"Is this what you call 'fan mail'?" That is literally THE best response to angry salty rage players that I've ever heard. I kind of wish that had been your actual reply, but I respect you for laughing it off calmly and moving on, a great example to set.
@Tobias Time As Jingles often laments, "Incapable of thinking and breathing at the same time." So many candidates for the Darwin award, so little time.
To whoever wants to laugh at fires: play montana and use every single skill/module that reduce fire duration, with improved heals, legendary module, damage control mod. Because 32sec of of dcp is balanS to counter balanS
The upcoming ship (that's like the vermont), connecticut, has a 30 second dcp stock, and gets a 50.8 second dcp with the 4pt commander skill and both the modules. That's almost CV level balans.
@@sharath2273 it's a test ship to see different armor profiles for vermont. They didn't actually said they would release a new ship. Just like DDR10, it was only to test a "upcoming new hull for tashkent" it was never meant to be a new ship.
Georgia is by far my favorite ship in this game. The guns, the speed, fast heal, secondaries, it's just so much fun. Not to mention the amazing T9 matchmaking.
"Rough Team" is the synopsis I use for every WarGaming platform. I suck at this game, and frequently come in the top three - which is not a good thing LOL. Same with tanks...
Same here. I know I’m just an average player but, like you, I still rarely finish outside the top three on my team. I have to do something pretty stupid to finish in the bottom half. I played a game in Warspite and my internet cut out THREE times in that match and I had to load and log back in, and I still finished first on the team
Agreed, I'm a solid 51% win rate average player. But the people in my games... geez. Last game for example, tier 9's, 5 battleships per side. Potato one spends the first 5 min reversing slowly to the back of the map, potato 2-3 hard turn and slowly cross the whole back side of our map cruising back and forth along the A line unable to range anything, potato 4 is afk or crashed, last potato full speeds into the only non-contestable point and all the hidden red dd's. 15 min remaining yet the enemy is already on 3 caps and ~700+ points and about 4 ships up.
I think Improved Repair Party Readiness requires very high situational awareness, for players with such high level as PQ this might be okay. I dont recommend this skill for casual players tho, as it requires you to endure being continuously shot at to benefit from this skill
Not necessarily though. If you play a BB the way it's meant, you will inevitably receive a lot of potential damage. Even for lower level players, mid to late game they will benefit from the decreased relaod times. But yes, to get the full benefit of this skill, you'd need to position yourself well and make good use of the increased tanking ability. I can imagine that the Conq and Thunderer will really love this skill.
“If there’s few enough battleships, maybe they will get a buff” I would love that but we all know they won’t because they are not a protected class like a certain class is that will not be mentioned that has no place in this game.
At 13:23 the lowest member of your team belongs to a clan called 'FAAL' which is Dutch for 'fail.' I guess that makes sense, I always appreciate self-awareness in people. 😂
I do kinda like this skill, but I feel like it is still not as valuable as AR. What they should do is put the damage control on this as well, so you get a bonus for both. Then I think it would actually be really interesting, especially for american ships with the long damage control.
Definitely want to see a conqueror game with this build, maybe with a meme skill...the one that buffs you with extra fires😂 but then you just heal all that damage back and do it again in a few seconds.
Thanx Potato for this video! Good ideas on healing process! Tried it already and it works for me. I like to push and be active in this game, but this normally leads to focus of whole the opposite flank on my ship. Now we have something in our pocket😈
What of the consumables upgrade on the Conqueror, because the onboard 3D printer and the ridiculous concealement (yet the secondary build may be useless on her)
I think the one thing this video is missing is comparing it to what you trade for this build. I've seen too many people run meme builds they saw on youtube thinking it's the best build because of one "OP" number.
Before commander rework the British DDs could take the old consumable reload improvement skill to basically get a smoke downtime under 10s. Now you can push BB repair party reload below their active time. Incredible.
Appreciate the video. I tend to ignore the gimmick skills, but they will probably rework them again so there will be nothing but gimmicks. Particularly with submarines coming in, this one looks worthwhile.
