amount, 4) return an AFT-like skill and a BFT-like skill to the tree. Priority Target (1) displays the number of opponents that are currently aiming at your ship. That said, I actually really like your idea of removing the penalty off of Super Heavy AP Shells and tacking it onto Dead Eye. However, the amount of torpedo skills seems excessive in consideration of the amount of truly useable torpedoes on cruisers in-game. Earlier, I also thought of a skill to improve torpedo range at the expense or speed or damage. High Alert (2) reduces the reload time of Damage Control Party. - Combines Swift Fish, Enhanced Torpedo Explosive Charge, and Torpedo Reload I'd rather get hit for slightly more damage less often that to be hit for a ton of damage, more often.). Besides, the more consumables your Cruiser has the more topical this skill is. If you plan on going up the line without respeccing, I Otherwise, select Adrenaline Rush (2) to maximize your damage at your own risk. +5% to Torpedo detectability All other cruisers don't really as they provide little benefit to the gameplay. ). As for second-order skills, I believe you can make your own decision, though I'll try giving a list of recommended second-order skills for your consideration. 2. For the most part, I think the cruiser skills are relatively decent. High Alert (2) reduces the reload time of Damage Control Party. ), I’ll cover the selection of Commander Skills for all types of Cruisers, including Small Light Cruisers, Light Cruisers, Heavy Cruisers and Large Heavy Cruisers, both linear, premium and promo, for both ordinary and Unique Commanders in World of Warship. I know from playing CV that when they do work, the 1 for 1 exchange is the best AA there is in-game. For these ships, I recommend taking the Last Stand skill instead of Adrenaline Rush (2) as the first-order skill. This is my captain for Venezia PT, AR, SI, CE, EL, EM, JoAT. Previous Post: World of Tanks EU â Gamescom 2019 â VK 75.01 (K) on sale. This skill would be for the most hardcore torpedo oriented cruisers, and their players, in the current game. Expert Loader (1) accelerates shell type switching if all main battery guns are loaded. -10% to dispersion when no enemy ships are in detection A great second-order skill for Cruisers with slow-moving turrets; may be considered as a first-order skill. Arguably the best second-order skill for USN Light Cruisers since the more consumables your Cruiser has the more topical this skill is. Thanks If you have the resources to respec, grab Last stand, instead of Adrenalin rush on T2, you'll thank me later. Though you’ll never know if this skill has triggered. You need to play a total of 20 battles to post in this section. Demolition Expert is also particularly good on Small Light Cruisers since these ships have very low chances of setting fire to enemy ships. Basics of Survivability (3) accelerates repairs of modules, firefighting, and recovery from flooding. BTW, since most if not all Large Heavy Cruisers are premium (or promo) you may plant a Batteship Commander with survivability build. Something along the lines of this (pick ONE active and ONE passive), -5% dispersion when firing at enemies inside your detection range, -10% Turret traverse when more than 2 enemies are inside your detection range, -30% to secondary battery dispersion and reload when more than 2 visible enemies are within secondary range (scales with ManSec and Straight-A Arty), So I've had some thoughts on the rework of captain skills. The rearranged older skills, and changes to them, are all fine by me. Jack of All Trades (2) reduces the reload time of all consumables for the ship and squadrons. Part 2 Update 0.8.10 will continue the Italian update cycle. Second-order skills have no significant impact on play. Demo Expert is a good skill to have on cruisers and destroyers. First, Dead Eye and Super Heavy AP Shells should have some changes.Dead Eye: 4 Points With the additional slot freed up, I would propose a point be used to introduce and enhance Fighter Patrol Craft skills, Torpedo Expert: 4 Points Speaking of high-tier Small Light Cruisers these are tier X Smolensk (Soviet) and Colbert (French), as well as tier VII Atlanta and Flint (both US Navy). Preventive Maintenance (1) reduces the risk of main turrets, torpedo tubes, steering gears, and engine becoming incapacitated. This skill would be for the most hardcore torpedo oriented cruisers, and their players, in the current game. It would help the lock-on time due to the presence of aircraft within the patrol radius. Concealment Expert is an excellent skill to have on any ship. This skill helps to decrease the negative impact on chances of setting fire from the Inertia Fuse for HE Shells (4) skill. +10% Ranges of Fighter ConsumableImproved Hangar Storage: 1 Point It’s a good rule of thumb to select this skill on every ship unless it’s greyed out in the game interface, though its selection constricts the choice of skills by 4 points. Russian light cruisers of the lower tier, Japanese and German Cruisers of higher tiers. 