World of warships what to download for a cruiser captain. Commander skill system in World of Warships - only the brave conquer the seas. Signal flags and camouflage

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 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.

The 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.

Skill Basic fire training worth taking when sharpening a ship in secondary or air 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 caliber 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.

The Inertial HE Fuse skill is one of the basic skill options for cruisers with 6-inch 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 on high-explosive rapid firers (all Soviet cruisers up to Tier VIII inclusive), on 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:

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, American destroyers have a shorter range of torpedoes than Japanese ones, but cruisers have more powerful air defense.

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 inertial fuse- you can follow the link and see how penetration changes for all land mines 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 work well only 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 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 of 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 ones and shoot at the extremities or at the upper part of the hull, rebounding 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 pierce the skin of battleships up to level 8 and so on, 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 Soviet cruisers, except for Moscow, as well as all other cruisers with six-inch 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.

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 Oleg, back in Manila, developed a "list of necessary changes and alterations" for the cruiser in order 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 the appearance of the 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 mainmast. 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 a middle course back with her machines and smoothly went aground, but only to sit on the rocks with her 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 Admiral General in the history of the Russian fleet died Grand Duke Aleksey Aleksandrovich.

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. A large number of articles appeared in the press describing the incident and all the accompanying circumstances, including comments on the appointment of Captain 1st Rank Gears 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 authorities as 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 a 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, the boilers were repaired on the cruiser with the replacement of tubes, according to operating experience, 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 the 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 pre-war years made several campaigns with ship midshipmen, cadets of the fleet and non-commissioned officer apprentices in the Baltic and the Mediterranean. 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

Hello dear readers and subscribers of our blog. 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.

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