Cruiser skills. Commander skill system in World of Warships - only the brave conquer the seas. Video guide for the skill Inertial HE Fuse

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". 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 AA action, 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 at high levels it makes sense, 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.

Marine collection 1.2006. Cruiser "Oleg"

REPAIR

Having crossed the Gulf of Finland, "Oleg" arrived in Kronstadt on April 27, 1906 and immediately began to unload ammunition. Having handed over shells and mines, the cruiser, with the help of tugboats, passed through the Sea Canal to the Bolshaya Neva, to the pier of the New Admiralty. After serving a memorial service for those killed in the battle near the island of Tsushima, they began to hand over property to the port in all parts. On May 30, the guis, flag and pennant were lowered, ending the campaign. The guns were removed from the ship and sent to the Obukhov plant for repairs. The dismantling of the spars, dismantling of machines and systems began.

The commander of the Oleg, back in Manila, developed a "statement necessary changes and alterations" of the cruiser to increase its combat value. The list of proposals included more than 50 items based on the experience of the war. It was proposed to remove all small artillery from the ship, leaving only large artillery in the towers and casemates, remove the bridges, lower the searchlights onto the superstructure deck and bed nets. Management is carried out only from the conning tower. All boats should be replaced with metal ones. Install permanent pipes between decks for loading coal. Break through the door from the engine room to the aft boiler room, improve the drainage system, increase ventilation, etc.

Among the proposals were also original ones, for example, "to replace stationary chimneys with a structure made of asbestos cloth on a wire frame." Among other recommendations made by the cruiser's officers, one can mention the proposal to install two 152-mm and four 120-mm towers on the main deck. But captain 1st rank Dobrotvorsky remarked about the latest project that it was better to book the waterline than artillery. It was proposed to install an armor belt 2 "thick, in height from the living deck to the junction of the bevel of the armored deck to the side. However, these initiatives did not meet with understanding from the leadership of the maritime department. As always, there were no funds.

June 1907 found the cruiser on the Neva in an armed reserve with a reduced crew under the command of a senior officer, Captain 2nd Rank Ignatiev 1st. Every day, one and a half hundred artisans from different factories worked on the ship. Repair work went pretty quickly - the leadership of the Naval Ministry was in a hurry to put the cruiser into operation. In October, the machines were tested, a test was carried out by pouring water into the double-bottom space. At the end of November, frost hit, the Neva became frozen, but a lane was cut down around the ship and it was cleaned every day.

On December 17, 1907, by order of the Maritime Department No. 276, the cruiser Oleg was transferred from the 2nd Navy Queen of the Hellenes crew to the Guards crew instead of the 1st rank cruiser Diana. This event happened quietly, without much celebration. The old team handed over their state-owned cots and suitcases and left, their place was taken by the lower ranks in scarlet epaulettes from the cruiser Diana. The captain of the 1st rank Gire 1st became the new commander of the ship, the senior officer was the adjutant wing captain-lieutenant Fabritsky.

After the New Year, work was carried out on painting the interior and installing systems. Every day, one and a half hundred lower ranks were sent to help the team from the crew. In April 1908, boats were delivered from the rowing port, a new foremast was installed.

At the end of May, the installation of gun mounts and gun shields repaired at the factory began. By order of the port commander, the cruiser entered the campaign. Rear Admiral Count Tolstoy, commander of the Guards crew, visited the ship and "questioned the claims." A new routine item was introduced into the ship's timetable - a mandatory inspection of food tanks.

The repair, which lasted almost two years, somewhat changed appearance ship. From the proposals of L.F. Dobrotvorsky were

implemented only those that did not require large expenditures. So, the upper bridges were eliminated, the searchlights on them were transferred to the superstructure deck, and the middle ones were generally removed along with the platform. The number of 75-mm guns was reduced to eight, the net barrier was removed, the end rangefinders were protected by round cabins - the prototype of the KDP. For the production of salutes, several small guns were left. To lighten the bow, a lightweight short mast was installed, the observation barrel was transferred to the main mast. The roof of the conning tower was redone, eliminating its overhang, which cost the lives of many sailors during Tsushima, and the slots were reduced to the required minimum. In general, the changes did not greatly affect the combat qualities of the cruiser.

In connection with the transfer of "Oleg" to the Guards crew, Captain 1st Rank Dobrotvorsky was left out of work, and in the middle of 1908 he was dismissed, which was "sweetened" by the rear admiral's rank, uniform and pension. The retired rear admiral continued to write for periodicals, fighting off opponents who accused the officers of the detachment of having fled the battlefield to Manila. There were also various proposals for the reorganization of the fleet in his notes, in particular, he proposed not to build battleships that were useless, from his point of view, but to develop the submarine fleet.

