(note that my goal in the captain build isn't really min/maxing but more of generalizing enough to enhance both weaknesses and strengths, letting my skill as a player compensate the rest)
Never submarines, they said. The ability to know whether someone is taking interest in you, and how many, is invaluable, especially for ships like the Indy or Pensacola that are so vulnerable to BB AP.At t2, I find it to be an equal thing, depending on the player.
Skill 1 I have BFT for more AA, Skill 2 Expert Marksman, Skill 3 Superintendent, Skill 4 AFT and Skill 5 Concealment Expert. Hi there, because currently there is the opportunity to change Captain Skills for 0 doubloons, Id like to know your opinion on 4 points skills that I have to use on Mogami and Bismark. Right now my Baltimore Captain has, PT, EM, SE, and CE. My thinking is to tighten up the shots for landing more shells on DD, and when I go for close range AP, I want more shells to go into the citadel, and I still want to have decent enough AA to support the team. It's only a bonus 2,800 hit points, or an extra +6% of your top HP. Vigilance stacks very nicely with Hydro for supreme torpedobeat and if you do feel the need to run DefAA, it still serves to give you a little extra help spotting DD torps. Taking radar will help to actually spot DDs to shoot at them, but Vigilance is some insurance against being surprised by a spread they may have dropped and as a substitute for hydro in case there is a CV in the match(I'd rather have DFAA and not need it instead of having hydro and needing DFAA). Why BFT, instead of Superintendent, which gives you not only an extra heal and radar, but also an extra charge of Defensive AA?Change log for my talent guide and build for May 24th, 2017Just reached the Baltimore, and here is how my Captain is tuned sitting at 15 points. The Carrier re-work has confused me about what sort of captain skills I should be using for American cruisers.
But not at first, because you wanna get to t4 ASAP.T3 I run SI, for the extra charges of hydro or radar, and for my Pepsi captain, eventually health boost as well.At t4, CE is the only option for that first skill. Captain skills: AFT for AA, though SE and DE are all viable tier 4 skills. I'm going to note that the captain I currently have on Baltimore will stay. Vigilance would be to help in counteracting and screening for torpedoes. There is a set of skills that I feel that I really want to have for each ship, but I am unsure as to how to use the remaining captain skill points. For my Baltimore Captain I've got: 1) Preventative Maintenance. easier to dodge their torpedo more safely.4) AFT - To have minimum AA range, and use accuracy equipment for more citadel. Official website of the award-winning free-to-play online game World of Warships.
Team play and focusing targets is a must. There are a lot of good choices at level three. How would I get around that?I personally wouldn't go with the whole ninja thing, especially since you obviously don't have the points to get concealment expert any time soon.
Pensacola is the first heavy cruiser in the American cruiser branch, though "heavy" in this case refers strictly to her 8-inch guns and not to any sort of durability. Captain builds can be tested & sent to other warship players With Baltimore now at T8, I've been contemplating on what skills to take.
[90TH] With carriers being mostly an afterthought in the current meta and New Orleans' AA not being particularly impressive even fully specced, I think it's kinda hard to justify sinking a ton of points into situational plane-swatting when this build gives you tools that help you in every battle you play, regardless of matchmaking. [WOLFG] [SWFSH]