Charles Martel at Tier VIII has garbage a.f. If you aren't running LS on a french cruiser, you're begging to die. Not to mention that if you do need to push it is really easy to dodge torps with steering gears mod 3 while concealment mod gives you a chance to stealth cap late game (on the other hand you could be burning down any ships left or just boosting to a cap no one is near anyways). 19097. Here is the build that I currently run on Henri IV, and you will notice no IFHE due to the large caliber of her guns: Posts: 65 . Will have to pay attention to the icons at the end of the match a little more closely. BBs do it regularly, and in a cruiser, single BB shell hits are a major threat. The only cruisers capable of running down DDs could prove useful. Considering Henri's playstyle as a long range HE spammer in the early stages of a match, penetration isn't much of an issue.
That's too much of a commitment of commander skills for a trait that is situational at best, especially considering DDs tendency to die early plus the long range play style of these cruisers until late in matches. I'd concur on this. It's being shot at by multiple people. Honestly you are better off selecting a different captain skill since it doesn’t improve the performance of your ship and you can use your eyes to guesstimate the number of enemies pointing at you.Manual Fire Control for Secondary Armament (4 Skill Points)Direction Center for Catapult Aircraft (1 Skill Point)Manual Fire Control for AA Armaments (4 Skill Points) Since Captain skills are broken down into endurance, attack, support, and versatility groups this guide will follow that basic structure. 0 replies [RDML] Spastic1.
Posts: 65 . Concealment module is completely useless (technically it gives the opponent slightly worse dispersion but that's it) if you are shooting all the time which is what you want to be doing especially when speed boost is up. Netting 1 or 2 hits per salvo against BB targets at max range really isn't contributing that much to the fight. I run steering 2 and 3. But Tier IX-X, French Cruiser AA is actually pretty dang good. Just know you are wrong about how effective it is. Once you get up to the upper tiers with Henri IV and Saint Louis, your rudder and engine become much more durable. As for second-order skills, I believe you can make your own decision, though I'll try giving a list of recommended second-order skills for your consideration. The main objective of captain's skills is neutralizing the biggest weakness of this ship class - low speed and vulnerability to torpedo and bomb attack. Following on the heels of New Orleans at Tier VII, Tier VIII's Baltimore represents the new era of cruisers from the United States Navy.
This way, the firing efficiency is significantly increased.Reduces the risk of fire and maximum damage caused by fire by decreasing the number of potential fire sourcesIncreases the armor penetration capacity of HE shell fired from both main and secondary battery guns at the expense of decreasing the chance of setting the enemy ship on fireExtends firing range of main guns with a caliber up to and including 139 mm and secondary battery gunsSignificantly improves the efficiency of large caliber AA guns firing at priority targets designated by the playerShows the direction to the nearest enemy ship. Running in a straight line firing all the time is a recipe for getting citadeled by any BB within range. Good to know they are that weak on Alg and CM. (+10% DPS for each tier difference between fighters, +10% ammunition on fighter aircraft)Only useful on carriers and being that it only costs 1 point its a must if you plan on using any fighter squadronsIf you find yourself using a destroyer or cruiser with smoke then this perk is very useful. You can always make a rough calculation by using Commander Skill Builder available on the World of Warships official web-site. And I'm not talking about averages. This World of Warships captain skills guide is also updated periodically to reflect the most recent changes to captain skills. This is all grace of her phenomenal top speed which allows her to power through her turning circle and come about quickly on demand.
The rudder is really bad but if you run double rudder shift modules (as you should) it takes 7 seconds for the rudder to repair so only DM and some light cruisers can even shoot again before its repaired. With the special speed boost module you are in speed boost the majority of the match, which means you are very difficult to impossible to hit from 15 km for the vast majority of players in the game. Just know you are wrong about how effective it is. I will even attach the replay if you would like to watch it and see how it works. (Ships engine and steering gears still function at reduced functionality when knocked out)Extremely useful on destroyers to prevent engines/steering from being knocked out making you look like a fool. Personally I think the reduction in range is to high to warrant it being used on torpedo bombers from carriers. 17th - EM - By the time I get to St. Lous will want it to offset the MBM3 traverse penalty. Its about maneuverability. Modules:Main Armaments Mod 1, Engine boost, AA guns, Steering gears 2, steering gears 3 However, if you find yourself not relying on smoke much there are better skills suited for destroyers and cruisers at this tier. For battleships the hit to fire chance is minor but the added HE penetration is massive. Wasn't sure if she gets many shatters or not.
If you aren't running LS on a french cruiser, you're begging to die. If you are losing steering and engine except late game in CM you are too close Here is the build that I currently run on Henri IV, and you will notice no IFHE due to the large caliber of her guns: Sneeze ANYWHERE on the back half of the ship, and it knocks out the rudder. The 100% DPS increase for AA guns over 85mm is massive though and will shred any enemy planes.