Realizing that one of the reasons for the defeat in the Russo-Japanese War was the poor training of officers, junior specialists,

who were trained on old ships, the leadership of the fleet decided to fundamentally restructure their training. For this, a Practical Detachment was formed, which included new ships: the battleships Glory, Tsesarevich, the cruisers Bogatyr, Diana, Oleg and others. According to the new classification of the Russian fleet, battleships and cruisers of the 1st rank began to be called battleships and simply cruisers. In the summer they swam in the Baltic Sea, in the winter they went to the warm Mediterranean. Upon returning to the Baltic, ship midshipmen took commission exams naval officers. Assistants to the senior officer were assigned to all ships of the Practical Detachment, they were in charge of the trainees. Captain-Lieutenant A.S. Polushkin, a former navigator of the Emerald, was assigned to Oleg. Among the ship's midshipmen stationed on the "Oleg" were the cadets of the fleet, who were selected among those who graduated from secondary educational establishments. Kirill Minkov, midshipman of the Bulgarian fleet, also practiced on the cruiser.

After docking in Kronstadt, on July 5, 1908, Oleg went to the Gulf of Finland to determine the deviation of the compasses, and a few days later, together with the Tsesarevich, Glory and Bogatyr, he headed

to Revel, where a review in honor of the French president was expected. There, on the yacht "Standard", the royal family arrived with their retinue. The emperor visited "Oleg" twice; On July 14, he walked around the team with the heir Alexei in his arms. After these celebrations, the Practical Detachment went to Biorke, the training ground of the Baltic Fleet, where mines were fired, and then from 6-inch guns. On the shore, ship midshipmen mastered firing from hand weapons and also studied demolition work.

Having completed the course of navigation in the bay, the detachment was ready to go on a foreign voyage. On September 25, Nicholas II saw off the ships in Biorca, speaking to the teams with parting speech. "Oleg" separated from the detachment and went to Kronstadt to replenish the water supply (65 tons). The entry turned out to be fatal. Following independently to Libau, the cruiser in the conditions bad weather lost his place. An attempt to determine the depths failed, and on September 27 at 8.30 at 13 knots the cruiser ran aground. They gave a full back and sounded the water alarm, but "Oleg" did not budge. The measurement made around was disappointing: in the bow, the depth was only 15 feet - and this is with a ship draft of 22.5 feet! By that time it was possible to determine the place. It turned out that the cruiser ran aground near Pavlovsk harbor, mistaking the sawmill fire for the Steinort lighthouse. To lighten the bow, some of the shells were reloaded into the stern, the right anchor rope was etched to the zhwako-tack, and the stop anchor was brought in from the stern on a 10-inch perlin. Chose perlin stern electric capstan and gave a full back. But all this did not bring results. Convinced of the impossibility of refloating on their own, they let know in Libau.

In the morning, the Bogatyr came out to the accident site with the head of the cadet detachment. Rescue ships began to gather. From the Oleg, to reduce draft, some coal was thrown overboard. Icebreakers No. 1 and No. 2, steamships Neptune, Vladimir and Libava were brought in from the stern. The cruiser gave average stroke back with their cars and smoothly refloated, but only to sit on the rocks with the whole hull. The rising excitement began to beat the cruiser on the ground. The head of the detachment, making sure that Oleg would not be refloated soon and that he would need a long repair, ordered the ship's midshipmen to go with things to icebreaker No. 1 and sent them to Libau. They brought tugs from the bow, but, despite the anchor and towing, the waves continued to drive the cruiser ashore, and on October 30, Oleg was blown to 17-foot depths. Stones pierced the plating from the starboard side, water penetrated into two boiler rooms and other compartments. The diving officer, Lieutenant Yakovlev, examined the underwater part and reported that the ship was sitting with the whole hull, the propellers dug trenches, the blades of the right one were broken off by a quarter.

Having made gutters from wood intended for artillery shields, they began to unload shells and cartridges onto the barge through them. Simultaneously sent to

the transport "Anadyr" that came down, the belongings of the crew and part of the provisions. The icebreaker "Ermak" arrived from the sea. As "additional assistance", the Voevoda messenger ship delivered an investigative commission headed by Captain 1st Rank Schmidt in the case of the Oleg cruiser running aground.

