What perks to download on the cruisers of the USSR. What skills to download in World of Warships. Video guide for the skill Inertial HE Fuse

My opinion about new skills + explanation of the mechanics of penetration by a land mine

Having tested different skills on the basis, I can now talk about them. But since different people they want different things from their ships - instead of setups, I will just go through the skills, evaluating their usefulness, sometimes trying to explain what it does and why it is needed at all.

For example, this will affect the inertial fuse - you can follow the link and see how penetration changes for all high explosives in the game, but it's easier to read here.

I will evaluate skills on a five-point system, based on the correct choice of skill - destroyer skill for a destroyer, battleship skill for a battleship, etc.

So, let's begin.

1 level

When choosing a skill of the first level, I often thought what to take - everything is equally useless. However, some skills are still more useful than others.

Priority Goal- shows the number of players who have captured you in the scope. And it is also superimposed on the icon, signaling the light of a radar or an aircraft. Pretty useless thing, I always assume that everyone will shoot at me.

Usefulness - 1/5

Prevention- minus 30% to the probability of module failure. Quite a useful thing for destroyers - less often the engine will be knocked out. For everything else - so-so, but it can also come in handy.

Usefulness - 4/5

Master Loader- minus 50% to reload time when changing projectiles. Useful only for battleships, and even then in most cases it is recommended to shoot with what is loaded, and then reload.

Usefulness - 1/5

Preflight Master- plus 5% to the combat capability of aircraft carriers and minus 10% to the time of their preparation. For Avik - a must-have, combat capability and reloading will always come in handy. However, even here there is no choice.

Usefulness - 5/5

Point of guidance for catapult aircraft- plus one catapult aircraft, minus 20% to the flight speed of catapult aircraft. A very useful thing on battleships and cruisers with a fighter (Japanese and German cruisers are all like that, the Americans from the 8th level replace it with a radar).

Why the skill is good - planes fly not with one link, but with two planes. That is, they, firstly, can shoot down the sight of two avik links at once, and secondly, they shine almost everything around in two directions, allowing you to see destroyers and torpedoes earlier.

But you need to launch them from the battleship so that by the time the Avik arrives, the planes are already in the air. For a cruiser, the free light of destroyers is a little further away from you for 6 minutes.

Usefulness - 4/5

Air Combat Master- plus 10% to the average damage of fighters for each difference level, plus 10% to the ammo of fighters. Already less useful than MPOs, but ammunition is also not bad. However, for amers in shock setups it is not necessary. It will also make it relatively easy to deal with Saipan fighters on a tier 7 avik.

Usefulness - 4/5

artillery alert- warns of an enemy salvo with a flight time of more than 6 seconds. I take it in many places and on almost all cruisers - it helps to avoid leaving the sight.

Usefulness - 5/5.

evasive maneuver- when returning to an aircraft carrier for attack aircraft (torpedo bombers, bombers) - minus 20% to visibility, plus 75% to combat capability, minus 30% to speed. If this skill worked properly, I would say that its usefulness is questionable - minus 30% to speed will greatly reduce Avik's DPM.

But now this skill can be exploited - while the planes are under fire, let them return to the avik, getting a bonus, and when they get out - poke next to the avik and get it back desired speed. Again, when attacked by fighters, you can press F and get a buff to HP. But I think they'll fix it.

Usefulness - 5/5 (not yet corrected), after - 2/5.

2 level

There are already more interesting skills, but there are certain leaders.

Increased readiness- Minus 10% to the reload time of the "Crash Team". It would be useful if there were no Master of All Trades in the neighborhood, although some battleships constantly suffering from fires can be a great help.

Usefulness - 2/5.

Handyman- minus 5% to the reload time of all installed consumables. Useful for those ships that play from equipment - battleships, some cruisers and destroyers. However, the bonus itself is not that big.

Usefulness - 3/5

Master gunner- plus 2.5 degrees per second to the traverse speed of guns with a caliber of less than 139 mm; +0.7 degrees per second for larger caliber guns. In fact, there are quite a few ships in the game whose guns rotate very quickly - American destroyers, top Soviet and German destroyers, top British cruisers, Atlanta, Flint, Akizuki. Everyone else would benefit from an increase in speed. But this skill gives a significant gain only for small calibers, as well as for slowly turning guns. For example, on the Hindenburg with this skill, the turning time of the guns has decreased from 25 seconds to 23 - it's not worth it. But on Elector from 46 seconds to 39 - already more impressive. Even more impressive is Steven Seagal on American battleships. In general - take on most battleships and destroyers on the mid-level.

Usefulness - 4/5

Torpedo acceleration- plus 5 knots to torpedo speed, minus 20% to their range. Generally useful on destroyers with slow torpedoes and/or excessive range. But on the other hand, now there are almost none of these left - for example, reducing the Japanese 10 km to 8 is not very useful. Although some people play like this and like it. But on aircraft carriers, take it without a doubt, range is not needed there.

Utility - 5/5 (aircraft carriers), 2/5 (everyone else)

Smoke Screen Master- plus 20% to smoke radius (1.44 area). Can be useful on British cruisers - their little smoke becomes much larger. For the rest it is doubtful.

Usefulness - 3/5

Master Gunner- plus 10% damage to gunners of attack aircraft. Not that it's very helpful. On Avik, the first thing to do is to take the acceleration of torpedoes. But it can come in handy if there is nothing else to spend points on or if you take it on a shock American Avik.

Usefulness - 3/5

Desperate- plus 0.2% to the reload speed of all types of weapons for each percentage of durability lost. I really liked this skill - in fact, at half HP, + 10% to the rate of fire is given, which is very good. Generally useful on anything that loses HP, and the more controllable the better. On battleships - almost a must-have. It's practically useless on aviks.

