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 Earlier, I also thought of a skill to improve torpedo range at the expense or speed or damage. WoWS 0.10.0.0 2021-01-24 0.10.0.0 commander skills are updated. 1. 4. 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. I'd rather get hit for slightly more damage less often that to be hit for a ton of damage, more often.). Soviet cruisers carry not worse than other cruisers. However, the amount of torpedo skills seems excessive in consideration of the amount of truly useable torpedoes on cruisers in-game. I posted it in two areas so it didn't get lost or overlooked in the hundreds of random posts a day. +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) 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. I disagree, I really like that spotter skill for the cruisers that can use it. Trento was the first of two Trento-class cruisers; they were the first heavy cruisers built for the Italian Regia Marina (Royal Navy). To maximize your play try avoiding this skill when possible. A great skill for maximizing your damage by setting enemies on fire. Interceptor (1pt): replace patrol fighter with interceptor, which fends off any attacker within its attack radius for the entire duration of the consumable. Jack of All Trades (2) reduces the reload time of all consumables for the ship and squadrons. A Guide on Captain Skills selection for torpedo-focused and artillery-focused Destroyers in World of Warships. Links to the Guides on Captain Skills for Battleships and Cruisers see at the foot of this page. 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. Advanced Firing Training (4) or Basic Firing Training (3) – Since 10 Skill Points is enough to ensure comfortable play on British Light Cruisers, the idea of selecting these skills to boost AA defense is not too bad. Vigilance is very highly recommended as you have no defensive measures when it … I'd drop all AA skills, replace them with actual useful skills and build them into dual purpose secondary armament. Nevertheless, you may select another great skill instead of Basic Firing Training, the fiery Demolition Expert (3) that increases the chance of fire. I propose combining these skills into a Torpedo Expert skill and/or combining these skills and offer something like Extended Torpedo Range with a debuff to detection or speed of the torpedoes. OR 2020-04-30 Google Ad enabled by default while making adjustment. Superintendent is a good skill to have, if you plan on using the captain with a … That's less than a 1000 HP difference and that's only if the shells and do a full penetration on a citadel. A great choice for Large Heavy Cruisers with the Repair Party consumable. Superintendent (3) increases the capacity of your ship's consumables. A great second-order skill for some Unique USA and Italian Commanders, having the Rapid Loader trait instead. The problem with Small Light Cruisers is this skill fits in at the expense of the damage dealt only. This skill looks like it’s tailored for Small Light 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. 1- Change activation to "when the enemy is visible inside your detection radius". -10% Torpedo Tube Reload Speed Though you’ll never know if this skill has triggered, Preventive Maintenance looks like the best choice as the second level 1 skill in the case you’ve gone for three level 4 skills. - Borrowing this from the carriers. Arguably the best second-order skill for USN Light Cruisers since the more consumables your Cruiser has the more topical this skill is. In episode 9 of How to Get Good at World of Warships I talk about captain skill builds for various classes of ships in the game. - 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. You can choose between slightly more DPM with HE or slightly more DPM with AP. If fighters do lock on, it's generally a 1 for 1 trade on the attack planes. Italian cruisers. Incoming Fire Alert (1) A warning about a salvo fired at your ship from a distance of more than 4.5 km. Demo Expert is a good skill to have on cruisers and destroyers. These are just my opinions and I figured I would throw them here to see if anyone felt the same. Google Ad enabled by default while making adjustment. Basics of Survivability (3) accelerates repairs of modules, firefighting, and recovery from flooding. On T10 However, I feel like there should maybe be a few changes to some of the new skills, mostly rearranging the penalties and bonuses. The lead ship in the third series of Condottieri-class light cruisers. - Borrowing this from the carriers. 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). Arguably the best second-order skill for USN Light Cruisers since the more consumables your Cruiser has the more topical this skill is. The selection of Expert Marksman will make these ships’ handling more convenient. For most cases 1 or 2 level 4 skills are enough. 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. Set all capitains stats and skills available too! This is especially true for some Unique Japanese, USA, UK, French, Soviet and French Commanders, having the Master Marksman trait instead. Thanks If you have the resources to respec, grab Last stand, instead of Adrenalin rush on T2, you'll thank me later. ST, Italian cruisers Part 2 and British Heavy Cruisers. If you plan on going up the line without respeccing, I CQC: add a buff to fire resistance within some radius I am not exactly sure yet. 