The difficulty of the situation lay in the fact that the ship was blown sideways, and shallow depths were in front of the bow. Was designed new plan. Three pearls were brought into the bow hawsers and transferred to the Vladimir, Mighty and Ermak, they were supposed to pull the Oleg under different angles to rotate it to the right. The first attempt was made on October 2, while the cruiser moonlighted as a left machine at low speed. "Oleg" banked 6 °, but did not budge.

The next day, the steamer of the Meteor rescue society arrived. Icebreaker No. 1 delivered Admirals Litvinov and Grigorovich, the latter at that time had already surrendered his post as commander of the Port of Emperor Alexander III. Some of the ships were placed at the side of the "Oleg" for soil erosion (fine sand). By the middle of the day, it was possible to move the ship from its place and turn to the right by 10 °, while the 9-inch steel perlin, filed to the Yermak from the starboard hawse, burst.

On Saturday, they continued unloading and brought new pearls to the Yermak and Vladimir. By that time, more than a dozen courts of various departments had gathered around Oleg. Finally, on the evening of October 4, with the help of tugboats and their own cars, the cruiser descended into deep water and, after inspecting the underwater part by divers, under the escort of the Vladimir, Meteor and Forward tugboats, headed under its own power to Libava, which was only 20 miles away. On the same day, a three-month mourning was declared for the entire fleet and the maritime department - the last in the history of the Russian fleet, General Admiral Grand Duke Alexei Alexandrovich, died.

On October 6, the cruiser "Oleg" was brought into the dock, and after pumping out the water, the commission began to inspect the underwater part. Calculate the first losses. The command and officer provisions in the amount of 2223 rubles fell into disrepair. 39 kop. 3720 poods of cardif were thrown overboard. Torn steel and vegetable pearls for 3291 rubles. 20 kop.

Starting from the 10th sp. the hull skin turned out to be concave, many rivets flew out, the seams parted, the keel box was dented. On the fourth belt between No. 60 - 67th sp. a hole was found with deformation of the frame squares and floors. In addition, there were many dents in the skin of both sides. In the forward boiler room, the foundations of the boilers are dented, the latter are raised by 3 to 5 inches. In many places there was a buckling of the second bottom. Both screws are damaged, while parts of the blades are torn off from the right one. The lining and floor in the refrigerator compartment and bow cartridge cellars fell into disrepair.

It was proposed to remove the bent structural elements, to make adjustments after heating in furnaces, to replace unusable parts; straighten the double bottom and reinforce it with additional slats; pull the boilers up to the place, repair the pipelines of the second bottom; order three blades for the right propeller. To speed up the repair, Colonel KKI Moiseev arrived with 400 workers from the Baltic Plant, and local repair organizations were also involved.

Landing cases Russian fleet stranded occurred quite regularly. However, neither before nor after was there such a sharp public reaction as in the case of Oleg. Appeared in print a large number of articles describing the incident and all the accompanying circumstances, including comments on the appointment of captain 1st rank Girs to the position of commander of the ship, who, although he was voted out by his comrades, however, contrary to their opinion, was approved by the commander

cruisers for sailing with midshipmen. Newspapers slandered that future officers began to be taught how to run ships aground. Other publications said that the ship's midshipmen, who independently plotted the course, pointed the Oleg officers to the wrong course, but the latter did not pay attention to this. Among other things, the press was very interested in the circumstances of the conclusion of a contract with the Revel Rescue Society, which was promised 250,000 rubles, despite the fact that the company participated in the case for only one day and disposed of state funds. Rear Admiral Grigorovich, who concluded this agreement, was even asked to resign.

In such a situation, the trial in Libava began. The case was initiated against the commander of the Oleg, Captain 1st Rank Girs, senior navigation officer Lieutenant Rennenkampf and watch officer Lieutenant Vyrubov. Lieutenant-General Aleksandrov presided over the trial. On November 5, 1908, a verdict was issued: Girs was sentenced to dismissal from the post of commander of the ship, the navigator - to arrest in a cabin with a sentry (in the terminology of midshipmen - “arrest with a picador”), the watch commander was acquitted.

Intensive work to repair the underwater part of the cruiser continued until December 3

cabr. The next day, Oleg left the dock and began loading coal. The new commander of the ship, Captain 1st Rank K.A.Planson, boarded. Gire left at the disposal of the crew, at the same time the senior navigator Rennenkampf was transferred to the destroyer Obedient, and senior lieutenant B. Vilkitsky took his place on the cruiser.