Usefulness - 5/5

From the last strength- the ability to move and turn with a penalty when the rudders / engine breaks down. Now this skill is affected by prevention and is not as useful as it used to be.

I do not take it, but many people like it.

Usefulness - 3/5

3 level

Here the interesting begins - "everything is so tasty"

Fundamentals of the fight for survivability- minus 15% to the time of troubleshooting, fires, floods. Quite a working skill, but for fire fighting now there is perhaps a more interesting skill at level 4.

Usefulness - 3/5

Master of Survival- plus 350 durability per ship level - useful for destroyers, especially those who have little HP and / or have to exchange it often.

Usefulness - 3/5

Master of torpedo weapons- minus 10% to the time of reloading torpedoes, minus 20% to the time of preparation of torpedo bombers. If you often launch torpedoes on cooldown and they are your main weapon or you play an avik, you should take them.

Usefulness - 4/5

extreme takeoff- the ability to raise and receive aircraft on a burning avik, plus 100% to the preparation time during a fire. If there were no penalty for the preparation time, it would definitely make sense, but it turns out to be quite niche - it is most useful on an aircraft carrier up to level 8, which often encounters cannibalism, and fighters are not allowed to raise fire. Or they set you on fire, and the planes are already ready.

Usefulness - 2/5

Basic fire training - plus 10% to the rate of fire of guns up to 139 mm, plus 20% to the power of air defense. Now costs 3 points, but this skill is still required on artillery destroyers. But in PMC setups, it is no longer so useful. But it gives a bonus to air defense. In general, a good thing.

Usefulness - 4/5

superintendent- plus 1 charge to equipment. Useful where equipment often runs out of charges. That is, almost everywhere, except, perhaps, German and Japanese cruisers and some destroyers.

Usefulness - 5/5

explosives technician- plus 2% to the probability of setting fire to a main battery, secondary battery or air bomb. Now it works on PMK, it costs less, but the effect is smaller. Useful for those who shoot high explosives and where the chance of fire is not too high - that is, guns up to 203 mm, especially useful for artillery destroyers and cruisers with 152 mm guns. In addition, now this thing is required in the secondary builds of many battleships.

Usefulness - 5/5.

Vigilance- plus 25% to torpedo detection distance. It seems to be a useful thing, and useful to almost everyone, but there are so many delicious things around that I usually don’t take this skill.

Usefulness - 3/5.

4th level

Defining skills for many builds. Now you can take 4 skills of the 4th level.

Manual fire control PMK- minus 15% to the spread of secondary armaments up to level 7, minus 60% from level 7 and above. A necessary skill for a secondary build, but secondary builds themselves are not put on everything - they only work well from level 7 and not all ships feel good next to the enemy and have the speed to catch up with him or the secondary range to finish them off so. Therefore, it works on the Germans from level 7, Iowa, Montana (especially Montana, right now she has very cool guns in the secondary armament, better than the Elector, and no one expects a secondary armament build from her), as well as Izumo and Yamato. Some suggested sharpening Edinburgh in the PMK, but these are already strange experiments.

Usefulness - 4/5

fire fighting training- minus 10% to the probability of a fire, reduces the number of possible fires by 1. Now this is an interesting skill. Although the first part of it is not particularly interesting (multiplies the chance of setting fire to an enemy projectile by 0.9), the second part can be very useful. In fact, on the battleship there are not 4 maximum fires, but 3. And since most of them shoot at the center of the ship, instead of two fires on the superstructure, you will have 1, which, in principle, allows you to quite successfully heal fires. For a stamina build, it's quite a good thing.

In general, it is most useful at levels up to 8th, where there are a lot of cruisers that will burn you from afar. Top ships still burn worse. But it can be useful everywhere.

Usefulness - 3/5

Inertial fuse HE shells- plus 30% to the threshold of armor penetration by an HE shell, minus 3% to the chance of setting fire to an HE shell - and another interesting skill, by the way, what to call it? IWOFS? IVOS? HEAP? IFHE? I attached a link to the shell penetration parameters at the beginning of the article, here it is again, but everything is not very clear there for the unprepared.

Therefore, I make it clear - a landmine also has penetration and it inflicts damage only if it penetrates the surface where it hit. As a rule, superstructures have the thinnest armor, the skins have the thickest, and the armored belts have the thickest. And although most ships can deal damage to superstructures, after a while they become saturated with damage and the damage stops coming, so you have to shoot at the hull. And if 203-mm and higher guns have no problems dealing damage there, then guns with a smaller caliber have. And, for example, on some Budyonny, when shooting at a battleship of the 6th level and above, you have to switch to armor-piercing and shoot at the extremities or at the upper part of the hull, ricocheting and not penetrating.

The same skill solves this problem, increasing the penetration of land mines by 30%, but reducing the chance of arson by 3%. As you might have guessed, for guns with a caliber of 200 mm or more, it is not particularly needed. But it is most useful on guns with a caliber of 150 and 152 mm, since they immediately go from the state “does not penetrate the skin of Mexico” to “pierce the skin of Montana”. 155 mm Mogami, as well as 180 mm Kirov, Molotov and Donskoy, penetrate the skin of battleships up to level 8 and so, so the skill is less useful on them, although it will still help in shooting at battleships from level 8. Kirov, of course, will help only in very rare cases when playing in a squad.

