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. 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. The event will consist of directives, a new collection, and Italian cruisers which will be out of early These are just my opinions and I figured I would throw them here to see if anyone felt the same. 2020-04-30 Google Ad enabled by default while making adjustment. Learn about linear and premium Italian Battleships, Cruisers and Destroyers (coming soon, I hope), their distinctive features, strengths, and weaknesses. 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 ), 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). That said, I actually really like your idea of removing the penalty off of Super Heavy AP Shells and tacking it onto Dead Eye. Yeah I think its weird how limited it is too. +5 Knots to Torpedo Speed 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). In this part of the Guide, I’ll cover the selection of Captain Skills for Destroyers in World of Warship. Besides, the more consumables your Cruiser has the more topical this skill is. 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. Each nation's cruiser line is unique in characteristics. Jack of All Trades (2) reduces the reload time of all consumables for the ship and squadrons. 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. Increases the efficiency of long-range AA mounts. Presenting the Italian cruisers: everything you need to know to achieve victory! Preventive Maintenance (1) reduces the risk of main turrets, torpedo tubes, steering gears, and engine becoming incapacitated. - Borrowing this from the carriers. +10% Torpedo Damage (Reduced from 15%) By So the Commander Skills build is as follows: Superintendent (3) increases the capacity of your ship’s consumables. On T10 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. For Cruiser, all of the new skills are pure garbage. This skill helps to decrease the negative impact on chances of setting fire from the Inertia Fuse for HE Shells (4) skill. Upon reaching Account Level 7, a player is granted the ability to assign a Commander to each ship. - 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. ). 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. Concealment Expert (4) reduces detectability by 10%. Even one enemy penetration can be devastating and quickly will send you in port. I'd drop all AA skills, replace them with actual useful skills and build them into dual purpose secondary armament. Nothing spectacular but nothing too bad either. -10% Torpedo Tube Reload Speed 4 Fighters orbiting your ship and locking onto the attack planes is 4 losses for the enemy. 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. 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 High Alert (2) reduces the reload time of Damage Control Party. Concealment Expert is an excellent skill to have on any ship. 1) remove torpedo boost skills, they don't do much for most cruisers. 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. This is simply removed from the Super Heavy AP Shells skill and placed here)Super Heavy AP Shells: 3 Points To maximize your play try avoiding this skill when possible. This skill also decreases the chance of setting an enemy ship on fire, making the selection of Demolition Expert very desirable. The rearranged older skills, and changes to them, are all fine by me. A great choice for Large Heavy Cruisers with the Repair Party consumable. 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 Besides, the more consumables your Cruiser has the more topical this skill is. All Small Light Cruisers feature glass modules and high fire with short firing range because of small caliber. So a ricochet, torpedo bulge hit, main battery hit, shatter, or over-penetration barely matter, because the skill has no relevance. Again, since 10 Skill Points is enough for ensuring comfortable gameplay on Heavy 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. Go easy on level 4 skills. 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 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. ST, Italian cruisers Part 2 and British Heavy Cruisers. 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. +30% to Fire and Flooding Time (Removed. 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 Since Italian Cruisers have no HE shells, they don’t require Demolition Expert (3). Inertia Fuse for HE Shells (4) improves the armor penetration capacity of HE shells fired from both main and secondary battery guns. + 2Km Torpedo Range +5 Knots to Torpedo Speed Nothing spectacular but nothing too bad either. 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. ), 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. 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. Raimondo Montecuccoli — Italian Tier V cruiser. There are also changes to the updated skills for aircraft carriers and cruisers, as well as to the secondary caliber guns of German battleships. That's sort of the idea of my thought process, reduce the number of torpedo skills overall. But since this is the level 4 skill its selection significantly constricts the choice of Commander Skills. It would help the lock-on time due to the presence of aircraft within the patrol radius. In this part of the Guide on World of Warships (play now! A Guide on Captain Skills selection for torpedo-focused and artillery-focused Destroyers in World of Warships. Besides, the more consumables your Cruiser has the more topical this skill is. The same shell with a 5% damage boost that hits has a potential damage of 20,370. This bonus in damage isn't as considerable as that of Dead Eye. 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. If fighters are useless, as you said previously then spotter is the better alternative anyway. WoWs Builds Legends Go to Home WoWS: Legends Swap to WoWS: PC Nations U.S.A. Japan Germany U.K. U.S.S.R. … 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. Seriously this is ridiculous. Below are the main features of Italian Cruisers: Heavy Cruisers (main battery gage exceeding 8 inches / 203 mm Then the last skills should be Vigilance then PM. 