Welcome to Wargaming.net Wiki!

User:Evil4Zerggin:na/Skill_preview

Jump to: navigation, search

Changes in italics.

Level Endurance Attack Support Prowess
1 Tracking Alert. Shows the number of enemies that are currently aiming at your ship with main battery guns.
New skill.
Preventive Maintenance. -30% (from -50%) chance of your modules being incapacitated.
Moved from Level 5.
Expert Loader. -50% time to switch main battery shell types when they are all fully loaded, even if some guns are incapacitated or destroyed. Aircraft Servicing Expert. +5% HP and -10% servicing time for carrier aircraft.
Moved from Level 4.
Direction Center for Catapult Aircraft. Launch two catapult aircraft (Catapult Fighter, Spotter Aircraft) per use. -20% airspeed of catapult launched aircraft.
New skill.
Dogfighting Expert. +10% combat performance to fighters per tier below enemy aircraft. +10% fighter ammunition.
Moved from level 3.
Incoming Fire Alert. Displays a warning when there are incoming shells with a flight time of at least 6 seconds.
Moved from Level 2.
Evasive Maneuvers. -30% airspeed, -20% detectability, +75% survivability of strike aircraft when returning to carrier.
New skill.
2 High Alert. -10% cooldown time of Damage Control Party.
Moved from Level 3.
Jack of All Trades. -5% (from -10%) cooldown time of all consumables.
Moved from Level 5.
Expert Marksman. +2.5 deg/s to traverse rate of guns with caliber 139mm and below. +0.7 deg/s to traverse rate of guns with caliber above 139 mm. Torpedo Acceleration. +5 knot speed, -20% range of torpedoes.
Moved from Level 3.
Smoke Screen Expert. +20% smoke cloud radius.
New skill.
Expert Rear Gunner. +10% to average damage per second of self-defense armament for aircraft with rear gunners.
Moved from Level 1.
Adrenaline Rush. -0.2% to all reload times per 1% lost HP.
Similar to Last Chance, which was Level 5.
Last Stand. Incapacitated engine or steering gears continue to operate (at a penalty).
3 Survivability Expert. +350 (from +400) maximum HP per ship tier.
Moved from Level 4.
Basics of Survivability. -15% to time of repair, firefighting, and recovery from flooding.
Moved from Level 1.
Torpedo Armament Expertise. -10% to reloading time of torpedo tubes. -20% to servicing time of torpedo bombers.
Moved from Level 2.
Emergency Takeoff. Can launch and recover aircraft (with a +100% penalty to servicing time) while the ship is on fire.
New skill.
Basic Firing Training. -10% reload time of main guns with a caliber of up to 139 mm and all secondary guns. +20% (from +10%) to average damage per second of AA defenses.
Moved from Level 1.
Superintendent. +1 charge for all consumables. Demolition Expert. +2% (from +3%) chance of starting fires with main battery and secondary battery HE shells.
Moved from Level 4.
Vigilance. +25% to the detection range of enemy torpedoes including Hydroacoustic Search.
4 Manual Fire Control for Secondary Armament. Secondary guns only fire at designated target. -15% dispersion for secondary guns for ships up to Tier VI. -60% dispersion for secondary guns for ships Tier VII and above.
Moved from Level 5.
Fire Prevention. -10% chance of fire (multiplicative). Maximum simultaneous fires limited to 3. Appears to merge the two superstructure sections.
Moved from Level 2.
Inertial Fuse. -3% chance of fire and +30% penetration for HE shells.
New skill.
Air Supremacy. +1 plane per squadron for carrier aircraft.
Moved from Level 5.
Advanced Firing Training. +20% maximum range of main guns with a caliber of up to 139 mm, all secondary guns, and all AA defenses. Manual Fire Control for AA Armament. +100% to average damage per second of AA guns with a caliber exceeding 85mm against a designated target. Radio Direction Finding. Shows the approximate direction to the nearest enemy ship, even if it is undetected. That ship will get a warning that they were tracked by this skill. Aircraft carriers cannot use this skill.
New skill.
Concealment Expert. Reduces detectability radius by -10%/-12%/-14%/-16% for destroyers/cruisers/battleships/aircraft carriers.
Moved from Level 5.

Open questions:

  • Does Tracking Alert include torpedo aiming?
  • What is the behavior of the extra catapult plane?
  • How "approximate" is Radio Direction Finding?
  • Does Adrenaline Rush operate on lost or missing HP? In other words, does Repair Party reduce the bonus?