One curious circumstance is also connected with the parking in Libava. The auditor discovered a shortage of white wine (32 buckets 79 cups, something about 400 liters) in the amount of 278 rubles. 32 kop. At the Libava state wine warehouse, a reconciliation was carried out with the legal (reference) measure of cruising glasses 1/100, 1/150 and 1/300 of a bucket, while it turned out that the measure of ship glasses was larger.

Already on December 5, "Oleg" raised the St. George pennant and began the campaign. Having taken coal to a full supply, on December 21 he weighed anchor and headed for the Mediterranean Sea.

In Gibraltar, "Oleg" joined the cadet detachment and was sent on a separate voyage to conduct exercises. At the end of February 1909, the detachment, having left 10,896 miles astern, returned to Libau. There, ship midshipmen and non-commissioned officer apprentices took exams at the end of March.

In view of the complications in relations between Greece and Turkey, the cruiser Oleg again

sent to the Mediterranean. On May 9, he arrived at the port of Piraeus. In the future, the crew of the cruiser participated in various events, landed troops on the island of Crete, and in November, during the unrest in Greece, played the role of a stationer in Piraeus.

Having completed the diplomatic mission, "Oleg" was included in the Separate detachment of ships assigned to sail with ship midshipmen. He met with the detachment in Toulon, and returned to Libau only on March 30, 1910, having sailed in the Mediterranean for almost a year.

After spending the summer sailing in the Baltic with the 2nd midshipman company of the Naval Corps, Oleg ended the campaign in August and was put in for repairs. When examining the ship in the Kronstadt dock, it turned out that the axles of the propeller shafts sank due to the wear of the tank-out bearings, and it was necessary to replace the Vilenius coating on the end shafts. The shafts had to be dismantled and sent to the Franco-Russian plant on barges. After installing them in place, "Oleg" under the wiring of the icebreaker "Ermak" passed through the Sea Canal and stood up to the wall of the plant. By the beginning of 1911, boilers were repaired on the cruiser with the replacement of pipes, the upper bridge over the conning tower was restored, and for

Prince Kirill Vladimirovich Romanov, third in seniority to the Russian throne. Previously, he had already served on the "Oleg": in 1909, the prince, after a four-year disgrace (in which he fell for a romantic marriage against the desire royal family) was returned to service and appointed as the cruiser's senior officer. In the summer of 1912, "Oleg" visited Stockholm during Olympic Games. Grand Duke Kirill, this is how he signed documents, was official representative Russian Empire on games. However, the Grand Duke did not command the ship for long and soon switched to coastal service.

"Oleg" in the prewar years made several campaigns with ship midshipmen, cadets of the fleet and non-commissioned officer students in the Baltic and mediterranean sea. He went to Thessaloniki to protect his compatriots, was part of an international squadron. From the last foreign campaign "Oleg" returned in mid-April 1914, anchoring on the Small Kronstadt roadstead.

giving it the same silhouette with the "Bogatyr" returned to its place the old foremast stored in the port, to which the observation barrel was transferred.

In February 1911, "Oleg" as part of a brigade of cruisers of the first reserve ("Russia", "Bogatyr", "Oleg", "Aurora" and "Diana") was on a joint voyage in the Baltic Sea. In the fall, he joined the armed reserve and again stood up to the factory wall to complete repairs. In November, he went to Libava for testing. But he did not manage to reach the design speed.

In the early spring of 1912, a new commander boarded the cruiser, which was standing in the ice in Libau, - Captain 1st Rank Great

    Today we will look at skills for a Japanese or American battleship and cruiser commander.
    Video about commanders:

    Group in VKontakte

    Greetings Kaizen and today we will look at skills for commanders of battleships and cruisers. Let me remind you for those who do not know or have not yet upgraded to the required level - ship commanders appear with the opening of the fifth level of your account in the game. It is at this level that a special tab appears on the right side of your screen in the port, in which we see the image of the commander, his name, position and open skills. Full information about commanders in the game "World of Ships" you can get if you watch a special video, the link to which you will find in the description below.

    Let's go further, to go to the skill tree you need to click on the commander's name. So we have a tree of skills. For those who don't know: “Commander's skills allow you to improve the current parameters of the ship and use new features. The resource for activating new skills is the experience earned by the commander on a particular ship.

    Upon reaching a certain level in the development of the commander, he is awarded points with which you can learn available skills. I will also add that in total you can pump a maximum of 19 points. At the moment, I'm showing you a press account in which all experience points have already been earned and are at the maximum amount. With this sort of figured out moving on.

