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  1. #1
    Marshal Admiral Emerald Acid's Avatar
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    New Commander Skills list

    So, since there doesn't seem to be a comprehensive and detailed list about the new skill trees as a whole that is also up-to-date with this PT release, and since it was requested, I thought I might make a big post for it. I'll list the name and description of every skill from right to left, in order of tier, and add in any commentary I feel is worth the time, as well as note anything that changed since before the previous public leak.

    Without further to do:



    The new skill collection
    .

    Tier 1:

    Priority Target

    "After this skill is mastered, the Situational Awareness (DETECTED) indicator will show the number of ships on the enemy team that are currently aiming at your ship with main battery guns."

    Likely most useful on Cruisers, as they're the squishiest ships that should reasonably expect to be visible a large majority of the time, although can also be useful for Battleships to watch out for potential sudden broadsides when angled against someone in a completely different direction.

    Update: This skill is the victim of bad translation. It actually shows the number of ships aiming at your ship with either main guns or torpedoes, as both use the same "target lock" coding. This is intentional, and the translation was wrong.

    Preventive Maintenance

    "-30% to the risk of incapacitation of modules."

    20% less than what it used to be, except now it isn't stupid expensive. A good first point to spend on Destroyers.

    Expert Loader

    "-50% to reload time when shell type is switched when all guns are fully loaded."

    Also the same as it ever was.

    Aircraft Servicing Expert

    "+5% HP to carrier-based aircraft. -10% to servicing time of carrier-based aircraft."

    Same as on live, but not 4 point expensive.

    Direction Center for Catapult Aircraft

    "When the Catapult Fighter or Spotting Aircraft consumable is activated, a second plane is launched as well. -20% to the speed of Catapult Aircraft."

    Pretty self explanatory. This serves two purposes. With the Catapult Fighters, it adds an extra source of panic to incoming bombers, potentially panicking two attackers, or having a backup panic if rear gunners shoot down the first. The other use is for helping spot rogue destroyers and their torpedoes as the planes make their orbit. However, as I have not used the skill myself, I don't know if the two planes stay next to each other, or if they orbit the ship from opposite sides. The latter would be better for both uses of the skill.

    Dogfighting Expert

    "+10% to the average DPS of your Fighters for every tier of difference between them and their target. +10% Fighter Loadout."

    No longer completely useless outside of rare niche scenarios, and certainly better at only 1 point instead of 3, this now actually has a use. The extra Fighter ammo will come in handy for both extremes of the spectrum. Full AS carriers will enjoy the ability to be able to fight enemy bombers for longer periods of time, making them more resistant to the zerg rush tactic of "run them out of ammo and strike after". For the Strike carriers with Fighters, it lets their lone/small amount of Fighters better defend themselves/others by not having to constantly resupply after every single bomb wave.

    Certain USN carriers can use this skill to pull off three full strafes per squadron before running out of ammo.

    Incoming Fire Alert

    "A warning about the risk of exposure to long range artillery fire is displayed if the shell's time to the target is 6 seconds or more."

    Same as it ever was, but cheaper. And that's really a long-winded way of saying "Shows long range shots coming at you."

    Evasive Maneuvers

    "-40% detectability of strike aircraft when returning to the aircraft carrier. +15% HP to strike aircraft when returning to the carrier. -30% speed of strike aircraft when returning to the aircraft carrier."

    So, flat out, this skill pretty much sucks. The idea is nice, but the execution is poor. The drop in speed kind of negates the increase in HP since the planes will be in the various AA auras for longer, and the detection reduction is moot because unless the game is near its end, ships will generally be close enough to spot the planes for each other. What's more, the drop in speed is also a drop in DPS for players who just leave their planes to auto-pilot back to reload. Now to use the skill effectively, they would have to auto-return until they stop being under fire, and then manually bring the planes home before again ordering them to land. This can cause problems if the carrier player is under a lot of pressure, or just plain forgetful, as it can lead to empty planes just flying circles in the middle of nowhere.

