While I personally wouldn’t use it there is a case for it being valuable if you manage your strike squadrons well enough not to be detected. With this in mind plus removing one fire location it is useful on battleships if you really hate being set on fire. Taking radar will help to actually spot DDs to shoot at them, but Vigilance is some insurance against being surprised by a spread they may have dropped and as a substitute for hydro in case there is a CV in the match(I'd rather have DFAA and not need it instead of having hydro and needing DFAA). AR is an obvious choice to me at T8 since Baltimore can no longer recover HP(barring the use of Halsey) so AR's benefits just get better as the match progresses and you inevitably lose HP. If you find yourself having trouble dodging torpedoes in your battleship/cruiser then pick this up. You also alert the enemy that you have their bearing so it can prove to be counter-productive.

(-10% to torpedo reload, -20% to torpedo bomber service time)Great for anything with torpedoes or torpedo bombers. Even without the boost to a ship’s main guns it is usually still a great skill to pick.Best used on battleships for the added damage control party but also useful on other ship classes.

Light cruisers are the only ship class that probably doesn’t benefit enough from it however to recommend it. Captain Skill Calculator for World of Warships. [SWFSH]

Captain builds can be tested & sent to other warship players. This World of Warships captain skills guide is also updated periodically to reflect the most recent changes to captain skills.

Honestly you are better off selecting a different captain skill since it doesn’t improve the performance of your ship and you can use your eyes to guesstimate the number of enemies pointing at you.Manual Fire Control for Secondary Armament (4 Skill Points)Direction Center for Catapult Aircraft (1 Skill Point)Manual Fire Control for AA Armaments (4 Skill Points) For each level captain receives one point that can be spend on "learning" new ability. However, the airspeed of the catapult aircraft is decreasedIncreases the attack power of fighters while in combat against higher-tier aircraft.

(+30% to armor penetration of HE shells, -3% to fire chance of HE shells)An interesting skill since it provides a huge boost to HE shell penetration at the cost of 3% fire chance. Captain …

Alternatively, I could forego AFT, and take something like Vigilance/BFT, SI/BFT, AR, PM/EL instead.

You need to play a total of 10 battles to post in this section.

Tier 2: Expert Marksman, because WD40. My old Baltimore captain is on Buffalo now, and if/when I do push to Des Moines, the Buffalo captain will more than likely go up to the T10. You can always make a rough calculation by using Commander Skill Builder available on the World of Warships official web-site.

(+100% to aircraft servicing time when the carrier is on fire, planes can launch/land when ship is on fire)If you find yourself being hunted down a lot or shot before the end of a match in a carrier this is your captain skill!

The 100% DPS increase for AA guns over 85mm is massive though and will shred any enemy planes. VI. (139mm main guns or smaller and all secondary guns receive -10% reload time, +20% to anti-aircraft damage per second)Seeing as this skill boosts a ton of firepower for main guns, secondary guns, and AA defenses to varying levels depending on your ship it is used by many. Apart from that, assuming I go with the build in the above image, exactly what order should I take the skills in?

Captain Skill Calculator - World of Warships *Updated for Patch 0.6.0.0.

If you like using secondary weapons and build your captain out tailored to them then this is a must have. (Shows direction to nearest ship but alerts enemy when this occurs, does not work while playing an aircraft carrier)This is an odd skill to have as a tier 4 skill since it simply shows the closest enemy’s direction. However, apart from the basic 10 points, I'm not entirely sure what to choose. Endurance Captain Skills.

Need I say anymore?

For most cases 1 or 2 level 4 skills are enough. Very dependent on your specific ship and usually best on battleships, heavy cruisers, and gunboat destroyers.Depending on your specific usage of torpedoes will decide whether you use this skill or not.

For destroyers it comes down to how you play and whether you think the added speed is worth it. (Shows # of enemies pointing main guns at you when detected)This captain skill is useful for every ship class since it reduces modules being knocked out. Take a close look at whether or not your main guns will receive a boost to the reload time before taking this skill. Most useful on battleships and heavy cruisers since they can survive for longer periods of time if under fire.

Player Leaderboard. For tier 7+ battleships built to boost their secondary performance though you will need to grab this ASAP.

DE gives you a good boost on fire chance, which is important because while your AP is good, you're going to be firing HE a lot at anything angled, which most ships will be.

It's only a bonus 2,800 hit points, or an extra +6% of your top HP.

(-15% to max dispersion for secondary armament(tier 1-6) &  -60% to max dispersion for secondary armament(tier 7+) when manually controlled)(Secondary guns only fire when manually aimed at one enemy target)A battleship specific skill only useful on those with plenty of secondary guns to take use of. Using SI and having an extra catapult fighter/radar Characteristics of all models are realistically reproduced on the basis of technical elements of warships and aircraft from the first half of the 20th century. Captain Skill Calculator - World of Warships *Updated for Patch 0.6.0.0. Skill Points Left.

(+100% DPS of AA guns larger than 85mm against a targeted enemy aircraft)(AA guns must be manual targeted to come into effect)Some battleships and cruisers(specifically USN) benefit enough to make use of this captain skill.


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