But cruisers have thinner armor, so most cruisers pierce each other's plating - it is more than 25 mm only in Baltimore and Des Moines, but, nevertheless, this skill can help destroyers with a caliber of up to 5 inches in dealing direct damage when firing high explosives by cruisers. But here another problem comes up - a 3% fire chance for a destroyer is too much to lose for the sake of a situational advantage (when shooting at battleships, the skill will only help if the battleship is not higher than level 7). Therefore, I would not recommend taking it on destroyers, unless, of course, you have a special captain for a destroyer of the 6th, 5th or 4th level and at the same time plan to inflict most damage from direct HE damage. Well, suddenly there are.

In general, the skill is most useful for Soviet cruisers, except for Moscow, as well as for all other cruisers with six-inch guns and land mines. There is also Akizuki, where without this skill he will not damage destroyers in the plating, but there, because of this skill, the chance of arson is almost lost. It's easier to switch to BB.

Usefulness - 3/5

Air dominance- plus 1 fighter, plus 1 bomber in the corresponding sections of the aircraft carrier. Everything is simple here. Mast hev.

Usefulness - 5/5

Enhanced fire training- plus 20% of the firing range of main guns and secondary armaments up to 139 mm, plus 20% of the firing range of air defense. Useful skill - increases the range of air defense (actually improving it by almost 1.5 times), increases the range of the main battery, allows many destroyers to fire from invis. It is useful almost everywhere, except for those ships that are not imprisoned in the PMK, but are sharpened specifically in the air defense, while having most of the power of the air defense with universals. That will be more useful RUPVO. The rest is very useful, suitable for almost any build.

Usefulness - 5/5

Manual air defense fire control- plus 100% to the power of air defense with a caliber above 85 mm when specifying a priority target - if you need to sharpen the ship in air defense, and the most powerful air defense is long-range, then this skill is for you. For example, on Linder it was taken from me, on Dunkirk. Useful for captains of German and American battleships when sharpening in air defense. You can also take it to Akizuki.

Usefulness - 5/5

radio direction finding- shows the direction to the nearest enemy ship, while informing him about it. Does not work on aircraft carriers. Spore skill. Many said that he would break the game on the destroyers, and they themselves would leave and take Kol's friends. Ride with him - pretty little use. Even on some counter-destroyers like Khabarovsk or Gearing, it turns out to be useful only in the endgame, because you can’t rush directly at the enemy team. Similarly for battleships - at the beginning of the battle you will already know approximately where the enemy destroyer is and this skill will help you towards the end of the battle, when you can avoid a sudden ambush.

Usefulness - 3/5. That is, it works, but I'm not sure that its cost is justified from the player's point of view

Master of Disguise- reduces the visibility of the ship by 10% to 16%, depending on the class. A very useful skill, works on a lot of setups.

And aircraft carriers. Enjoy!

General information

A skill point is given to the commander every time he increases his level. The maximum level of the commander in game world of Warships is 20, i.e. Having fully pumped the commander, you will be able to distribute 19 skill points.

Commander level Skill points at this level Experience to the next level Total experience needed to get this level
1 0 1 500 0
2 1 2 500 1 500
3 2 4 000 4 000
4 3 6 000 8 000
5 4 9 000 14 000
6 5 14 000 23 000
7 6 21 000 37000
8 7 30 000 58 000
9 8 41 000 88 000
10 9 54 000 129 000
11 10 69 000 183 000
12 11 87 000 252 000
13 12 108 000 339 000
14 14 132 000 447 000
15 14 159 000 579 000
16 15 189 000 738 000
17 16 222 000 927 000
18 17 259 000 1 149 000
19 18 300 000 1 408 000
20 19 0 1 708 000

The cost of a skill varies depending on the level of the skill. So, to select a level 1 skill, you need 1 skill point, and to select a level 4 skill, 4 skill points. Selecting a skill at the previous level unlocks the ability to select a skill at the next level. Those. having 2 skill points, you cannot select a level 2 skill without choosing a single level 1 skill in WoWS.

After the commander has leveled up to level 20 (received the last 19th skill point), Elite experience begins to accumulate on the commander (it is displayed in the lower left corner of the "Ship Commander" screen). Elite experience can be spent on:

  • pumping commanders who have not reached level 20;
  • acceleration of retraining of commanders to other ships;
  • free redistribution of skill points.

The strategy for upgrading commanders for most ships is as follows: sequentially select skills from level 1 to 4 (for this you need to accumulate 10 skill points), after which we get the missing skills.

Now, with this minimum information, let's look at skills individually.

Overview of Commander Skills in World of Warships

A little explanation

The following terms appear in the text:

  • Primary Skill is the skill that comes first.
  • Secondary Skill- this is a skill that is taken sometime later on a residual basis. Certainly useful and important, but it is not taken in the first place, and it should not be distracted until the ship's commander takes the level 4 skill.
  • Useless Skill- This skill is certainly useful, but points are better spent on some other, even more useful skill.

Level 1 Skills

The Priority Target skill is the main skill for commanders of almost all ships, namely for all battleships, cruisers and most destroyers, with the exception of torpedo destroyers with excellent camouflage, for which Priority Target is really useless. Knowing how many opponents have your ship "at gunpoint", even with minimal experience playing World of Warships, you will be able to accurately choose the line of conduct in battle.

The Prevention skill gives a 30% chance to "dodge" a module on hit. That is, it gives a chance not to receive damage to the module when it hits the module (the durability points when hitting the ship will be written off in any case). Considering that the modules on destroyers are completely "crystal" and are critical from the very first hit, the value of this tier 1 module for destroyers simply cannot be overestimated. But for artillery destroyers, it is still more useful to take a Priority target.

