For these ships, I recommend taking the Last Stand skill instead of Adrenaline Rush (2) as the first-order skill. Since British Cruisers have no HE shells, they don’t require such skills as Inertia Fuse for HE Shells (4) and Demolition Expert (3). A flotilla of Italian Warships is headed to World of Warships: Legends in the new Veni, Vidi, Vici update. -10% Torpedo Tube Reload Speed However, the amount of torpedo skills seems excessive in consideration of the amount of truly useable torpedoes on cruisers in-game. Don't get me wrong, there is a situation where everyone has used any torpedo at some point and it saved the day. +10% Torpedo Damage (Reduced from 15%) Besides, the more consumables your Cruiser has the more topical this skill is. Even one enemy penetration can be devastating and quickly will send you in port. First, CRUISERS. Demolition Expert (3) increases the chances of setting fire to the target for the armament carried by ships and aircraft. Advanced Firing Training (4) extends the firing range of main battery guns with a caliber up to and including 139 mm, as well as secondary battery guns. Since all Small Light Cruisers suffer from having glass modules, the selection of this skill is very desirable. I'm not sure what the figures should be set at so I'm just using some random numbers that seem good to me. A great second-order skill for Large Heavy Cruisers. 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. Preventive Maintenance (1) reduces the risk of main turrets, torpedo tubes, steering gears, and engine becoming incapacitated. Set all capitains stats and skills available too! 1) remove torpedo boost skills, they don't do much for most cruisers. - Borrowing this from the carriers. Again, since 10 Skill Points is enough for ensuring comfortable play on British Light Cruisers, you may go nuts and select something like Vigilance, the more so you’ve got the “Hydroacoustic Search” that effectively stacks with this skill. +1 To the Total Number Of Fighter Planes Launched A great choice for Large Heavy Cruisers with the Repair Party consumable. Italian cruisers. However, I feel like there should maybe be a few changes to some of the new skills, mostly rearranging the penalties and bonuses. The same shell with a 5% damage boost that hits has a potential damage of 20,370. Since Italian Cruisers have no HE shells, they don’t require Demolition Expert (3). Learn about linear and premium Italian Battleships, Cruisers and Destroyers (coming soon, I hope), their distinctive features, strengths, and weaknesses. For Cruiser, all of the new skills are pure garbage. Inertia Fuse for HE Shells (4) improves the armor penetration capacity of HE shells fired from both main and secondary battery guns. All other cruisers don't really as they provide little benefit to the gameplay. This skill is particularly good when using Unique British Commanders with Handyman trait instead. -10% to dispersion when no enemy ships are in detection I'd rather get hit for slightly more damage less often that to be hit for a ton of damage, more often. wows alaska vs kronstadt, wows alaska armor, alaska cruiser wows, world of warships alaska, alaska captain skills, alaska ship upgrades, In comparison to other cruisers Alaska features excellent armor penetrating capability and high chances of setting the enemy on fire with HE shells, but her downside is the slow reload time of 20 seconds. Use this information wisely and you'll have a noticeable advantage over your opponents. Commander Skills for Small Light Cruisers. Set all capitains stats and skills available too! A good second-order skill for ordinary Commanders since the reload time on Large Heavy Cruisers is not-too-long and the 50% reduction of time is acceptable to make an impact on play. +5% to AP damage 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 Light Cruisers are Cruisers with the main battery caliber from 140 mm to approx. They also do a great job of warding my attacks away from ships they are orbiting. Trento was the first of two Trento-class cruisers; they were the first heavy cruisers built for the Italian Regia Marina (Royal Navy). 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. Some of the rules presented here have yet to be confirmed. 2020-08-06 New flags will be added later. Seriously this is ridiculous. The rearranged older skills, and changes to them, are all fine by me. This skill also decreases the chance of setting an enemy ship on fire, making the selection of Demolition Expert (3) as a second-order skill very desirable. Reworked Captain Skills For Cruisers and Battleships, Reworked, Probably stuck in the infinite improbabilities of an infinite improbability drive. First, Dead Eye and Super Heavy AP Shells should have some changes.Dead Eye: 4 Points Expert Loader (1) accelerates shell type switching if all main battery guns are loaded. +5% to AP damage Superintendent (3) increases the capacity of your ship’s consumables. +10% Ranges of Fighter ConsumableImproved Hangar Storage: 1 Point Besides, the more consumables your Cruiser has the more topical this skill is. I posted it in two areas so it didn't get lost or overlooked in the hundreds of random posts a day. Not applicable to linear British Light Cruisers (see below). Not applicable to linear British Light Cruisers (see below). Bear with us. Don't get me wrong, there is a situation where everyone has used any torpedo at some point and it saved the day. 2020-04-30 Google Ad enabled by default while making adjustment. Russian light cruisers of the lower tier, Japanese and German Cruisers of higher tiers. You need to play a total of 20 battles to post in this section. Demo Expert is a good skill to have on cruisers and destroyers. ), Well, the cruiser skills WOULD be relatively decent, unless you're running that dumb as rocks super DPM build, where you go maximum detection range, but your DPM is nuts (case in point, my Alaska's firing like every 12s at half health, it's hilarious but it's DUMB). Since British Light Cruisers have no HE shells, they don’t require such skills as Inertia Fuse for HE Shells (4) and Demolition Expert (3) and are considered separately below. 