    Notable changes:
    The skill used to have a +30% speed buff when returning, instead of a speed penalty. In exchange, all the effects of the skill only occurred when the strike aircraft had dropped their payload and needed to reload. Honestly wasn't that great back then either, but it was still better than what we're getting.

    Update: In the 0.6.0 second round update, this skill changed from -40% detection to -20% (-20% loss), but gained from +15% survivability to +75% survivability (+60% gain). This does help make the skill not awful; that is a notable increase in survivability. While it's not going to be enough to protect planes from multiple shipborne AA sources, it does buy a good deal more time for allied AA or your own fighters to deal with attacking enemy fighters that are on your bombers. Not enough to be better than Servicing Expert for a first point; not by a long shot. But it does make it a bit competitive with Dogfighting Expert now, as long as yu remember to manually bring your planes home when they're not under attack.

    Tier 2

    High Alert

    "-10% to the reload time of the Damage Control Party consumable."

    Another 'same as it ever was' skill that got cheaper.

    Jack of all Trades

    "-5% to reload time of all consumables."

    As with Preventive Maintenance, it's weaker than its old self, but much less expensive.

    Expert Marksman

    "+2.5/second traverse speed of guns with a caliber up to 139mm. +0.7/second traverse speed of guns with a caliber over 139mm."

    Nothing's changed.

    Torpedo Acceleration

    "+5 knots to torpedo speed. -20% to torpedo range."

    Same skill as before, but it switched places with Torpedo Armament Expertise, meaning it's cheaper.

    Smoke Screen Expert (formerly "Smoke for the Smoke God")

    "+20% to smoke screen radius."

    Exactly What It Says On The Tin; bigger smoke circles. Put this on Perth for funny smoke snake shenanigans, or on any of the other Royal Navy Cruisers to actually help them out by not restricting them to such a tiny defensive circle.

    Expert Rear Gunner

    "+10% to the average DPS of self defense armament for aircraft with rear gunners."

    Not terribly useful anymore, as it's the same skill as before, but now it costs 2 points instead without a buff to the damage. Aside from Saipan's 8-9 dive bomber squad, the skill is unlikely to make a major difference aside from when dealing with a single Catapult Fighter.

    Adrenaline Rush (formerly Last Chance)

    "+0.1% to reload speed of all armaments for every 1% of HP lost."

    The old skill was never really useful (+30% to reload speed of all armaments when under 10% HP), and this one isn't too much better. At maximum, this gives a +9.9% increase in reload speed when the user has 1% HP left. Unless they're a destroyer or aircraft carrier hanging on by a thread from an earlier attack and are staying hidden, getting low enough to make use of this skill generally means that they're going to die anyways, and get off maybe one extra salvo before doing so. The only real gain is that now it's only 2 points instead of 5.

    Update: 0.6.0 doubled the gains from this skill, meaning it now grants 0.2% reloads on armaments, for a maximum of +19.8% increase in reload speed at 1% HP. I personally still don't like the skill, but I do know a select few who were ok with it, and now it's stronger.

    Last Stand

    "The ship remains able to maneuver when the engine or steering gear is incapacitated, but at a reduced penalty."

    Same as it ever was.

    Tier 3:

    Fire Prevention

    "-7% to the risk of fires. The maximum number of fire sources on a ship is reduced to three."

    Slightly buffed than what it was before, but still not terribly impactful. The reduction of fire is still less effective than what it would seem like, as the more rapid-fire a ship's guns are, the less effective the skill really is. The reduction of max fires from four to three seems nice, and certainly can be in the right situations, but the situations where a ship was under a full four fires weren't terribly common; usually only when a battleship is fighting a team with an enemy USN strike carrier, or against very specific destroyers spec'd for rapid-fire fires such as Akizuki.

    Update: A big change here. 0.6.0 made the risk of fire -10% now instead of -7%, but also moved it to tier four. One thing I did not know is that the skill does not just prevent a fourth fire from spawning, it makes a specific spot completely immune to fire. And what's more, that spot is one of the two fire spots in the middle of the ship; I believe it was the superstructure as it was always the easiest to ignite. This actually helps a big deal more than the numbers on paper, because now in order to start fires, enemies have to aim for harder to hit spots such as right on the bow or stern. Survivability Expert was moved into this skill's place.