    I will immediately warn you that this is solely my choice and if you want to take another or other skills, this is your full right. Let's start with the commanders of the Japanese and American battleships. These recommendations also apply to the commander of the British premium battleship Warspite. For all battleship commanders, I picked up the same set of skills.

    Let's start with the first level. Here I chose two skills at once: the first is "Basic Fire Training", which increases the effectiveness of a small caliber. In the case of battleships, these are guns air defense and anti-mine caliber. The second skill "Basics of damage control" reduces the time of troubleshooting, fires and floods by 15%.

    At the second level, we open “Fire Fighting Training”, this is a minus 7% to the probability of a fire. I hope no one has any questions here. At the third level, we select two skills: this is "High Readiness" and thereby reduces the reload time of the equipment "Emergency Team" and the second skill is "Superintendent", which, when opened, adds an additional charge to all equipment installed on the ship. In the case of a battleship, these are "Repair Party" and "Fire Spotter" or, at higher levels, "Catapult Fighter".

    On the fourth, we open the skill “Enhanced Fire Training”, which increases the range of air defense guns and anti-mine caliber by 20%. At the last level, we study "Jack of all Trades". It reduces the reload time of equipped consumables by 10%. As an alternative, you can choose "Prevention" which reduces the probability of failure of various modules by 34%.

    Now consider the skills of the commanders of Japanese and American cruisers. At the first level, the cruisers of these nations have everything the same: this is the “Basic fire training” skill, which adds the effectiveness of air defense and anti-mine caliber and also affects the rate of fire of the main caliber guns up to 155 mm, and this is, for example, the Cleveland or Mogami with stock towers. Next, we study the "Basics of damage control" which reduces the time for troubleshooting, fires and floods. And the third skill is “Radio Interception” or, according to the folk, “light bulb”, which shows whether your ship is in the light.

    A very important perk for dealing with destroyers and artillery duels over long distances. At the second level, the only difference between Japanese and American cruisers appears. For the Japanese, we open the Master Gunner skill, which increases the speed of rotation of the main battery turrets. For those who play on Japanese cruisers, they know that they have a real problem with turning.

    With this Commander perk, playability is greatly improved. Next, open the general skill “Fire Fighting Training”, this is a minus 7% to the likelihood of a fire. Yes, and cruisers also shoot a lot with land mines, especially destroyers and other cruisers. Next, for the American cruisers, we open the Artillery Alert skill, which displays a warning about the danger of being hit by artillery fire from a long distance.

    I'll try to explain why I chose this skill. Since American cruisers good air defense, they often go as part of battleships to cover the latter from enemy aircraft or destroyers. At such moments, it is very important to know that an enemy battleship or enemy cruiser is firing in your direction in order to maneuver to avoid the salvo. The third level is "Superintendent", which, when studied, adds an additional charge to all equipment installed on the ship.

    For cruisers, these are "Repair Team" starting from level 9, "Barrage" or "Hydroacoustic Search" and "Fire Spotter" or "Catapult Fighter" depending on what you have chosen in your ship's consumable settings. At the fourth level, we open "Enhanced Fire Training", which increases the range of air defense and mine caliber guns by 20%. Also, for cruisers with main battery guns up to 155 mm, this is a significant increase in firing range. "Cleveland" and "Mogami" say "thank you very much" to this skill.

    Now imagine what, for example, "Phoenix" will do with such a commander at its fourth level? This skill for cruisers with guns up to 155 mm is definitely a cheat and it should be set mandatory. Further, at the last level, we study the “Prevention” skill, which reduces the probability of failure of various modules by 34%. Since we are playing on cruisers, it is important for us to protect the modules on our ship, and this commander perk does a great job. I’ll also add that we download the commander of the Soviet “Murmansk” according to the American scheme, because this cruiser is a former american ship Omaha type.

    This video about skills for battleship and cruiser commanders has come to an end. Next time, let's look at what skills to upgrade the commanders of destroyers and aircraft carriers. If you want to write to the author of the video, also feel free to write in the comments. Thank you for watching, Like this video and if you are not subscribed, then be sure to subscribe to my channel by pressing the red button on the YouTube page.

    That's all. Until the next meeting - and sAyo-nAra. .