Literally trying it right now with my Massa and I already feel the effects surviving so much damage from where I should've been already dead. LOL nice fun build
I got called a cheater because I launched 2 sets of torps from my Mainz and killed an Massachusett. He said I had to be a cheater because I reload my torps in 3 seconds. He doesn't even know how many sets of torps I have...
This skill is a bit too expensive for the little benefit it provides. You need to avoid an absurd amount of damage in an environment full of HE spam and sky cancer to be able to get a tiny bit of cooldown removed. Plus, it only works on repair part. It should also work on the DCP. The one point skill provides a 3% bonus, which is pretty much nothing, but kicks in since the start of the match.
To be fair, I think that only works on the American premiums and the upcoming german battlecruisers due to their low hp pool, traditional brawlers like the German BBs don't really benefit from that tho. Also, to make this skill work on a T8 or T9 is not really that hard, 1M potential dmg is easily achievable
@@wilhelmt.muller170 As usual, WG is completely disconnected from their own game, otherwise they wouldn't have replaced Deadeye (well, it shouldn't have been added in the first place) with Brisk as a 4pts skill. IRPR skill should cost 1pt at most, given how little benefit it provides and only to a handful of ships, not 3 pts. Just like when they nerfed AFT and MFCS but kept them at 3pts and 4pts. But here we are, depending on complete morons to balance the game and make good skills.
Even on legends, the Massachusetts with full secondary build the secondary shells land behind destroyers sailing flat broadside to you, it’s infuriating with how broken DDs are in legends
Thanks for explaining and showing how that commander skills. Do you think you could do a similar test or explain the Furious skill? I have a 20 point commander on the GK. I have a partial secondary build. For the 4 point skills I have manual secondaries. emergency repair, and fore prevention. Is concealment a better choice than repair or fire prevention?
Just wondering PQ, how did you get the Alabama-style camo on Massachusetts? Also, I have been testing that Repair Party AR myself, I think it's pretty good too!
PQ, what do you use to install your mods? I can no longer get running lights through modstation or Aslain and I got pretty attached to them. Would love to find a workaround
not sure if this skill is that great. if you get spammed by HE then you might take quite a bit of fire dmg which you need to spend 1 or more charges of heal. nearer the end of the game, you likely will have lesser heals to use and the skill is less effective. if only fires somehow gives potential dmg. its kind of like a skill to allow you to survive more during the early game but is it really better than AR which gets better later into the game when you have lost more unhealable hp.
I am thinking running this setup with kremlin(w/o the secondaries but w/ furious and basics of survivability), this might be sub-optimal, but i think that makes it more fun
Any thoughts on the "Furious" skill? Looks like a noobtrap on the outset - but is there a usage scenario for legendary full-fire-duration-reduction Montana build? Or for zombie heals on Conqueror? Freeing up 4-skillpoints taken out of Fire Prevention means slotting it wouldn't be a strain on any other build concerns. Also new Outnumbered on Cheshire?
Actually, I would like to know others' opinions on Furious skill too. I've been testing it on USN splitline BBs to try to drop the reload times a bit... What about Furious and Fire Prevention? Seems counter-intuitive buuuut you don't want to be taking TOO many fires, it's just too damaging.
@@SaiIor_Moon I think this issue with Fire Prevention is that you're spending 4 skillpoints in order to remove one stack of Furious's bonus. Capping Furious at 3/4s of its utility doesn't strike me as devaluing what the skill brings to the table too much, and not dying to loads of fires is obviously a big deal for battleships. But, and this is only my gut reaction, I think a big issue with the skill is getting consistent value out of it - anytime it's not procced it's a waste of skillpoints. That's why I am curious if legendary modded Montana or RN BBs could simply swap out FP - you're increasing the odds of Furious being useful (and the cap of its utility) on ships that have much greater potential to avoid burning to death if they are committed to letting fires burn themselves out.
@@Ace42x I wonder....Think BoS, DamCon mod 2 and the flags minus Fire Prevention would work on a Non-Montana ship? It might work...I' have to test, and I'll also have to test to see if we re-gain reload time when the buff ends. So if we're down to 22s while buff deactivates, if that jumps up at all. If so, it's worthless.