The Master Loader skill allows you to quickly reload guns to pick up best type projectile to attack. Used when an enemy cruiser initiates a maneuver in order to have time to charge armor-piercing shells and apply maximum damage to the citadel.

It makes no sense to take on ships with poor ballistics, very fast and very slow reloading, that is, destroyers, light cruisers with 6 inch guns (for example, Soviet 152 mm) and all battleships, with the possible exception of Scharnhorst with its 283 mm rapid fire. Completely pointless on ships with one type of projectile (e.g. Tier 1 ships and British light cruisers).

Roughly speaking, the Master Loader skill makes sense to take on ships with a reload time of more than 11 seconds and less than 18 seconds.

The Pre-Flight Maintenance Master skill can be considered one of the main skills for aircraft carrier commanders at level 1. Commanders of ships of other classes will not receive any benefits from it.

Given the abundance of useful skills in World of Warships, the Ejection Aircraft Guidance Point skill is practically useless. Catapult fighters are still bad at shooting down enemy aircraft, and the additional spotter aircraft only increases the survivability of the spotter during air raids.

The Artillery Alert skill can be considered a secondary skill for battleships and cruisers of Tier V and above that play from a distance. Allows the player to initiate an evasive maneuver when the indicator lights up, saving hit points. It is not recommended to take on ships that are played at close range, such as low-level and British cruisers.

Level 2 Skills

As a rule, a Master Gunner is usually taken on battleships, heavy cruisers, and many Soviet destroyers whose turrets cannot keep up with the ship's circulation. The Master Gunner skill allows you to slightly increase the comfort of playing these ships.

The Torpedo Acceleration skill allows you to increase the speed of torpedoes by reducing the range. It is useless on most ships in World of Warships, however, in theory, it can be taken by commanders of ships whose torpedo range far exceeds the ship's light range. For example, some Japanese destroyers.

The Smoke Screen Master skill allows you to place smokes of increased radius. In theory, it is useful on British cruisers and premium Tier VIII Mikhail Kutuzov. In practice, the benefits of such fumes are small. In addition, there are always more useful skills.

Desperate skill increases firepower as your ship's durability points decrease (up to 20%), and therefore is one of the most useful skills in World of Warships. Affects the reload speed of main battery, secondary battery and TA.

Some, especially low-level cruisers, have completely crystal modules in the game. On them, it is better to take From the last forces as the main skill. This is checked experimentally, if during several battles on the ship the rudders or the engine were not blocked, you can safely take the Desperate.

Taking into account the criticality of destroyer modules, the Last Ending skill is the main skill for this class of ships. And the appearance at level 1 of the undoubtedly useful Prevention skill did not change anything in this regard.

Some, especially low-level cruisers, have completely crystal modules in the game. On them, it is better to take From the last forces as the main skill. This is checked experimentally, if during several battles your rudders or engine were critted several times, it is better to take the Last Strength skill on this ship.

Level 3 Skills

The Damage Control Basics skill allows you to burn less, sink less, and troubleshoot faster. In theory, this is all great, but in the game there are skills that allow you to burn and sink even less. For example, by reducing the likelihood of a fire and the number of ignition sources, as well as accelerating the reloading of equipment. Actually Damage Control Basics is a really great skill, but a minor one.

The Damage Control Master skill is an absolutely essential skill for destroyer commanders participating in Ranked Battles (RB) and wishing to play the role of an anti-destroyer. It will also be useful to commanders of all high-level destroyers in random battles. Does not provide any noticeable advantage to ships of other classes and low-tier destroyers.

The Torpedo Weapons Expert skill is often taken as a Tier 3 main skill by commanders of destroyers that use torpedoes as their main weapon (Japanese destroyers and individual destroyers of other nations). Combines well with the Desperate skill, which allows you to further reduce the cooldown of the TA.

Basic skill for aircraft carrier commanders. Commanders of ships of other classes will not receive any benefits from it.

The Basic Fire Training skill should be taken when sharpening a ship in secondary or anti-aircraft defense. Considering that we have literally a few ships in the game, it makes sense to sharpen in the secondary armament, and that not every battle on high levels there are aircraft carriers (at the time of writing this guide), basic fire training is not the most useful skill in the game, and therefore belongs to the category of secondary ones.

It makes sense to take the Superintendent skill on ships with large quantity(more than 2 pieces) useful (!) consumable (!) equipment. So, taking the Superintendent to all battleships, without exception, just for the sake of an additional Repair Team is at least ridiculous. If only because you still need to live up to it, and for this it would be nice to take other, more useful skills.

It makes sense to take the Explosive Technician skill on ships that play mainly on high-explosive shells, but having a low probability of setting fire to the enemy. For example, on Soviet light cruisers (with 152 mm guns), as well as on Soviet and American destroyers.

The Vigilance skill is one of the most useful skills. It makes sense to take it on all ships, excluding, perhaps, only aircraft carriers. Due to the peculiarities of the implementation, it increases the torpedo spotting distance when hydroacoustic search is activated, so it will be useful even for commanders of ships with HAP.

Level 4 Skills

Taking into account that only German battleships of Tier VIII - X and just a couple of other ships have really good secondary armaments, the Manual fire control skill of secondary armaments is useless for commanders of the vast majority of ships in World of Warships. The expediency of pumping the commanders of German battleships into the PMK is also very doubtful.

It should also be remembered that in order to activate the secondary armament after taking the skill Manual secondary fire control, it is necessary to select the enemy ship manually. Until the ship is selected, the secondary is considered disabled and does not work at all!

It makes sense to take the Fire Fighting Training skill on all battleships, and the first one at that. By reducing the number of possible fires in the central part of the ship (where all superstructures are located) from 2 to 1, Fire Training significantly reduces the damage taken from fires. The reduced risk of fire is also a nice bonus.