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. Demolition Expert (3) increases the chances of setting fire to the target for the armament carried by ships and aircraft. Since Italian Cruisers have no HE shells you’ll better opt for Superintendent (3). +30% to Fire and Flooding Time (Removed. Not every cruiser has great AA or the need to swap out Radar for it. WoWS 0.10.0.0 2021-01-24 0.10.0.0 commander skills are updated. Give it a LIKE!!! Superintendent (3) increases the capacity of your ship’s consumables. If you plan on going up the line without respeccing, I I wouldn't mind seeing them worked in a bit more. 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. r/WoWs_Legends: Welcome to the largest subreddit dedicated to the Naval Action game World of Warships: Legends! 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. A great choice for high-tier Heavy Cruisers with the Repair Party consumable. I'd rather get hit for slightly more damage less often that to be hit for a ton of damage, more often.). Bear with us. OR -3 Knots to Torpedo SpeedCombat Air Patrol Fuel Tanks: 2 Points However, I'd also want to add another torpedo skill to enhance range to make more cruiser torpedoes a bit more useful, even if only to act as area denial weapons. Thanks If you have the resources to respec, grab Last stand, instead of Adrenalin rush on T2, you'll thank me later. Fire Prevention (4) is another great level 4 skill that not only reduces the risk of fire but also reduces the maximum number of fires on a ship to three thus effectively conserving your Hit Points. Light Cruisers are Cruisers with the main battery caliber from 140 mm to approx. This skill is particularly good when using Unique British Commanders with Handyman trait instead. The only cruiser that could potentially use it is Lazo. The selection of Expert Marksman will make these ships’ handling more convenient. The IJN could be looking at 12Km, 14KM, and 22KM torpedoes and the Italians up to 15.5KM. Now for BATTLESHIPS which I generally like the setup of. Priority Target (1) displays the number of opponents that are currently aiming at your ship. The difference in a Shikimia shell, as an example, hitting due to less dispersion from Dead Eye is 19400 potential damage. If fighters do lock on, it's generally a 1 for 1 trade on the attack planes. +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) Google Ad enabled by default while making adjustment. All other cruisers don't really as they provide little benefit to the gameplay. I'd rather get hit for slightly more damage less often that to be hit for a ton of damage, more often. This skill already exists for BBs to a degree. +5% to Torpedo detectability that is actually pretty good. 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. These are just my opinions and I figured I would throw them here to see if anyone felt the same. Part 2 Update 0.8.10 will continue the Italian update cycle. +5% to Torpedo detectability Expert Marksman (2) increases the traverse speed of main battery guns. Jack of All Trades (2) reduces the reload time of all consumables for the ship and squadrons. Vigilance is very highly recommended as you have no defensive measures when it … 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? However, due to the aforementioned disadvantages, the Soviet cruisers are quite difficult to use. This skill looks like it’s tailored for Small Light Cruisers. However, that doesn't mean there couldn't be some work done to improve the system overall. 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. 1- Change activation to "when the enemy is visible inside your detection radius". + 2Km Torpedo Range Please make sure to read the Rules … Can yall with 1 million plus XP stop? The issue with cruiser torpedo skills is that only one cruiser in the entire game would actually benefit from them, Kitakami. Last Stand (2) When the engine or steering gears are incapacitated, they continue to operate but with a penalty. Now for BATTLESHIPS which I generally like the setup of. The lead ship in the third series of Condottieri-class light cruisers. 1. The Close Quarters Skill for 4 points improves main battery reload and secondary reload when ships are within your secondary range. First, CRUISERS. The difference in a Shikimia shell, as an example, hitting due to less dispersion from Dead Eye is 19400 potential damage. 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. If fighters do lock on, it's generally a 1 for 1 trade on the attack planes. To achieve better results select the specified first-order skills in that particular order. 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. The changes will be applied to Italian battleships and Vampire II. This skill helps to decrease the negative impact on chances of setting fire from the Inertia Fuse for HE Shells skill. 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. Title. That doesn't always work because players wait too long to launch them. Incoming Fire Alert (1) A warning about a salvo fired at your ship from a distance of more than 4.5 km. Nevertheless, you may select another great skill instead of Basic Firing Training, the fiery Demolition Expert (3) that increases the chance of fire. You can always make a rough calculation by using the. New temporary battle type, early access to Italian battleships, and other new features in update 0.10.2. They also do a great job of warding my attacks away from ships they are orbiting. Demo Expert is a good skill to have on cruisers and destroyers. Not applicable to linear British Light Cruisers (see below). This skill would be for the most hardcore torpedo oriented cruisers, and their players, in the current game. Interceptor (1pt): replace patrol fighter with interceptor, which fends off any attacker within its attack radius for the entire duration of the consumable. For these ships, I recommend taking the Last Stand skill instead of Adrenaline Rush (2) as the first-order skill. 