1) remove torpedo boost skills, they don't do much for most cruisers. I'd rather get hit for slightly more damage less often that to be hit for a ton of damage, more often. Unlike some, I hardly think it's killing the game by any means. Nothing spectacular but nothing too bad either. I'm talking about in general though, how often do you get to use your Russian Cruiser or German Cruiser torpedoes, and so with success? Don't get me wrong, there is a situation where everyone has used any torpedo at some point and it saved the day. Last Stand (2) When the engine or steering gears are incapacitated, they continue to operate but with a penalty. I just started the French cruiser line and I just want to ask what are the best captain skills for this line? That's less than a 1000 HP difference and that's only if the shells and do a full penetration on a citadel. The changes will be applied to Italian battleships and Vampire II. +1 To the Total Number Of Fighter Planes Launched A great skill for maximizing your damage by setting enemies on fire. Due to the limited amount of new, additional AA skills, I think more potent fighter planes would be a good thing and a way to increase AA without messing with a ton of AA statistics. For Cruiser, all of the new skills are pure garbage. At this point, I'm on the idea torpedo skills are just place holders for ASW skills. Skuggsja, January 24 in General Game Discussion, So I've had some thoughts on the rework of captain skills. 180 mm (6-inch). If I'm using my 4km Russian torpedoes or my 6km German torpedoes on my cruisers its usually a bad situation and I don't need to reload them faster, they don't need to travel faster, and the damage amount probably doesn't need to be boosted anyway. Learn about linear and premium Italian Battleships, Cruisers and Destroyers (coming soon, I hope), their distinctive features, strengths, and weaknesses. It’s a good rule of thumb to select this skill on every ship unless it’s greyed out in the game interface, though its selection constricts the choice of skills by 4 points. It combines the other torpedo skills into an expensive skill so that the others don't just feel like filler for some ships and useless for others, freeing up two slots.Extended Torpedo Range: 3 Points These are just my opinions and I figured I would throw them here to see if anyone felt the same. There are also changes to the updated skills for aircraft carriers and cruisers, as well as to the secondary caliber guns of German battleships. Please make sure to read the Rules … Can yall with 1 million plus XP stop? See community submitted builds for Italy commander Francesco Mimbelli. Expert Marksman (2) increases the traverse speed of main battery guns. - Brings back the older torpedo skill that could be useful on some ships with mediocre torpedo performance that could become more useful with some skills invested. Bear with us. The selection of Expert Marksman will make these ships’ handling more convenient. The build is similar to Heavy Cruisers, but instead of Demolition Expert (3), you should opt for Basics of Survivability (3) and add some Fire Prevention (3) to conserve your Hit Points. + 2Km Torpedo Range Low-tier Japanese Cruisers (up to tier VI Aoba), as well as French Cruisers (up to tier VI La Galissonnière), suffer from fragile modules. Yeah I think its weird how limited it is too. By These are USN Puerto Rico and Alaska, IJN Azuma and Yoshino, Soviet Kronshtadt and Stalingrad, and German Admiral Graf Spee. This skill already exists for BBs to a degree. +30% to Fire and Flooding Time (Removed. Seriously this is ridiculous. A great second-order skill for some Unique USA and Italian Commanders, having the Rapid Loader trait instead. The difference in a Shikimia shell, as an example, hitting due to less dispersion from Dead Eye is 19400 potential damage. WoWs Builds Legends Go to Home WoWS: Legends Swap to WoWS: PC Nations U.S.A. Japan Germany U.K. U.S.S.R. … That doesn't always work because players wait too long to launch them. You can always make a rough calculation by using the. Then the last skills should be Vigilance then PM. The ship was laid down in February 1925, launched in October 1927, and was commissioned in April 1929. 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