Among all the nations represented in the game, the most popular is, perhaps, Japan. Their ships are powerful, maneuverable, versatile and the least dependent on skill. And this applies to cruisers even more than to all other branches of the Japanese: among all five cruiser branches, the Japanese look the most advantageous. The Soviets and the British, who should appear in the very near future, are the most demanding on their hands and sharpened by their narrow list of tasks. Americans in general are constantly written off as scrap and do not go to everyone. The Germans, on the other hand, turned out to be something in between, and, probably, came closest to the Japanese, but still not as easy to learn as the cruisers of the rising sun.

The entire branch of Japanese cruisers turned out to be quite homogeneous (unlike the same tips, where a dozen sharply stands out from a number of large, but light cruisers with a small caliber and short torpedoes): from the very first levels, you can already understand its strengths and weak sides and starting from this, buy upgrades and develop the commander. In this sense, Zao appears to be the true crown of the branch: it absorbed all the advantages that previous ships had and strengthened them even more. He also inherited the same disadvantages, although they are no longer so conspicuous on him. So what is it, this beautiful cruiser, so loved by so many virtual captains?
Zao is a true all-rounder. Artillery with excellent ballistics and powerful land mines, powerful torpedoes, excellent camouflage, good maneuverability. This cruiser feels great at any combat distance and is able to fight on equal terms even with a superior enemy. However, he has a number of significant shortcomings, which often prevent him from realizing his full potential. Firstly, this is the firing range, which is 16.2 km. without modernization. Only the American is worse, but only with his ballistics long range shooting does not play a special role, but the Japanese would be more useful. Secondly, these are frankly terrible launch angles for torpedoes - in order to release them, you need to fully deploy the side, which is an unaffordable luxury in close combat, where seconds and every health point count. Thirdly, agility. She is both a plus and a minus of the ship. On the one hand, our ship is very small, which means it is harder to hit and easier to deploy - our transfer time is the lowest among all cruisers 10. On the other hand, the circulation radius of this ship is comparable to that of a battleship - even for the huge Moscow and Hindenburg' but it is significantly less. Fourthly, it is a weak citadel, which is the bane of all Japanese cruisers, and a small margin of safety - 40800, the lowest indicator in the level. Thus, having studied the pros and cons of this cruiser, we can also deduce the optimal tactics: avoid direct collisions with their Japanese counterparts, who can easily blast and knock out the rudders, which, by the way, is also weak point the Japanese, to play from camouflage at medium distances, to put on fire all enemy ships in the firing zone.

Classic battle in Japanese: a lot of high-explosive rain, torpedo spam and wild fun.

Any ship needs to be properly prepared, and Zao, given its features, even more so. In terms of perks, everything is quite simple: the emphasis is on invisibility and the main caliber. I use the following set: BOP, basic survivability at the first level, alarm and gunner at the second, quartermaster at the third, explosives at the fourth and camouflage at the fifth. Of course, you can go the other way and focus on survivability or air defense, but still, in my opinion, it is better to take it to the limit strengths ship than trying to draw out the weak. Air defense will still not give the results that can be obtained on an American or German, and it will still be inferior to other cruisers in terms of survivability.

And here is the captain. He is excellent, by the way.Atagofits. And it will fit any Japanese cruiser.

For upgrades, Zao has good variability and can be sharpened under different styles fight. If we move in the direction of the GK and Invis, which is standard for him, then we need the next set. The first slot, without alternative, is the main weapon. I have AA 2 stuck in the second slot, since I consider its accuracy acceptable, but AA needs to be somehow strengthened. The third slot, also without alternative, is the range, SLA 2. As I already said, the firing distance in stock is frankly small and it needs to be strengthened. Fourth, to choose from, a damage control system or rudders. I preferred the first option, because it is still more versatile and helps to somehow increase our survivability. The fifth and sixth slots are rudders and camouflage. There are no options if you are going to play this tactic. Rudders are a must have for all ships, while camouflage is a must have for Zao itself. Of course, one more steering wheel can be inserted into the sixth slot, but still weak side they are not this ship, and the current maneuverability is enough to get away from enemy ships.

And aircraft carriers. Enjoy!

General information

A skill point is given to the commander every time he increases his level. The maximum commander level in 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 level 4 (to do 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 in 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 is much greater than 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 who participate in Ranked Battles (RB) and want 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 secondary armour, and that not every battle at high levels has aircraft carriers (at the time of writing this guide), Basic fire training is not the most useful skill in the game, and therefore to the secondary category.

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

Considering 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.

Skill Inertial fuse HE shells is one of the options for the main skill for cruisers with 6 inch guns (for example, Soviet Tier VI - VIII cruisers with 152 mm 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:
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