@@Ace42x Ok, so I tested Furious...and as I caught on fire, I checked the reload timer, used DamCon on the fire and sure enough, the reload jumped up by about a second. Meaning that when the Furious skill stops working, you regain the very last bit of time you would have lost, so like, a second more reload (so about +5% reload time gained back, as per the skill)
that's fine and all, but it's 21 skill point captain, it means you can't make that build without sacrificing either fire prevention, secondary accuracy, healing buff, secondary reload or that improved repair party readiness. I'd say vast majority, me included does not have a single 21 point captain (maybe like 95% or above player base doesn't have 21 skill point skipper)... So question for majority of player base would be "which skill I can leave out?"
21 point captains are not THAT hard to come by. I have around 8 or so (including Lutgens and Cunningham) . Once you get about three of them you just keep playing them on as many ships as possible and the elite commander XP starts snow balling in its accumulation rate that you can just make 21 point captains. And each additional one you make it gets easier and easier. I mean it still takes a while but it's not really that bad, one just needs a little patience.
@@maithiunas1171 No, that *IS* time investment, quite significant one at that. It takes probably more than 1000 battles with single captain to hit 21 points, and if one battle lasts on average 15 minutes, that's 15 000 minutes, or 250 hours or 10 days of battle time with a single captain. Thing is, you forget how much of an investment or how long it took you to reach that point when you play enough. But there is players without premium time. I for example have had premium almost always when I play, I have 4 000+ battles but not a single 21 skill captain. that is over 1000 hours played in battles. Patience is when you just wait for something, getting commander to 21 points requires you to play with it over and over, spend doubloons (if you use free captain exp, well that's some more grinding you have to do) to retrain it if you reset line and move it from tech tree ship to ship and to premiums if you own those.
@@Jahvec I also have just over 4000 battles played (around 4200-4300) and yet still have around 8 21point captains. Getting the first one yes takes forever and leveling up the second and third one through both xp from battles and using accrued elite commander xp to level them up quicker doesn't take as long as the first. After 2-3 21 point captains and after the captain rework allowing you to use one captain for multiple ships if you just use them as much as possible you earn elite commander xp rather quickly (especially in ranked while using all the applicable xp flags) and before you know it you have enough elite commander xp to straight upgrade a 10 point to a 21point and now you have a 4th and elite commander xp just became even easier to come by because all the commander xp being earned by these captains are immediately being converted to elite commander xp that you then use on leveling up your next captain. In my personal experience it takes longer to grind coal for a ship than it does to grind enough elite commander xp to straight up upgrade a 10 point commander to a 21point.
@@maithiunas1171 But the thing is, I have 2 coal ships and no 21 skill point captains. Our play style varies, you probably play more ranked where as I barely touch it. You might also play clan battles, I've barely touched those too, yet I also had my steel ship just recently. I've had both coal ships, free xp ships and steel ship before I have had that one 21 skill point captain. I personally play a line to tier 10, but currently I do not enjoy tier 10 battles, so I work on other nations. Now, do you honestly believe you are majority when it comes to 21 skill point captains? Besides, my point was just to give like one or two skills that you can drop if you do not have 21 point captain. This does not take away from video, but is rather constructive.
@@Jahvec I play mostly random battles and dabble in ranked battles and I've never played clan battles. As it stands right now(since i've got home and had an opportunity to check) I have 4,492 random battles and 877 ranked battles(combined from both old and new ranked format) with 2,494hrs played. I have 9 21point and 2 19 point captains out of all the captains I have for my 130 ships. I have 4 out of 8 coal ships that were actually bought with coal and not won in a crate. 0 steel ships( though I finally have more than enough for one with 40k) and 1 RB ship (with enough RP for almost 2 more at 102k). I don't know how much these stats meet up with yours and yeah after typing this out and reading it back I'm more than likely not anywhere near the majority of players. All I'm saying is once you get a couple of the 21 pointers on your roster and you utilize them to their max, It starts to getting easier to get the rest of them. But yeah that first 21 pointer is admittedly a hell of a grind just hang in there.
