For most cases 1 or 2 level 4 skills are enough. This is simply removed from the Super Heavy AP Shells skill and placed here)Super Heavy AP Shells: 3 Points Vigilance is an okay skill. Yeah I think its weird how limited it is too. This skill also decreases the chance of setting an enemy ship on fire, making the selection of Demolition Expert very desirable. Go easy on level 4 skills. I'd drop all AA skills, replace them with actual useful skills and build them into dual purpose secondary armament. Each nation's cruiser line is unique in characteristics. I feel the most torpedo-oriented cruisers are the Italians and the Japanese and to a limited extent the British light cruisers. Increases the efficiency of long-range AA mounts. Raimondo Montecuccoli — Italian Tier V cruiser. 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. Appraised of all these nuanced differences, captains are advised to treat Seattle as a slightly larger, slower handling, and harder-to-conceal Cleveland . Thanks If you have the resources to respec, grab Last stand, instead of Adrenalin rush on T2, you'll thank me later. Title. On the contrary, they can be quite useful and strong. 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). This skill looks like it’s tailored for Small Light Cruisers. However, due to the aforementioned disadvantages, the Soviet cruisers are quite difficult to use. 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. Small Light Cruisers are Cruisers with main battery caliber up to and including 139 mm. 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 problem with Small Light Cruisers is this skill fits in at the expense of the damage dealt only. I'd rather get hit for slightly more damage less often that to be hit for a ton of damage, more often. However, that doesn't mean there couldn't be some work done to improve the system overall. -10% Torpedo Tube Reload Speed 180 mm (6-inch). +1 To the Total Number Of Fighter Planes Launched A great skill for maximizing your damage by setting enemies on fire. Jack of All Trades (2) reduces the reload time of all consumables for the ship and squadrons. This bonus in damage isn't as considerable as that of Dead Eye. 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. But since this is the level 4 skill its selection significantly constricts the choice of Commander Skills. Otherwise, select Adrenaline Rush (2) to maximize your damage at your own risk. Superintendent is a good skill to have, if you plan on using the captain with a … If fighters do lock on, it's generally a 1 for 1 trade on the attack planes. 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. However, the amount of torpedo skills seems excessive in consideration of the amount of truly useable torpedoes on cruisers in-game. +30% to Fire and Flooding Time (Removed. That's less than a 1000 HP difference and that's only if the shells and do a full penetration on a citadel. 3. +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) So the Commander Skills build is as follows: Superintendent (3) increases the capacity of your ship’s consumables. United States cruisers tend to have the best anti-aircraft defense as well as the best protection, with some exceptions. 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. Expert Marksman (2) increases the traverse speed of main battery guns. @Skuggsja Is this just a repost w/an extra word in the title or is there alternate content in here? Expert Loader (1) accelerates shell type switching if all main battery guns are loaded. + 2Km Torpedo Range 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 (4) skill. 2020-04-30 Google Ad enabled by default while making adjustment. 1) remove torpedo boost skills, they don't do much for most cruisers. +5 Knots to Torpedo Speed Inertia Fuse for HE Shells (4) improves the armor penetration capacity of HE shells fired from both main and secondary battery guns. Last Stand (2) When the engine or steering gears are incapacitated, they continue to operate but with a penalty. +5% to AP damage This skill helps to decrease the negative impact on chances of setting fire from the Inertia Fuse for HE Shells skill. By They also do a great job of warding my attacks away from ships they are orbiting. See community submitted builds for Italy commander Francesco Mimbelli. Demolition Expert (3) increases the chances of setting fire to the target for the armament carried by ships and aircraft. 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. Commander Skills for Small Light 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. Light Cruisers are Cruisers with the main battery caliber from 140 mm to approx. Interceptor (1pt): replace patrol fighter with interceptor, which fends off any attacker within its attack radius for the entire duration of the consumable. Previous Post: World of Tanks EU â Gamescom 2019 â VK 75.01 (K) on sale. Some of the rules presented here have yet to be confirmed. +10% Torpedo Damage (Reduced from 15%) A great choice for high-tier Heavy Cruisers with the Repair Party consumable. A good cruiser captain watches the flow of battle and adapts to the circumstances as they unfold. The lead ship in the third series of Condottieri-class light cruisers. 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. The Japanese cruisers mesh with them well and I think the Italians. Low-tier Japanese Cruisers (up to tier VI Aoba), as well as French Cruisers (up to tier VI La Galissonnière), suffer from fragile modules. Adrenaline Rush (2) increases the reload speed of all armaments as the ship's HP decreases. Vigilance (3) extends the torpedo acquisition range, even while the “Hydroacoustic Search” consumable is active. Get to know everything about WoWs commander skills or so called captain perks, Lunar New Year and new clan blitz events. The IJN could be looking at 12Km, 14KM, and 22KM torpedoes and the Italians up to 15.5KM. 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. 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. Superintendent: I'd bring it back exactly as it was. Don't get me wrong, there is a situation where everyone has used any torpedo at some point and it saved the day. For these ships, I recommend taking the Last Stand skill instead of Adrenaline Rush (2) as the first-order skill. All other cruisers don't really as they provide little benefit to the gameplay. -10% to dispersion when no enemy ships are in detection With this skill, the French torpedoes could reach out to 11KM, Germans to 8KM, and British to 12KM or 10KM depending on the ship. 1. Nothing spectacular but nothing too bad either. So a ricochet, torpedo bulge hit, main battery hit, shatter, or over-penetration barely matter, because the skill has no relevance. On T10 The IJN could be looking at 12Km, 14KM, and 22KM torpedoes and the Italians up to 15.5KM. This is a great choice for Light Small Cruisers. 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. Sorry for the confusion. For Cruiser, all of the new skills are pure garbage. Not applicable to linear British Light Cruisers (see below). This bonus in damage isn't as considerable as that of Dead Eye. 4. 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