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). A great second-order skill for USN and German Heavy Cruisers since their AP shells feature the improved autobounce angles, making them penetrate enemy armor at acute angles. Concealment Expert (4) reduces detectability by 10%. High Alert (2) reduces the reload time of Damage Control Party. Arguably the best second-order skill for USN Light Cruisers since the more consumables your Cruiser has the more topical this skill is. Now for BATTLESHIPS which I generally like the setup of. Commander Skills for Small Light Cruisers Small Light Cruisers are Cruisers with main battery caliber up to and including 139 mm. WoWS 0.10.0.0 2021-01-24 0.10.0.0 commander skills are updated. Thanks If you have the resources to respec, grab Last stand, instead of Adrenalin rush on T2, you'll thank me later. Effectively increases your damage per second with time because of the Hit Points loss. To maximize your play try avoiding this skill when possible. Heavy Cruisers are Cruisers with the main battery caliber from 200 mm (8-inch) and above. Why cruisers lost this I have no idea, and more than a few (Hipper hulled cruisers, T5-9 FR and IJN, DM) would like it back, As for BBs, Its just better if they remove Deadeye all together and replace it with a skill that might encourage getting close. The selection of Expert Marksman will make these ships’ handling more convenient. This skill greatly increases the survivability of Battleships and Large Heavy Cruisers in World of Warships. General WoWs Discussion General Game Discussion Reworked Captain Skills For Cruisers and Battleships, Reworked Sign in to follow this Followers 1 You need to play a total of 20 battles to post in this section. 1. Captain Skills for artillery-focused Destroyers with poor ballistics These are low-, mid- and high-tier USN, UK, Pan-Asian, German, as well as low- and mid-tier … Though you’ll never know if this skill has triggered. 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 Basics of Survivability (3) accelerates repairs of modules, firefighting, and recovery from flooding. 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. Since Italian Cruisers have no HE shells you’ll better opt for Superintendent (3). Unlike some, I hardly think it's killing the game by any means. Last Stand (2) When the engine or steering gears are incapacitated, they continue to operate but with a penalty. The IJN could be looking at 12Km, 14KM, and 22KM torpedoes and the Italians up to 15.5KM. To achieve better results select the specified first-order skills in that particular order. You can always make a rough calculation by using the. +50% to detection time after firing (The standard is 20 seconds, so this will now be 30 seconds, slowing down the fire rate of these somewhat more accurate shots) Superintendent (3) increases the capacity of your ship's consumables. 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. That's less than a 1000 HP difference and that's only if the shells and do a full penetration on a citadel. Vigilance is an okay skill. Like all other Tier IX cruisers, she gains access to the Repair Party consumable, which greatly increases her longevity in the hands of a heads-up captain. I'm not sure what the figures should be set at so I'm just using some random numbers that seem good to me. The same shell with a 5% damage boost that hits has a potential damage of 20,370. Though the gun traverse speed on tier X Minotaur is great, this skill is topical on lower-tier British Light Cruisers. The issue with cruiser torpedo skills is that only one cruiser in the entire game would actually benefit from them, Kitakami. 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? Raimondo Montecuccoli — Italian Tier V cruiser. Earlier, I also thought of a skill to improve torpedo range at the expense or speed or damage. Appraised of all these nuanced differences, captains are advised to treat Seattle as a slightly larger, slower handling, and harder-to-conceal Cleveland . That said, I actually really like your idea of removing the penalty off of Super Heavy AP Shells and tacking it onto Dead Eye. All Small Light Cruisers feature glass modules and high fire with short firing range because of small caliber. -10% to dispersion when no enemy ships are in detection Such variety. I'd drop all AA skills, replace them with actual useful skills and build them into dual purpose secondary armament. Commander Skills for Battleships / World of Warships / WoWS By Denis Marasan ☆ 21/Jan/2020 In this part of the Guide, I’ll cover the selection of Commander Skills for high-tier Battleships (both linear, promo and premium) for both ordinary and Unique Commanders in … + 2Km Torpedo Range Each nation's cruiser line is unique in characteristics. Low-tier Japanese Cruisers (up to tier VI Aoba), as well as French Cruisers (up to tier VI La Galissonnière), suffer from fragile modules. 