Man, I wish we had this before, my personal best potential damage was over 5 million in my Alabama. It probably would have reloaded in damn near 30 seconds. 😂
'Fan mail heh heh. I remember got a salty one complain about how I disappear in front of him but he forgot there are have this damn island block his view.
I do feel when I watch a lot of streamers they hold their heals to much and end the game with 2/3 heals left, it’s like why even bother having superintendent haha.
14:45 You can't possibly suck :D, It's just statistics giving middle finger. One day I got hit in ammo rack thrice in a row in WoT, thats 27% * 27% * 27% = ~2% chance of happening. Also 19:22 Hell yeah, overpenning citadels is so cancer.
Of course it's only these three Americans that start off with a 40 second reload. Thunderer has a 60 second (I think?), the rest has 80 seconds. Does this make enough of a difference for them to matter? Inquiring minds would like to know... ;) Regardless, interesting take.
since its a percentage base, technically every other bb with an 80 second heal would get twice the bonus as those 3. So other brawling ships like his Pommern and survivability based ships like GK could benefit as well.
@@craigels2143 Percentagewise yes, but they'll never get close to 'healing more than not healing,' as PQ says. Simply add 40 seonds to the time it takes Pommern to reload its heal compared to Georgia, and you see that for Pommern, this is not a viable build, or rather. the points and upgrades would be better spent elsewhere. A 65 second reload on the heal would be an improvement, but not the game changer it might be at 25 seconds.
@@AllAhabNoMoby all great points. (Thanks from a 44%er learning how I can) One of the more interesting concepts from this entire set of comment section, fire damage to a degree and how many HE island spammers this can help with on several ships (am thinking German secondary BB's especially) and how this can be used for the super heal ships (reprint how much faster?). Lots of possibilities for sure.
I try the build in German BB (Pommern and Gk) and its not very useful, yes 80 seconds can down to 65 second in average condition, but it still not enough..... since you use secondary build to push and you will often burn to die.... or maybe eat torp.... if only this skill also included Damage Control Party down too, i think its will make this skill more interesting.
@Tobias Time How do you get a 15 sec reduction for Georgia but a 30 sec one for Pommern? That would require LITERALLY 46x Pommern's HP in potential dmg, or about 3.8 MILLION. Half that is an achievement.
19:23 Not being able to overpen citadels? You know fully well that WG would never do that, because this nerf would hit Smolensk like a truck. Also i don't think that player-numbers are taken into consideration with classes other than CVs & possibly subs.
@Tobias Time Aye, well said but WG doesn't particularly care if people learn the game. Remember back in the day when they buffed the american BBs by lowering their citadel? Just made them noob-friendlier
Askimg for BB buffs, seriously??? It os the easiest class by far. Even potatoes can average 60k and with secondaries that is just going to raise. You keep complaining but yet keep pumping big numbers. Just because your team lost does not mean BBs are weak...
No, it is useless. experienced player does not need fast Heal reload to spamm all his heals, this gives you nothing in random battles, if you die before heal reloads than you are overagressive and should play more passive. If player will spamm all heals so quickly, he will get empty fast and still die. there is no point it is one more shitty, useless skill from wargaming.
"Is this what you call 'fan mail'?"
That is literally THE best response to angry salty rage players that I've ever heard. I kind of wish that had been your actual reply, but I respect you for laughing it off calmly and moving on, a great example to set.
Lol my friend calls it that as well
@Tobias Time As Jingles often laments, "Incapable of thinking and breathing at the same time." So many candidates for the Darwin award, so little time.
@@M.AZZAM8976 I was talking about the person who message PQ in game to give him abuse.
I actually run this with AR on my British BB. They get a super heal every 50-60s late game, the anchoring power is insane.
It definitely works!
To whoever wants to laugh at fires: play montana and use every single skill/module that reduce fire duration, with improved heals, legendary module, damage control mod. Because 32sec of of dcp is balanS to counter balanS
The upcoming ship (that's like the vermont), connecticut, has a 30 second dcp stock, and gets a 50.8 second dcp with the 4pt commander skill and both the modules.