The Inertial HE Fuse skill is one of the basic skill options for cruisers with 6" guns (for example, Tier VI - VIII Soviet cruisers with 152mm guns). Allows you to inflict damage on the extremities of battleships and pierce the sides of some LK and KR. Pairs well with the Explosive Engineer. The inertial HE fuse is also very useful on the Japanese destroyer Akizuki with 100mm guns and the German destroyer Ernst Gaede with 150mm guns. It is practically useless on ships with guns over 180 mm in caliber.

Video guide for the skill Inertial HE Fuse

Basic skill for aircraft carrier commanders. Commanders of ships of other classes will not receive any benefits from it.

The Enhanced Fire Training skill is the main skill for ships with main guns up to 139 mm and good ballistics, that is, for Soviet destroyers with 130 mm guns. It is also one of the main skills when sharpening ships in air defense.

The Manual AA fire control skill is suitable for commanders of all ships with good air defense, allows you to increase the number of downed aircraft at times. But only if the ship has a lot of large-caliber (caliber above 85 mm) air defense guns.

It should also be remembered here that not all air defense guns have the same survivability. As a rule, the larger the caliber of anti-aircraft guns, the more tenacious they are. When deciding whether to take the Manual Air Defense skill or not, remember that by the end of the battle you may only have large-caliber anti-aircraft guns and it is this skill that will give the maximum advantage.

The Radio Direction Finding skill indicates the approximate direction to the nearest enemy ship. Useful for torpedo destroyers that cannot fight back enemy destroyers in an artillery duel. In this regard, it is especially useful for Japanese destroyers with consumables that speed up torpedo reloading (taken instead of smoke), because in this case the ship cannot even hide in the smoke. Useful for artillery destroyers in Ranked Battles to hunt torpedo destroyers. Of little use to all other ships and in all other situations.

The Disguise Master skill is the main skill for commanders of torpedo (Japanese, German) and stealth artillery (American) destroyers. Not very useful for Soviet destroyers. Medium useful for cruisers (allows you to get closer to enemy ships in open water without light, disappear from light at short distances). Useful even for battleships, but often they can pick up more useful skills.

Leveling commanders on ships of different classes in WoWS

Here are some general tips for upgrading commanders in World of Warships for all ship classes:

  • Don't get carried away with level 4 skills. The more level 4 skills you take, the fewer skills you can take in total. Do you really need a second and even more so a third level 4 skill?
  • Before assigning skills, estimate them on the skill calculator.

Battleship Commander Skills

The first 10 skill points are distributed elementarily. At the third level, you can take the Superintendent instead of Vigilance.

  1. On LC, pumped into survivability, it makes sense to take 3 ( 3), Increased readiness 2, 2 and 2.
  2. At the time of writing this guide on commander skills, I would not advise pumping LK into air defense. Carriers may not be in combat, or aircraft may not be on your flank. But if there is a desire to upgrade the commander specifically in air defense, you will have to sacrifice the second skill at level 3 and take the second skill at level 4. Choose between Enhanced fire training 4 and Air defense manual fire control 4, or take both.
  3. I would not advise pumping LK into PMK, even Bismarck VIII, Friedrich der Große IX and Großer Kurfürst X. But if you really want to, take 4, so you will noticeably increase the accuracy of the secondary armament. At the third level, it makes sense to take 3 instead of Vigilance 3, because these battleships have a very useful equipment - hydroacoustic search (HAP).

A very good option is to choose a skill for high-level battleships. It allows you to enter positions without being exposed to light (without getting the focus of the enemy team at the beginning of the battle), and disappear from the light already at an average distance for a battleship.

Cruiser Commander Skills

Unlike battleships, comfortable universal blank There are no skills for cruiser commanders, so let's look at skills by tier and type of ship:

  1. At level 1 take: priority target for cruisers up to tier 4 inclusive and for all British cruisers. or artillery alert for cruisers with a main battery from 180 mm. artillery alert for all other cruisers.
  2. At level 2, take the skill, the only question is whether to take this skill first or not. To get started, just play for a while on a ship without a level 2 skill to understand how often you get knocked out modules (primarily rudders), and whether you need a skill. For example, on French cruisers up to and including Algérie VII, this skill is very necessary, and it is recommended to take it first.
  3. At level 3, take high-explosive rapid firers (all Soviet cruisers up to Tier VIII inclusive), to all other cruisers. On high-tier cruisers with the Repair Party consumable, you can take .
  4. Take it at level 4 Masters of disguise or AA skills if you have an AA barge. On cruisers with a main battery of 6 inches (152 mm), you can safely take . By the way, in some cases, it would be a reasonable option not to take the commander's level 4 skills at all. So you can gain a whole bunch of useful skills of 1-3 levels.

Now let's see what we got:

  • Kirov:
  • Budyonny, Shchors, other cruisers with 152 mm guns:
  • Chapaev and other cruisers with 152 mm guns and a lot of equipment:

Hello, dear readers and our blog followers. Everyone probably remembers the well-known proverb: "As you call a ship, so it will sail." However, in World of Warships, little depends on the name of the ship. Greater value here they have the skills of a commander. World of Warships, along with other games from the Wargaming studio, provides for the possibility of crew training. In this article, we will tell you what you need to download in the first place, what - in the second, and what you should not download in principle.