    Basics of Survivability

    "-15% to time of repair, fire extinguishing, and recovering from flooding."

    Same skill as before, but nerfed down to 3 points from only 1.

    Torpedo Armament Expertise

    "-10% to reload time of torpedo tubes. +20% to servicing speed of torpedo bombers."

    Again the same skill as before, but switched places with Torpedo Acceleration, so it's a nerf by costing one more point. However, ships that took both skills anyways won't feel a change.

    Emergency Takeoff (formerly Fiery Rise)

    "Makes it possible to launch and recover aircraft while the ship is on fire."

    Hoo boy. This skill. We'll get to why it's such a disappointment in a bit. For the skill itself, it's self explanatory. Normally carriers cannot launch or land planes when on fire, making RNG yet another major threat to the ship type, as a single rogue shell could completely halt their ability to do anything. However, if a carrier is on fire from anything other than an across-the-map HE shot, or an attempted alpha strike by the opposing carrier, the carrier is likely going to die soon anyways. It can save the carrier in theory if it's only being attacked by one ship, and the one extra attack wave would be enough to save them. However, as the single attacking vessel is likely to either be a destroyer (hard to hit if they're aware) or a cruiser (most are immune to planes), it's not terribly likely to make a difference a lot of the time. Plus, it's completely useless at anytime the carrier is not on fire. The only real reason to take this skill is if the carrier is a USN carrier with no torpedo bombers, as Torpedo Armament Expert will always be the better option when torpedo bombers are available.

    Notable changes:
    And this is where the disappointment really comes in. Back when the skill was still called Fiery Rise, it had a passive effect going that gave +20% to the reloading and takeoff speed of carrier aircraft at all times, not just when on fire. This made the skill actually useful at all times, as it was flat out a double-dipping increase of DPS, with both reduced reload and takeoff time. This could have been a great skill that really helped out carriers to try and get out of the shithole that they currently are in from T6+, but it was not to be.

    Basic Fire Training

    "-10% to reload time of main battery guns with a caliber up to and including 139mm and all secondary battery guns. +20% to average DPS of AA defense."

    The all-too-common tier 1 skill moved down to tier 3. However, it gained an extra 10% of AA defense compared to before to compensate. This allows for serious specializing into AA-focused builds, instead of just being an extra perk when building for secondaries.

    Superintendent

    "+1 to all mounted consumables."

    Nothing new to see here.

    Demolition Expert

    "+2% to fire chance on target caused by a main battery shell, secondary battery shell, or bomb."

    The fire chance was nerfed from 3% down to 2%, but now the skill also affects a ship's secondaries. A worthwhile trade? Not really for most ships that made use of the skill, but a buff to secondary-spec'd battleships, especially the KM battleships.

    Vigilance

    "+25% to acquisition range of torpedoes."

    Move along. Move along.

    Tier 4:

    Manual Fire Control for Secondary Armaments

    "-15% to maximum dispersion of shells fired from secondary armament of tier 1-6 ships. -60% to maximum dispersion of shells fired from secondary armament of tier 7-10 ships."

    Same skill as before, but at a 1 point less cost. For those not in the know, secondaries will not fire unless the player Ctrl + Clicks onto a target, and secondaries that cannot target the currently selected ship due to being unable to aim at it will not fire at all, even if another ship is in their range elsewhere.

    Survivability Expert

    "+400 HP per tier of the ship."

    Same as before; still not really worth it except on some niche exceptions. It generally only equates to one more volley's worth of HP.

    Update: This skill was reduced to give only 350 HP per tier, down from 400. However in exchange, it was moved down to tier three. Is it worth points now? I dunno. I won't be using it because I have other priorities for my preferred ships. Fire Prevention takes this skill's spot.

    Inertia Fuse for HE Shells (formerly HEAP)

    "+25% armor penetration capacity of HE shells. -6% fire chance of HE shells."

    An interesting skill, but certainly not a catch-all one. I already talked about what specific ships benefit from this skill, and why, so check out those linked posts if yu're curious.