That's almost CV level balans.
@@sharath2273 it's a test ship to see different armor profiles for vermont. They didn't actually said they would release a new ship. Just like DDR10, it was only to test a "upcoming new hull for tashkent" it was never meant to be a new ship.
if you add damage control module, you can get it going for 34 seconds on this build
I honestly think the Improved repair party skill should also work for your damage control not just your heal
Georgia is by far my favorite ship in this game. The guns, the speed, fast heal, secondaries, it's just so much fun. Not to mention the amazing T9 matchmaking.
Same here. She is my most played battleship so far!
"Rough Team" is the synopsis I use for every WarGaming platform. I suck at this game, and frequently come in the top three - which is not a good thing LOL. Same with tanks...
Same here. I know I’m just an average player but, like you, I still rarely finish outside the top three on my team. I have to do something pretty stupid to finish in the bottom half. I played a game in Warspite and my internet cut out THREE times in that match and I had to load and log back in, and I still finished first on the team
Agreed, I'm a solid 51% win rate average player. But the people in my games... geez. Last game for example, tier 9's, 5 battleships per side. Potato one spends the first 5 min reversing slowly to the back of the map, potato 2-3 hard turn and slowly cross the whole back side of our map cruising back and forth along the A line unable to range anything, potato 4 is afk or crashed, last potato full speeds into the only non-contestable point and all the hidden red dd's. 15 min remaining yet the enemy is already on 3 caps and ~700+ points and about 4 ships up.
I think Improved Repair Party Readiness requires very high situational awareness, for players with such high level as PQ this might be okay. I dont recommend this skill for casual players tho, as it requires you to endure being continuously shot at to benefit from this skill
Not necessarily though. If you play a BB the way it's meant, you will inevitably receive a lot of potential damage. Even for lower level players, mid to late game they will benefit from the decreased relaod times. But yes, to get the full benefit of this skill, you'd need to position yourself well and make good use of the increased tanking ability. I can imagine that the Conq and Thunderer will really love this skill.
“If there’s few enough battleships, maybe they will get a buff” I would love that but we all know they won’t because they are not a protected class like a certain class is that will not be mentioned that has no place in this game.
Since when do DDs not have a place in this game…?
At 13:23 the lowest member of your team belongs to a clan called 'FAAL' which is Dutch for 'fail.' I guess that makes sense, I always appreciate self-awareness in people. 😂
I do kinda like this skill, but I feel like it is still not as valuable as AR. What they should do is put the damage control on this as well, so you get a bonus for both. Then I think it would actually be really interesting, especially for american ships with the long damage control.
Improve repair party readiness is what a low HP with thick armor ship need. A thin armor will be penetrated and not count as potential damage
i thought the potential dmg is the cit dmg of every shell thrown at your ship?
@Tobias Time that's pretty specific so i'll believe you, thanks!
Get near enemy DD and do torpedobeat
Definitely want to see a conqueror game with this build, maybe with a meme skill...the one that buffs you with extra fires😂 but then you just heal all that damage back and do it again in a few seconds.
Thanx Potato for this video! Good ideas on healing process! Tried it already and it works for me. I like to push and be active in this game, but this normally leads to focus of whole the opposite flank on my ship. Now we have something in our pocket😈
What of the consumables upgrade on the Conqueror, because the onboard 3D printer and the ridiculous concealement (yet the secondary build may be useless on her)
you can run brisk on it for initial d memes as well
I think the one thing this video is missing is comparing it to what you trade for this build. I've seen too many people run meme builds they saw on youtube thinking it's the best build because of one "OP" number.
I love this addition to the BB skill tree. Actually rewarding you for tanking.
Before commander rework the British DDs could take the old consumable reload improvement skill to basically get a smoke downtime under 10s. Now you can push BB repair party reload below their active time. Incredible.