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. Demolition Expert (3) increases the chances of setting fire to the target for the armament carried by ships and aircraft. The ship was laid down in February 1925, launched in October 1927, and was commissioned in April 1929. @Skuggsja Is this just a repost w/an extra word in the title or is there alternate content in here? Last Stand (2) When the engine or steering gears are incapacitated, they continue to operate but with a penalty. 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. These are USN Cruisers (a line to Worcester), Soviet Cruisers (up to tier VIII Chapaev), British Cruisers (a line to Minotaur), as well as many low-tier Cruisers. That said, I actually really like your idea of removing the penalty off of Super Heavy AP Shells and tacking it onto Dead Eye. A great choice for high-tier Heavy Cruisers with the Repair Party consumable. -3 Knots to Torpedo SpeedCombat Air Patrol Fuel Tanks: 2 Points Give it a LIKE!!! This skill already exists for BBs to a degree. This skill would be for the most hardcore torpedo oriented cruisers, and their players, in the current game. OR Links to the Guides on Commander Skills for Battleships and Destroyers see at the foot of this page. However, due to the aforementioned disadvantages, the Soviet cruisers are quite difficult to use. Buffing catapult fighters is a good thought, however... 1: Catapult aircraft are remarkably useless and do very little. This skill also decreases the chance of setting an enemy ship on fire, making the selection of Demolition Expert very desirable. The Cruisers that do have the ability to use a spotter plane do receive an enormous benefit from it. First, CRUISERS. Bear with us. The difference in a Shikimia shell, as an example, hitting due to less dispersion from Dead Eye is 19400 potential damage. Heavy Cruisers are Cruisers with the main battery caliber from 200 mm (8-inch) and above. A great second-order skill for Large Heavy Cruisers. Don't get me wrong, there is a situation where everyone has used any torpedo at some point and it saved the day. 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 On the contrary, they can be quite useful and strong. 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. Upon reaching Account Level 7, a player is granted the ability to assign a Commander to each ship. I see little use for AFT or BFT unless you're referring to the AA benefits. 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. Not every cruiser has great AA or the need to swap out Radar for it. I wouldn't mind seeing them worked in a bit more. I like that option. You can always make a rough calculation by using the. + 2Km Torpedo Range 180 mm (6-inch). Small Light Cruisers are Cruisers with main battery caliber up to and including 139 mm. Certainly more useful than BoS. Thus, by adding one more plane to the fighter patrol, a good lock on to the enemy planes causes the loss of 1 more attack aircraft. It would help the lock-on time due to the presence of aircraft within the patrol radius. +5% to Torpedo detectability 300 mm (12-inch) and above. United States cruisers tend to have the best anti-aircraft defense as well as the best protection, with some exceptions. 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. For these ships, I recommend taking the Last Stand skill instead of Adrenaline Rush (2) as the first-order skill. The Japanese cruisers mesh with them well and I think the Italians. « Previous part 2 Commander Skills for Battleships | Next part 4 Captain Skills for Destroyers ». These are USN Puerto Rico and Alaska, IJN Azuma and Yoshino, Soviet Kronshtadt and Stalingrad, and German Admiral Graf Spee. That's sort of the idea of my thought process, reduce the number of torpedo skills overall. Unlike some, I hardly think it's killing the game by any means. The Close Quarters Skill for 4 points improves main battery reload and secondary reload when ships are within your secondary range. Preventive Maintenance (1) reduces the risk of main turrets, torpedo tubes, steering gears, and engine becoming incapacitated. This bonus in damage isn't as considerable as that of Dead Eye. One in general and one the actual suggestions. By reducing the detectability range combined with the Concealment System Modification 1 module this skill permits conserving Hit Points by staying concealed for longer and disappearing on open water 20 seconds after firing the main battery guns, as well as approaching enemy ships closer to maximize your damage. For Cruiser, all of the new skills are pure garbage. Then the last skills should be Vigilance then PM. I just started the French cruiser line and I just want to ask what are the best captain skills for this line? Though the engine and steering gears on British Light Cruisers are rather durable, the selection of this skill still makes sense. the spotter plane skill in the cruiser tree is the same story. 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. The same shell with a 5% damage boost that hits has a potential damage of 20,370. Sorry for the confusion. Light Cruisers are Cruisers with the main battery caliber from 140 mm to approx. 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. This skill helps to decrease the negative impact on chances of setting fire from the Inertia Fuse for HE Shells (4) skill. This is simply removed from the Super Heavy AP Shells skill and placed here)Super Heavy AP Shells: 3 Points This skill helps to decrease the negative impact on chances of setting fire from the Inertia Fuse for HE Shells skill. Superintendent (3) increases the capacity of your ship’s consumables. It … see community submitted builds for Italy Commander Francesco Mimbelli can use it is too the damage dealt.! 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