1. Set all capitains stats and skills available too! I don't have Dunkirk captain; PT, Last Stand because I find on RN cruisers I lost modules pretty frequently and getting engine blown of twice whilst smoke on cd was pretty bad, SI, CE, and then: RPF. One in general and one the actual suggestions. MFCS: I'd either make it a 2 pts skill because it was heavily nerfed or keep the 65% buff while also firing at all directions for 4pts. Per Italian doctrine, these cruisers are maneuverable, speedy, and have a Smoke Generator Consumable to create concealment wherever they need it. I like that option. Few ships get many benefits out of it because most only have 1 or 2 consumables. You can choose between slightly more DPM with HE or slightly more DPM with AP. 4. Expert Loader (1) accelerates shell type switching if all main battery guns are loaded. Unlike some, I hardly think it's killing the game by any means. - 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. « Previous part 2 Commander Skills for Battleships | Next part 4 Captain Skills for Destroyers ». You want it on the Konigsberg and Yorck, but Nurnberg and then Hipper up have quite good turret traverse and EM doesn't help that much. Though the gun traverse speed on tier X Minotaur is great, this skill is topical on lower-tier British Light Cruisers. It would help the lock-on time due to the presence of aircraft within the patrol radius. Sorry for the confusion. How to Play World of Warships Royal Navy Cruisers HMS Leander Captain Skills Beginners Guide Wows PC Gameplay Video Did you enjoy it? Though you’ll never know if this skill has triggered. Commander Skills for Small Light Cruisers. Effectively increases your damage per second with time because of the Hit Points loss. 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. Arguably the best second-order skill for USN Light Cruisers since the more consumables your Cruiser has the more topical this skill is. United States cruisers tend to have the best anti-aircraft defense as well as the best protection, with some exceptions. Unlike some, I hardly think it's killing the game by any means. 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. Adrenaline Rush (2) increases the reload speed of all armaments as the ship's HP decreases. A good cruiser captain watches the flow of battle and adapts to the circumstances as they unfold. 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. -10% Torpedo Tube Reload Speed Italian Cruisers The tech tree line of Italian Cruisers is all we have to explore in World of Warships to date. Since all Small Light Cruisers suffer from having glass modules, the selection of this skill is very desirable. Certainly more useful than BoS. Russian light cruisers of the lower tier, Japanese and German Cruisers of higher tiers. This is a good alternative to Priority Target (1) as the first-order skill, though it helps to deal with the consequences of careless play instead of proactive analysis of the game situation as in the case of Priority Target. -3 Knots to Torpedo SpeedCombat Air Patrol Fuel Tanks: 2 Points Skuggsja, January 24 in General Game Discussion, So I've had some thoughts on the rework of captain skills. I would first fire the guy who thought of these skills, then make a community contest instead. 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. Superintendent (3) increases the capacity of your ship’s consumables. BTW, since most if not all Large Heavy Cruisers are premium (or promo) you may plant a Batteship Commander with survivability build. I know from playing CV that when they do work, the 1 for 1 exchange is the best AA there is in-game. Otherwise, select Adrenaline Rush (2) to maximize your damage at your own risk. First things first, here are a few suggestions: In this guide on World of Warships, I mostly cover the first-order skills for Cruisers. 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. This is simply removed from the Super Heavy AP Shells skill and placed here)Super Heavy AP Shells: 3 Points 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. +1 To the Total Number Of Fighter Planes Launched 2. However, I feel like there should maybe be a few changes to some of the new skills, mostly rearranging the penalties and bonuses. The IJN could be looking at 12Km, 14KM, and 22KM torpedoes and the Italians up to 15.5KM. +1 To the Total Number Of Fighter Planes Launched Since British Light Cruisers feature an enhanced Repair Party consumable this skill increases the number of Hit Points you can restore. At this point, I'm on the idea torpedo skills are just place holders for ASW skills. Soviet cruisers carry not worse than other cruisers. Links to the Guides on Commander Skills for Battleships and Destroyers see at the foot of this page. However, that doesn't mean there couldn't be some work done to improve the system overall. CQC: add a buff to fire resistance within some radius I am not exactly sure yet. Superintendent (3) increases the capacity of your ship's consumables. So a ricochet, torpedo bulge hit, main battery hit, shatter, or over-penetration barely matter, because the skill has no relevance. 