Appreciate the video. I tend to ignore the gimmick skills, but they will probably rework them again so there will be nothing but gimmicks. Particularly with submarines coming in, this one looks worthwhile.
damn PQ is actually the most chill person ever even after that matchmaking and that messsage lol
Literally trying it right now with my Massa and I already feel the effects surviving so much damage from where I should've been already dead. LOL nice fun build
I got called a cheater because I launched 2 sets of torps from my Mainz and killed an Massachusett.
He said I had to be a cheater because I reload my torps in 3 seconds. He doesn't even know how many sets of torps I have...
This skill is a bit too expensive for the little benefit it provides. You need to avoid an absurd amount of damage in an environment full of HE spam and sky cancer to be able to get a tiny bit of cooldown removed. Plus, it only works on repair part. It should also work on the DCP. The one point skill provides a 3% bonus, which is pretty much nothing, but kicks in since the start of the match.
To be fair, I think that only works on the American premiums and the upcoming german battlecruisers due to their low hp pool, traditional brawlers like the German BBs don't really benefit from that tho. Also, to make this skill work on a T8 or T9 is not really that hard, 1M potential dmg is easily achievable
@@wilhelmt.muller170 As usual, WG is completely disconnected from their own game, otherwise they wouldn't have replaced Deadeye (well, it shouldn't have been added in the first place) with Brisk as a 4pts skill. IRPR skill should cost 1pt at most, given how little benefit it provides and only to a handful of ships, not 3 pts. Just like when they nerfed AFT and MFCS but kept them at 3pts and 4pts. But here we are, depending on complete morons to balance the game and make good skills.
Even on legends, the Massachusetts with full secondary build the secondary shells land behind destroyers sailing flat broadside to you, it’s infuriating with how broken DDs are in legends
It's gonna good for short match like ranked and stream rolling random, but with long, close match you gonna find out you're out of heal to early.
Thanks for explaining and showing how that commander skills. Do you think you could do a similar test or explain the Furious skill? I have a 20 point commander on the GK. I have a partial secondary build. For the 4 point skills I have manual secondaries. emergency repair, and fore prevention. Is concealment a better choice than repair or fire prevention?
Just wondering PQ, how did you get the Alabama-style camo on Massachusetts? Also, I have been testing that Repair Party AR myself, I think it's pretty good too!
Does the extra rudder speed really compensate the loss of the extra dispersion provided by the concealment module?
PQ, what do you use to install your mods? I can no longer get running lights through modstation or Aslain and I got pretty attached to them. Would love to find a workaround
When you can heal faster than your guns reload.
This might be very interesting in the new German BB Prince R at T9 it has incredible secondaries and low HP
Improved repair party has become standard in my battleships builds
I'm using a modification of that build with my captains. You are on to something.
Hey PQ, can it work on Royal Navy BBs like Lion and Conquerer? I like never use all the heal before i die
I’ve survived games with 5mil+ in Brit bb’s they are stupid overpower until HE gets a complete rework
not sure if this skill is that great. if you get spammed by HE then you might take quite a bit of fire dmg which you need to spend 1 or more charges of heal. nearer the end of the game, you likely will have lesser heals to use and the skill is less effective. if only fires somehow gives potential dmg. its kind of like a skill to allow you to survive more during the early game but is it really better than AR which gets better later into the game when you have lost more unhealable hp.
Honestly this skill would be great if they swapped it with the fury skill so it's 4 points and gave it a smaller bonus to DC as well.
Would be interesting to see on UK BBs with super heal
I am thinking running this setup with kremlin(w/o the secondaries but w/ furious and basics of survivability), this might be sub-optimal, but i think that makes it more fun
Any thoughts on the "Furious" skill? Looks like a noobtrap on the outset - but is there a usage scenario for legendary full-fire-duration-reduction Montana build? Or for zombie heals on Conqueror?
Freeing up 4-skillpoints taken out of Fire Prevention means slotting it wouldn't be a strain on any other build concerns.
Also new Outnumbered on Cheshire?
Actually, I would like to know others' opinions on Furious skill too. I've been testing it on USN splitline BBs to try to drop the reload times a bit...
What about Furious and Fire Prevention? Seems counter-intuitive buuuut you don't want to be taking TOO many fires, it's just too damaging.