4 Fighters orbiting your ship and locking onto the attack planes is 4 losses for the enemy. High Alert (2) reduces the reload time of Damage Control Party. Concealment Expert is an excellent skill to have on any ship. Inertia Fuse for HE Shells (4) improves the armor penetration capacity of HE shells fired from both main and secondary battery guns. That's less than a 1000 HP difference and that's only if the shells and do a full penetration on a citadel. Nevertheless, you may select another great skill instead of Basic Firing Training, the fiery Demolition Expert (3) that increases the chance of fire. This is a great choice for Light Small Cruisers. If you plan on going up the line without respeccing, I This bonus in damage isn't as considerable as that of Dead Eye. Increases the efficiency of long-range AA mounts. This bonus in damage isn't as considerable as that of Dead Eye. With this skill, the French torpedoes could reach out to 11KM, Germans to 8KM, and British to 12KM or 10KM depending on the ship. +5 Knots to Torpedo Speed - 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. ), 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. Buffing catapult fighters is a good thought, however... 1: Catapult aircraft are remarkably useless and do very little. the spotter plane skill in the cruiser tree is the same story. These are just my opinions and I figured I would throw them here to see if anyone felt the same. 3. 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? Soviet cruisers carry not worse than other cruisers. On the contrary, they can be quite useful and strong. This would force two choices by the player; keep the detection low to fight at mid to close ranges or drop concealment entirely to snipe from afar. 1- Change activation to "when the enemy is visible inside your detection radius". Italian Navy tech tree review / World of Warships guides / WoWS Here’s everything you always wanted to know about the Italian Navy in World of Warships but were afraid to ask. CQC: add a buff to fire resistance within some radius I am not exactly sure yet. First, CRUISERS. 2: the only cruisers with good AA and could get value from those skills, have to trade smoke and/or radar to get a fighter. Superintendent (3) increases the capacity of your ship’s consumables. 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). Demolition Expert is also particularly good on Small Light Cruisers since these ships have very low chances of setting fire to enemy ships. Demolition Expert (3) increases the chances of setting fire to the target for the armament carried by ships and aircraft. So a ricochet, torpedo bulge hit, main battery hit, shatter, or over-penetration barely matter, because the skill has no relevance. Expert Loader (1) accelerates shell type switching if all main battery guns are loaded. Captain Skills EM is kind of weird. First things first, here are a few suggestions: In this guide on World of Warships, I mostly cover the first-order skills for Cruisers. Jack of All Trades (2) reduces the reload time of all consumables for the ship and squadrons. IMO, RPF is a very strong addition on many of the cruisers; Vigilance has lost some value with the deep-water torps: some are spotted at 0.8km. I would first fire the guy who thought of these skills, then make a community contest instead. Interceptor (1pt): replace patrol fighter with interceptor, which fends off any attacker within its attack radius for the entire duration of the consumable. If fighters are useless, as you said previously then spotter is the better alternative anyway. 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. ). There are also changes to the updated skills for aircraft carriers and cruisers, as well as to the secondary caliber guns of German battleships. 1. The difference in a Shikimia shell, as an example, hitting due to less dispersion from Dead Eye is 19400 potential damage. Not every cruiser has great AA or the need to swap out Radar for it. These are USN Puerto Rico and Alaska, IJN Azuma and Yoshino, Soviet Kronshtadt and Stalingrad, and German Admiral Graf Spee. 2. Vigilance (3) extends the torpedo acquisition range, even while the “Hydroacoustic Search” consumable is active. Adrenaline Rush (2) increases the reload speed of all armaments as the ship's HP decreases. Currently, there are 6 points you can invest in torpedoes, but a lot of cruisers have limited torpedo capability or none, and this takes up a bit of space in the skill tree that might have better use. Incoming Fire Alert (1) A warning about a salvo fired at your ship from a distance of more than 4.5 km. - Combines Swift Fish, Enhanced Torpedo Explosive Charge, and Torpedo Reload Italian Cruisers: Branch Review - 11/06/2019 - News - World of Warships Italian Cruisers: How To - Nov 6, 2019 - World of Warships Official Channel - YouTube ↑ Regia Marina (Wikipedia) ↑ Battleships of Italy (Wikipedia) ↑ and They both increase damage dealt to enemy ships, but Basic Firing Training increases the direct damage dealt by main caliber guns and AA mounts, thus increasing your AA defense in passing, whereas Demolition Expert increases a chance of inflicting delayed damage (aka Damage over Time = DoT) by fires. 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. Expert Marksman (2) increases the traverse speed of main battery guns. Unlike some, I hardly think it's killing the game by any means. Arguably the best second-order skill for USN Light Cruisers since the more consumables your Cruiser has the more topical this skill is. This skill helps to decrease the negative impact on chances of setting fire from the Inertia Fuse for HE Shells skill. 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. First, Dead Eye and Super Heavy AP Shells should have some changes.Dead Eye: 4 Points This skill looks like it’s tailored for Small Light Cruisers. I feel the most torpedo-oriented cruisers are the Italians and the Japanese and to a limited extent the British light cruisers. Title. I know from playing CV that when they do work, the 1 for 1 exchange is the best AA there is in-game. A great choice for high-tier Light Cruisers with the Repair Party consumable. Boudony, Schors, and Lazo also come to mind. 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