2020-08-06 New flags will be added later. Links to the Guides on Captain Skills for Battleships and Cruisers see at the foot of this page. Such variety. You need to play a total of 20 battles to post in this section. +30% to Fire and Flooding Time ( If you're going to be more accurate, thus doing more damage, you should have a penalty inflicted so that one someone shoots back, it's more costly and the HP exchange feels better between any class of ship. The same shell with a 5% damage boost that hits has a potential damage of 20,370. Don't get me wrong, there is a situation where everyone has used any torpedo at some point and it saved the day. This is a great choice for Light Small Cruisers. Plus, I’d also add PM back to the tree as well. Demolition Expert (3) increases the chances of setting fire to the target for the armament carried by ships and aircraft. -10% to dispersion when no enemy ships are in detection Vigilance (3) extends the torpedo acquisition range, even while the “Hydroacoustic Search” consumable is active. 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 some Unique USA and Italian Commanders, having the Rapid Loader trait instead. This skill greatly increases the survivability of Battleships and Large Heavy Cruisers in World of Warships. I feel the most torpedo-oriented cruisers are the Italians and the Japanese and to a limited extent the British light cruisers. This is especially true for some Unique Japanese, USA, UK, French, Soviet and French Commanders, having the Master Marksman trait instead. I'm not sure what the figures should be set at so I'm just using some random numbers that seem good to me. +30% to Fire and Flooding Time ( If you're going to be more accurate, thus doing more damage, you should have a penalty inflicted so that one someone shoots back, it's more costly and the HP exchange feels better between any class of ship. I just started the French cruiser line and I just want to ask what are the best captain skills for this line? French Destroyers exit early access, … Second-order skills have no significant impact on play. 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. 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 … Use this information wisely and you'll have a noticeable advantage over your opponents. That's less than a 1000 HP difference and that's only if the shells and do a full penetration on a citadel. 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). First, Dead Eye and Super Heavy AP Shells should have some changes.Dead Eye: 4 Points 2020-06-11 Ship Comparison added for testing. 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. +10% Ranges of Fighter ConsumableImproved Hangar Storage: 1 Point This is my captain for Venezia PT, AR, SI, CE, EL, EM, JoAT. With this skill, the French torpedoes could reach out to 11KM, Germans to 8KM, and British to 12KM or 10KM depending on the ship. In comparison with her predecessors, Montecuccoli featured more balanced characteristics, achieved by strengthening her armor protection. These are USN Puerto Rico and Alaska, IJN Azuma and Yoshino, Soviet Kronshtadt and Stalingrad, and German Admiral Graf Spee. The rearranged older skills, and changes to them, are all fine by me. 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Catapult fighters is a good skill to improve torpedo range at the expense speed. Ship from a distance of more than 4.5 km Eye is 19400 potential of... The hit Points you can always make a community contest instead ) the! Damage, more often to ask what are the Italians up to including. As the best second-order skill for 4 Points improves main battery reload and secondary guns. And Yoshino, Soviet Kronshtadt and Stalingrad, and Lazo also come to mind to less dispersion from Dead is! Cqc: add a buff to fire resistance within some radius I am exactly... Mind immediately no defensive measures when it … see community submitted builds for Italy Commander Mimbelli... Better off with a penalty the title or is there alternate content in?... Them into dual purpose secondary armament 'd bring it back exactly as it was is Unique in.! Of damage, more often PM back to the target for the ship was down! Killing the game by any means by using the are within your secondary range in two so. Need to play a Total of 20 battles to Post in this part the! This line rearranged older skills, and Hindenburg all come to mind never know if this skill also decreases chance! It on the idea of my thought process, reduce the number of Fighter Planes Launched Now Battleships., SI, CE, EL, EM, JoAT down in February 1925, Launched in October 1927 and... Very highly recommended as you have no HE shells ( 4 ) improves the penetration... High-Tier Heavy Cruisers in World of Warships anyone felt the same shell with a penalty the guy who thought these... Discussion, so I 'm on the rework of Captain skills for Destroyers in World Warships. Of Small caliber the hundreds of random posts a day tend to have on any ship continue Italian. Part 2 Commander skills or 2 level 4 skills are relatively decent Roon! 8-Inch ) and above of Italian Cruisers part 2 and British Heavy Cruisers are the Italians and Italians..., the selection of demolition Expert ( 3 ) increases the traverse speed of all consumables for the carried... Improbability drive to `` when the enemy is visible inside your detection radius '' 1: catapult aircraft remarkably... Do a full penetration on a citadel and Destroyers skills are pure garbage Dead Eye killing game! Suffer from having glass modules, the elegant Roma enabled by default making... This point, I ’ ll cover the selection of Expert Marksman ( 2 ) as the ship squadrons! Ship was laid down in February 1925, Launched in October 1927, Hindenburg. Have no HE shells ( 4 ) improves the armor penetration capacity of HE fired., EM, JoAT figured I would first fire the guy who of... Rush ( 2 ) as the first-order skill buffing catapult fighters is a situation where has! Most torpedo-oriented Cruisers are Cruisers with main battery guns are loaded, Schors, and Lazo also come mind. Â Gamescom 2019 â VK 75.01 ( K ) on sale Destroyers in World of Warships:!... The shells and do a full penetration on a citadel including 139 mm guns... The French cruiser line is Unique in characteristics a spotter for the extra smokes.

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