@@SaiIor_Moon I think this issue with Fire Prevention is that you're spending 4 skillpoints in order to remove one stack of Furious's bonus.
Capping Furious at 3/4s of its utility doesn't strike me as devaluing what the skill brings to the table too much, and not dying to loads of fires is obviously a big deal for battleships.
But, and this is only my gut reaction, I think a big issue with the skill is getting consistent value out of it - anytime it's not procced it's a waste of skillpoints.
That's why I am curious if legendary modded Montana or RN BBs could simply swap out FP - you're increasing the odds of Furious being useful (and the cap of its utility) on ships that have much greater potential to avoid burning to death if they are committed to letting fires burn themselves out.
@@Ace42x I wonder....Think BoS, DamCon mod 2 and the flags minus Fire Prevention would work on a Non-Montana ship? It might work...I' have to test, and I'll also have to test to see if we re-gain reload time when the buff ends. So if we're down to 22s while buff deactivates, if that jumps up at all. If so, it's worthless.
@@Ace42x Ok, so I tested Furious...and as I caught on fire, I checked the reload timer, used DamCon on the fire and sure enough, the reload jumped up by about a second. Meaning that when the Furious skill stops working, you regain the very last bit of time you would have lost, so like, a second more reload (so about +5% reload time gained back, as per the skill)
So this skill would work nicely on the Bourgogne?
This improved repair party is not as good as you think.
Bourgogne is gonna be insane
that's fine and all, but it's 21 skill point captain, it means you can't make that build without sacrificing either fire prevention, secondary accuracy, healing buff, secondary reload or that improved repair party readiness. I'd say vast majority, me included does not have a single 21 point captain (maybe like 95% or above player base doesn't have 21 skill point skipper)... So question for majority of player base would be "which skill I can leave out?"
21 point captains are not THAT hard to come by. I have around 8 or so (including Lutgens and Cunningham) . Once you get about three of them you just keep playing them on as many ships as possible and the elite commander XP starts snow balling in its accumulation rate that you can just make 21 point captains. And each additional one you make it gets easier and easier. I mean it still takes a while but it's not really that bad, one just needs a little patience.
@@maithiunas1171 No, that *IS* time investment, quite significant one at that. It takes probably more than 1000 battles with single captain to hit 21 points, and if one battle lasts on average 15 minutes, that's 15 000 minutes, or 250 hours or 10 days of battle time with a single captain. Thing is, you forget how much of an investment or how long it took you to reach that point when you play enough. But there is players without premium time. I for example have had premium almost always when I play, I have 4 000+ battles but not a single 21 skill captain. that is over 1000 hours played in battles.
Patience is when you just wait for something, getting commander to 21 points requires you to play with it over and over, spend doubloons (if you use free captain exp, well that's some more grinding you have to do) to retrain it if you reset line and move it from tech tree ship to ship and to premiums if you own those.
@@Jahvec I also have just over 4000 battles played (around 4200-4300) and yet still have around 8 21point captains. Getting the first one yes takes forever and leveling up the second and third one through both xp from battles and using accrued elite commander xp to level them up quicker doesn't take as long as the first. After 2-3 21 point captains and after the captain rework allowing you to use one captain for multiple ships if you just use them as much as possible you earn elite commander xp rather quickly (especially in ranked while using all the applicable xp flags) and before you know it you have enough elite commander xp to straight upgrade a 10 point to a 21point and now you have a 4th and elite commander xp just became even easier to come by because all the commander xp being earned by these captains are immediately being converted to elite commander xp that you then use on leveling up your next captain. In my personal experience it takes longer to grind coal for a ship than it does to grind enough elite commander xp to straight up upgrade a 10 point commander to a 21point.
@@maithiunas1171 But the thing is, I have 2 coal ships and no 21 skill point captains. Our play style varies, you probably play more ranked where as I barely touch it. You might also play clan battles, I've barely touched those too, yet I also had my steel ship just recently. I've had both coal ships, free xp ships and steel ship before I have had that one 21 skill point captain. I personally play a line to tier 10, but currently I do not enjoy tier 10 battles, so I work on other nations. Now, do you honestly believe you are majority when it comes to 21 skill point captains?