    Update: We're looking at a potential buff for the skill here, from +25% to +30%. What this significantly does is that it makes the skill good for all Light Cruisers in the game in the same way that it helps 155mm Mogami: it allows them to penetrate any bow-on BBs that they can encounter in their respective tier spreads with their HE for reliable damage. Note that this buff is still tentative, and has not been officially decided on yet!

    Notable changes:
    This skill used to affect dive bombers as well. It would have been nice to keep that ability.

    Air Supremacy

    "+1 Fighter. +1 (Dive) Bomber."

    Same as it was before, for one point less.

    Notable changes:
    Not from its old self, but during testing and before the initial leaks, the skill was buffed to also give +1 Torpedo Bomber as well. By the time the first leaks came out, this was reverted.

    Advanced Fire Training

    "+20% to firing range of main battery guns with a caliber up to 139mm and all secondary battery guns. +20% to self defense AA firing range."

    Same skill, different day.

    Manual Fire Control for AA Armaments

    "+100% to average damage per second of AA guns with a caliber exceeding 85mm against a designated target."

    Also the same as before, but a bit of info that some people have misunderstood. First off, as expected your AA guns do not fire at all without a Ctrl + Click target selected. However, there's an often misunderstood quirk about this skill that I've been told from my ST contact. If the player has a target plane selected, but there are AA guns of 85mm or larger that are not in range of the aircraft, they will operate on the usual auto-pilot if something else does come in range, without the increase in damage, as the AA auras cannot be selectively or "halfway" turned off; they either work, or they don't. AA guns less than 85mm will behave as normal.

    Making a quick skip here to get an easier skill out of the way with Concealment Expert

    "-10% to the detection radius of destroyers. -12% to the detection radius of cruisers. -14% to the detection radius of battleships. -16% to the detection radius of aircraft carriers."

    Same as always for one point less.

    And finally, the most controversial skill: Radio Position Finding (formerly Keen Intuition)

    "Shows the direction to the nearest undetected enemy ship. The enemy will be alerted that a bearing was taken on their ship. This skill will not work if a player is playing with an aircraft carrier."

    So, this thing. This skill has been causing a shitstorm all over Reddit and the various regional WG forums, and for good reason. This skill is a huge blow against destroyers of all kind, except maybe the VMF. With all the nerfs to torpedoes (especially the IJN ones), combined with ships having access to Hydro and Radar left and right, non-suicidal torpedo runs have become a chore of major uptaking. No longer can one expect to ever get a stealth torp hit from beyond 7-8km with all the means of detection and torpedo speed nerfs, and this skill is almost the final nail in the coffin for the likes of the IJN destroyers who rely on their torpedoes and stealth to stay competitive with the other nations. The skill also hits the other nation's destroyers as well in a lighter manner, as most destroyers live or die by their detectability and stealth. A skill that points out the direction to a hiding destroyer seriously hinders their ability to deal damage and/or stay safe, depending on if the ship under attack uses the information to start dodging, or if they charge the destroyer's location instead. While there were words and rumors of the skill having a cap of 10km out, current testing on the PT shows the skill to have unlimited range, as players are reporting that they're being detected by the skill as soon as the match starts. The existence of this skill is on a major razor's edge of being blatantly OP depending on how, or even if WG changes it at all before it goes live.

    Notable changes:
    Carriers used to be able to make use of this skill. While I'm all for buffs to carriers, this is one exclusion I can understand, as carriers actually have the reach and means to search out in the indicted direction and find the offending ship reliably.

    Big Update: This skill got a huge nerf. No longer is it an OP, tracking line indicator to the nearest undetected ship, gutting the DD it found. The way the skill is supposed to work:

    The skill's indicator has been changed. It can now be off by up to 30 degrees in either direction, giving a total of 60 degrees of error.
    The skill no longer tracks the spotted ship in real time. It now only points towards the grid cell that the contact was first found, updating whenever the target changes grid cells.
    Lastly, this skill now completely spazzes the hell out if there are two potential closest target that are close to each other; it doesn't know how to handle that, and the indicator will be constantly jumping between the two if they keep switching positions.