From this article you will learn:

captain's school

The ability to learn skills (perks) appears for players who have reached level 5. All the experience gained in battle contributes to increasing the level of the captain. For getting each, one skill point is issued. When buying a new ship, you can send an existing captain for retraining or hire a new one using credits, coins or doubloons. His experience is in direct proportion to the type of currency for which he was bought. When you transfer a captain from one ship to another without retraining, it is fraught with a fifty percent penalty to certain skills. And some of them will turn off completely. Restrictions are lifted when the player earns enough combat experience.

WoWS has a tiered skill system. There are five levels in total, and the number of each matches the number of points that will be required to learn the skills of this stage. Thus, for level I perks, you will need 1 skill point, and for level V skills, you will need to spend 5 points. Access to the next level can be obtained by learning at least one skill on the previous one. Also, the player has the opportunity to reset skills and redistribute points again. True, you will have to pay for this pleasure with doubloons.

The training of a captain in any skill occurs in two stages:

  1. Select an available skill. Those that can be studied now are colored in White color, but not yet open - in gray.
  2. Direct study of the skill. To do this, just click on the icon with the left mouse button and confirm your choice.

As you can see, there is nothing complicated here. If you decide to redistribute skill points for doubloons, all learned skills are canceled, and the points spent on them are returned. You can do this in the following way:

  1. Open the Port and go to the personal file of the captain. Look to the left side of the screen and find the "Redistribute" button there.
  2. Press the button after making sure you have enough doubloons to complete the action. Keep in mind that the more learned skills a commander has, the higher the cost of resetting them will be.
  3. Redistribute points.

The maximum number of points for each captain in the game is 19. This severely limits the number of skills a player can learn. And therefore, it is extremely important to think over your actions in advance and choose those perks that will really be useful on a particular type of vessel.

I level

1. Master loader - reduces the time for changing shell types by 30% if the player has already loaded all the guns. On destroyers, the skill is absolutely useless. Firstly, with the rate of fire of these ships, everything is already in order, and secondly, the change of types of shells on them is extremely rare. On cruisers, this perk will also not be very useful. But for battleships, this is a real find. With a thirty-second reload, we will get a “discount” of as much as 9 seconds.

2. Basic Fire Training – Reduces the reload time of all guns up to 150 mm caliber by 10% and also gives a 10% AA buff. This perk is indispensable for destroyers, and especially for American branch, in particular, for cruisers - from Tier I to VI inclusive. It makes sense to pump this skill on battleships equipped with powerful air defense.

3. Damage control basics - accelerates the process of extinguishing fires, repairing equipment and eliminating flooding. The most useful thing about this perk is a 15% reduction in the time it takes to extinguish a fire. Considering that by default the ship burns for a minute, with the learned skill we can reduce this time to 51 seconds. And in combination with the Damage Control System modification, the fire will be extinguished in 43 seconds without the use of a repair kit.

4. Radio interception - is almost a complete analogue of the "light bulb" from World of Tanks. After learning this skill, you get an indicator that indicates that your ship has been spotted by the enemy. A very useful item for destroyers.

5. Master Gunner - Gives a 10% buff to AA defense for aircraft with gunners. A rather dubious perk. It does not provide any significant benefits. On the other hand, the cost of studying it is only one point.

II level

2. Expert in torpedo weapons - speeds up the reloading of torpedo tubes and the training of torpedo bombers. Here, perhaps, from the name itself it is clear that the perk is necessary for all destroyers and aircraft carriers without exception.

3. Fire-fighting training - reduces the likelihood of a fire by 7%. For cruisers and destroyers that don't suffer much from fires anyway, this skill is not very useful. But for a battleship, it's just a must-have. It would also be useful for aircraft carriers, but if the choice is between this and the previous skill, then the choice should still be made in favor of speeding up the reloading of torpedoes.

4. Artillery alert - adds an indicator that warns the ship against entering the zone of fire from a long distance. A rather dubious perk. Its usefulness directly depends on the individual style of the player. At high levels, the long distance is about 12-15 km. If you play at distances up to 10 km and prefer point-blank combat, this skill is useless for you. But in wall-to-wall battles, it has a certain meaning.

III level

1. Increased readiness - reduces the loading time of the Emergency Team by 10% (up to 81 seconds). Previously, the perk cost 2 points and was installed on almost all ships. After being transferred to III level, the question arose: is it really necessary to spend 3 points on it? Moreover, we can go into the equipment and purchase an improved "Crash Team", which recharges in 60 seconds.

2. Vigilance - Increases the detection range of enemy torpedoes by 20%. The skill will be useful for destroyer commanders, as a torpedo hit can be fatal for this type of ship. It also makes sense to take it for a cruiser.

3. Master of air combat - increases the effectiveness of combat fighters in proportion to the difference in speed with the attacked group of aircraft. Simply put, this skill only works for those air groups that are slower than their opponent. It is practically useless in the early game, but at high levels it can give a speed boost of up to 29 knots.

4. Superintendent - Adds one additional charge to all installed special skills: smokes, restoration work, etc.

IV level

1. Explosives - adds 3% to the chance of setting fire to an enemy ship. Of course, the percentage is small. But if you take into account the number of shells and main battery guns, then in total this skill gives a good bonus. It should be noted right away that it is useless in relation to battleships.

2. Enhanced fire training - adds 20% to the attack range of secondary caliber weapons up to 150 mm. A good bonus for destroyers, although it cannot be said that it is necessary. Given that their working distance is 5-7 km, we can say that even without this skill, the guns will do their job perfectly. This perk is most useful for light cruisers.

3. From the last effort - when the engine or steering gear crashes, the equipment does not turn off, but continues to function with penalties. The skill is not so important for battleships, because they still rarely break through the citadel and crit the rudders. Destroyer and cruiser commanders, however, should learn this skill first. After all, even with penalties, the speed of turning the steering wheel will be enough to maintain maneuverability at the proper level.

4. Preflight Maintenance Master - reduces the time it takes to prepare aircraft, while increasing their survivability. With this skill, everything is clear. Of all the skills for 4 points, this is perhaps the only worthy option for aircraft carriers.

Level V

1. Last chance - increases the reload speed of all guns at low HP (less than 20%). The perk can take root on battleships, which, even with minimal HP, can survive for a long time.

2. Prevention - reduces the chances of receiving critical damage and reduces the chance of module failure by 34%. It can be useful on destroyers, which are often subject to critical damage from a torpedo tube.

3. Jack of All Trades - Increases the charging speed of all learned abilities and skills. It is worth taking this skill for battleships, since fast loading of repairs and restoration is of decisive importance for them. The perk will also come in handy on destroyers - for quick reloading of smoke, and on top tier IX-X cruisers.

4. Air dominance - makes it possible to change the number of aircraft in squadrons. It would seem that the most suitable option for aircraft carriers. However, in reality, its effectiveness is not so great that it costs 5 skill points for this. Carrier commanders should pay attention to the following perk.

5. Master of Disguise - reduces the distance at which the ship enters the field of view of the enemy. In combination with camouflage on an aircraft carrier, this skill will allow you to get close enough to the enemy close quarters. It will also be useful for destroyers.

In the current version of WoWS, there are no non-alternative branches for developing the skills of a captain, everything in the game is like in a well-known song - only the seas are conquered by the brave. Each player can choose skills to suit their style of play. In any case, before you start pumping, you need to evaluate the effectiveness of each selected skill and calculate the required number of points. And we wish you a fair wind and victories in naval battles. Subscribe to our blog updates and learn a lot of interesting things about your favorite games. Bye everyone and see you soon.

World of Warships is gaining more and more popularity among fans of online battles. In this material, you will learn what captain skills exist in the game, about right choice for different types ships, about the mechanics of their pumping and their features.

Upon reaching the fifth level, access to pumping the abilities of the captain of your ship opens. All experience gained in combat goes towards leveling up the commander, one skill point for each. When you get enough points, you can increase the professionalism of your ward. Each subsequent skill requires more points than the previous one. When you buy new ship, then you can retrain an existing captain or buy a new one. This can be done for free, for credits or for piastres. The experience of your leader will depend on what coins you buy it for. When transferring from another ship, you can go through retraining for the same coins or not go through it at all. In the latter case, you will receive a 50% penalty to the action of skills, and some of them will stop working altogether. This penalty will be removed once you have gained enough combat experience.

Skills in the game are divided into levels from one to five, which means the number of captain upgrade points needed to learn them. Access to the next level opens when you study any one skill on the previous one. In addition to the division by levels, skills are also divided into groups: main weapons, auxiliary weapons, survivability, stealth and detection, aviation weapons and special skills.

1st level

Basic fire training. It will be useful for ships with a good air defense system or secondary armaments, it increases their effectiveness by 10%.
Fundamentals of the struggle for survivability. Can be used on all types of ships. Speed ​​up repairs by 15%. This skill is especially useful for battleships and aircraft carriers, as they have a large number of health points.

2nd level

Expert Guidance. This captain perk in World of Warships is ideal for cruisers as well, as it gives 0.7 degrees per second to the traverse speed of large caliber guns (over 150 mm) and 2.5 degrees per second to the traverse speed of medium and small caliber guns.
Torpedo expert. Reduced reload time for torpedo tubes and preparation of torpedo bombers by 10%.
Increased combat readiness. Can be used on any type of ship, but best suited for battleships.
Air reconnaissance. Designed for any ships that have reconnaissance aircraft and, of course, for .

3rd level

Barrage. This is a class skill and is only for cruisers. It increases AA strength by 20% for 60 seconds and minus 30% of skill preparation time.
Restoration work. This skill is also a class skill and can only be installed on battleships. You get a minus 10% to the skill preparation time and a minus 20% to the recovery time of the ship's HP.
Smoke screen. Destroyer class skill. It grants two additional stacks of smokes and a minus 30% to the skill's cooldown time.
Radio interception. This skill gives a signal when you are detected by an enemy ship or aircraft.

4th level

Pyromania. Increases the chance of an enemy ship on fire by 5% on hit.
Enhanced fire training. Perfect for cruisers and some battleships. Gives +20% to the firing range of the secondary caliber, 20% to the range of the anti-aircraft defense and 10% to the attack range of the main caliber of destroyers.
Vigilance. The invaluable experience of the captain increases the detection range of torpedoes by 20%.
Enhanced aviation training. A class skill for aircraft carriers, it increases aircraft survivability by 5% and reduces their preparation time by 10%.
Viral battle. Aircraft carrier class skill. Fighter attack power is increased by 10%.

5th level

Fire fighting works. The chance of a fire starting is reduced by 7%. This perk can be used on all ship classes, especially at higher tiers.
Expert disguise. Increases invisibility to varying degrees different classes ships (10% for destroyers, 12% for cruisers, 14% for battleships and aircraft carriers).
Air dominance. An aircraft carrier class skill, it adds one fighter and one bomber to a squadron.
Handyman. The skill reduces the training of all active skills by 10%.

With this information and personal gaming experience, you will be able to determine how to upgrade the captain of your ship and calculate what to spend upgrade points on so that you have enough for everything. But remember that the development options for your commander depend not only on the class of the ship, but also on the characteristics of a particular model and the country you are playing for. For example, at American destroyers the range of torpedoes is less than that of the Japanese, but the air defense of cruisers is more powerful.