    However in exchange for the nerfs, the skill was confirmed to have unlimited range. And one last clarification I received, the skill doesn't work on carriers from either direction: they cannot detect any ships with it (useless to them), but carriers also cannot be detected by the skill either (they are immune).


    1 out of 0 members found this post helpful.
    Last edited by Emerald Acid; 01-11-2017 at 10:34 AM.
    I always pull my weight. I just happen to be made of helium.
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    Ryuujou & Iku Anniversary 9/28/15 | Uranami Anniversary 3/1/17 | Fubuki Anniversary 94/99 | Akebono Anniversary 70/99 | Shimakaze Anniversary 5/4/16~
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  2. #2
    Admiral Lord Harrab's Avatar
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    pretty much what i expected, although i shouldn't have been surprised by the constant shitting on CVs

    and they wonder why there are so many Battleships at higher teirs



    In My Heart, The Age of Battleships will never end.
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  3. #3
    Vice-Admiral M.A.Mitscher's Avatar
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    Some shitty CV skills. Not surprised.



    "Haze Grey & Underway"
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  4. #4
    Marshal Admiral Laisy's Avatar
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    So on overall, secondaries are somewhat buffed (good for BB and cruisers), not much benefits for CV, and Destroyers gonna get destroyed (heh) by the new skill RPF.

    I seriously hope they can change the RPF skill, since avoiding detecting as a DD is not easy in the first place, with Hydro and Radar (which aren't even captain skills!).


    Nothing much happening right now, isn't it?

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  5. #5
    Lieutenant hidahos's Avatar
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    Maybe a fighter setup Hiryu can shining again with these:
    Aircraft Servicing Expert

    "+5% HP to carrier-based aircraft. -10% to servicing time of carrier-based aircraft."

    Dogfighting Expert

    "+10% to the average DPS of your Fighters for every tier of difference between them and their target. +10% Fighter Loadout."

    Air Supremacy

    "+1 Fighter. +1 (Dive) Bomber."

    Only needs 11 skill points and with abudance of Saipans can be somewhat usefull.
    Not sure Dogfighting Expert affect strafing or not... Any idea?


    Last edited by hidahos; 12-31-2016 at 11:51 AM.

  6. #6
    Vice-Admiral Murrue's Avatar
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    @Emerald Acid Thanks for taking the time to make this post!



  7. #7
    Marshal Admiral Emerald Acid's Avatar
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    Announcement: I have been told that the current build on the PT is actually not the build that it's supposed to be; it is an outdated ST build of the game that is currently on the PT. This means that certain skills have been changed since the build that the PT is currently using. I have noted the three skills above that have been affected by this with Update:

    However for a tl;dr, I will summarize here:

    Priority Target works with both main battery and torpedo lock ons.

    HEAP is experimenting with a +5% buff

    Radio Position Finding has been majorly nerfed and is nowhere near OP anymore.


    I always pull my weight. I just happen to be made of helium.
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  8. #8
    Marshal Admiral Laisy's Avatar
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    Now the RPF is more reasonable, pointing at the grid cell instead of actual position.

    Now we wait for how they adjust HEAP.


    Nothing much happening right now, isn't it?

    Laisy's Journey of Drawing

  9. #9
    Admiral Keyan_TTK's Avatar
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    A 5% buff is not what I'd call a nerf.



  10. #10
    Marshal Admiral Emerald Acid's Avatar
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    Update: HEAP is currently confirmed for the buff to 30% HE pen values; it is currently on the ST server and being tested. WG was hesitant to go through with it at first, but using their "data" from the PT (from the wrong build of the game at that), they deem HEAP not strong enough.


    I always pull my weight. I just happen to be made of helium.
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    Ryuujou & Iku Anniversary 9/28/15 | Uranami Anniversary 3/1/17 | Fubuki Anniversary 94/99 | Akebono Anniversary 70/99 | Shimakaze Anniversary 5/4/16~
    Admiral Anniversary: 5/25 | I wrote a thing. Updated! (2/28)


 

 

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