If in tanks it is theoretically possible to upgrade all skills, although in practice this simply requires a huge number of battles, then in ships the number of points is limited, so it is simply impossible to upgrade all skills. But the limit of 19 points can be reached even by a player who does not devote too much time to ships, for this you need about 500 thousand experience. At the same time, in World of Warships, skills are divided into 5 levels, and the cost of each depends on the level occupied.

Another important point: Skills of a certain level can only be acquired if at least one of the previous levels is learned. Naturally, some skills are useful or even necessary in a certain class, others are simply not needed. Let's take a closer look at what skills to upgrade in World of Warships, depending on the class of your ship.

Destroyer

For destroyers at the first level, “radio interception” and “basic fire training” are useful. Radio interception allows you to know that you have been detected, although if you learn the detection distance of your ship and constantly monitor enemy ships and aircraft, then it will not be needed. But the skill costs only one point. Basic fire training is not an absolute necessity for destroyers: it improves the air defense, which is weak on destroyers, but an increase in the reload speed of guns will not be superfluous.

At the second level, the “torpedo armament expert” is really useful. Torpedoes are the main weapon on destroyers, so increasing the reload speed of torpedo tubes is very important. Japanese destroyers whose gun turrets turn slowly can benefit from a "master gunner".

On the third level good choice there will be a “superintendent”, in protracted battles two sets of equipment may not be enough, so the third will not be superfluous.

At the fourth level, the “last effort” skill is really needed. The engine and steering gears are often damaged, and an immobilized destroyer does not live long. Also useful is "enhanced fire training", which increases the firing distance of caliber guns up to 155 mm. And even for destroyers of the tenth level, it is 127 mm.

On the fifth level the greatest benefit they will bring "master of disguise" and "prevention", but it will definitely not work to pump them both because of the limit of 19 points. It is easy to calculate that if you take one skill at each level, then there will be 4 more points left.

Battleship

For battleships, those skills that allow you to survive as long as possible under enemy fire are ideal. "Radio interception" is practically useless: the battleship glows almost always. But at the first level, "the basics of the struggle for damage" will be useful. "Basic Fire Training" is only needed if you often engage in close combat.

At the second level, "fire training" and "artillery alarm" are well suited. Battleships often burn, so a small reduction in the likelihood of a fire will not be superfluous. And the artillery alarm lets you know if you are being fired at from a distance, sometimes it gives you the opportunity to dodge.

At the third level, "high readiness" will be useful, which reduces the recovery time of the emergency team. And you have to use it on battleships all the time. It is difficult to do without "vigilance", because the battleship is constantly attacked by torpedoes, maneuverability is often not enough to dodge, so it can be very important to detect torpedoes a little earlier.

At the fourth level, it is difficult to make a choice, there are no unambiguously useful skills. Explosives is too low a bonus, and Enhanced Fire Training is only useful if you get into close combat a lot. The engine and steering gears damage the battleship relatively rarely, so there is no serious need for the “last effort” skill.

At the fifth level, perhaps, the “last chance” looks the most attractive. The battleship has the largest margin of safety, so it often drops to the minimum values, but you can continue the battle, so reloading speeding up in such cases will not be superfluous. Although “prevention” is more suitable for someone, a damaged main battery turret on a battleship greatly reduces combat capability.

Cruiser

For cruisers at the first level, "radio interception" and "the basics of damage control" are suitable. Although, in general, cruisers, like battleships, are extremely rarely out of light. Cruisers low levels“basic fire training” will be useful, although it is useful at high levels, because it increases the effectiveness of air defense, and countering enemy aircraft is one of the tasks of cruisers.

At the second level, cruisers with torpedoes, of course, will not be out of place with a “torpedo armament expert”. "Artillery alarm" has limited utility, but in general it's better to always maneuver on cruisers, and not only when someone is firing at you.

At the third level, the choice will have to be made between "superintendent", "vigilance" and "high alert". It's hard to give advice here, a lot depends on the style of play and the specific ship.

At tier four, low-tier cruisers will benefit from "enhanced fire training". You can also advise the skill "with the last effort", an immobilized cruiser, like a destroyer, is very vulnerable.

At the fifth level, you will have to choose between "prevention", "master of disguise" and "jack of all trades". Again, it is difficult to advise something here, a lot depends on personal preferences. For some, even the “last chance” will come in handy; at high levels, cruisers also have a large margin of safety.

Aircraft carrier

Perhaps the easiest way to choose skills for an aircraft carrier, at almost every level there are those that are mandatory for him. For example, on the first one it is a “master gunner”, which increases the effectiveness of aircraft gunners. It is not very useful, but sometimes it will allow you to destroy another fighter that will attack your bombers or torpedo bombers.

At the second level, there is no really necessary skill, but you will have to take some. At least somehow useful "master gunner" and "artillery alarm".

At the third level, a "master of air combat" is required. It acts somewhat strangely: in the description we are talking about cruising speed, although the developers argued that it all depends on the turn time. But in any case, this is the most useful skill for an aircraft carrier at the third level.

On the fourth one, this is the “pre-flight maintenance master”: aircraft will not only receive 5% to the safety margin, but will also be prepared for departure faster.

On the fifth, "air dominance" is needed, which increases the number of aircraft in squadrons.

In general, the skill system in World of Warships is simple and logical, in most cases it is not difficult to understand which skills will be most useful on a given ship. But as a conclusion, it should be noted that the choice of skills should largely depend on the style of play you prefer. In general, skills allow you to customize the ship "for yourself" and strengthen those aspects of it that you use in battle to the maximum.

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