Besides, my point was just to give like one or two skills that you can drop if you do not have 21 point captain. This does not take away from video, but is rather constructive.
@@Jahvec I play mostly random battles and dabble in ranked battles and I've never played clan battles. As it stands right now(since i've got home and had an opportunity to check) I have 4,492 random battles and 877 ranked battles(combined from both old and new ranked format) with 2,494hrs played. I have 9 21point and 2 19 point captains out of all the captains I have for my 130 ships. I have 4 out of 8 coal ships that were actually bought with coal and not won in a crate. 0 steel ships( though I finally have more than enough for one with 40k) and 1 RB ship (with enough RP for almost 2 more at 102k). I don't know how much these stats meet up with yours and yeah after typing this out and reading it back I'm more than likely not anywhere near the majority of players. All I'm saying is once you get a couple of the 21 pointers on your roster and you utilize them to their max, It starts to getting easier to get the rest of them. But yeah that first 21 pointer is admittedly a hell of a grind just hang in there.
this captain build will it work on tier 10 BBs aswell?
Man, I wish we had this before, my personal best potential damage was over 5 million in my Alabama. It probably would have reloaded in damn near 30 seconds. 😂
Montana legendary mod 31 second Burn for 9k, heal is 24k you can laugh at 2 fires and take 3k damage from 3
How to you see all your recourses in your Port at once, is it a setting or a Mod?
Maybe if you test this build with 4 Worcesters instead of 4 Minotaurs, it will be more convincing for me. But, Great insight nonetheless :D
after watching the Pommern Vid i changed my Monty build to this
you just can't convince me to choose it over AR.
I agree, I think actually taking both might be optimal...
Um 0:03 does anyone know what camo this is..? I hate the permanent camo for massa but this one looks great.
Could you please make a new video about Conqueror explaining some build stuff?
'Fan mail heh heh. I remember got a salty one complain about how I disappear in front of him but he forgot there are have this damn island block his view.
Would this work on Kremlin with Kuznetsov?
Nice unique build !!!! Kindly make a vid on French Secondaries !!!
I do feel when I watch a lot of streamers they hold their heals to much and end the game with 2/3 heals left, it’s like why even bother having superintendent haha.
When will the free commander skill change thing be over?
End of patch Im pretty sure
about 3 weeks left
21 days
Where is Colombo build
14:45 You can't possibly suck :D, It's just statistics giving middle finger. One day I got hit in ammo rack thrice in a row in WoT, thats 27% * 27% * 27% = ~2% chance of happening.
Also 19:22 Hell yeah, overpenning citadels is so cancer.
Of course it's only these three Americans that start off with a 40 second reload. Thunderer has a 60 second (I think?), the rest has 80 seconds. Does this make enough of a difference for them to matter? Inquiring minds would like to know... ;) Regardless, interesting take.
since its a percentage base, technically every other bb with an 80 second heal would get twice the bonus as those 3. So other brawling ships like his Pommern and survivability based ships like GK could benefit as well.
@@craigels2143 Percentagewise yes, but they'll never get close to 'healing more than not healing,' as PQ says. Simply add 40 seonds to the time it takes Pommern to reload its heal compared to Georgia, and you see that for Pommern, this is not a viable build, or rather. the points and upgrades would be better spent elsewhere. A 65 second reload on the heal would be an improvement, but not the game changer it might be at 25 seconds.
@@AllAhabNoMoby all great points. (Thanks from a 44%er learning how I can) One of the more interesting concepts from this entire set of comment section, fire damage to a degree and how many HE island spammers this can help with on several ships (am thinking German secondary BB's especially) and how this can be used for the super heal ships (reprint how much faster?). Lots of possibilities for sure.
I try the build in German BB (Pommern and Gk) and its not very useful, yes 80 seconds can down to 65 second in average condition, but it still not enough..... since you use secondary build to push and you will often burn to die.... or maybe eat torp.... if only this skill also included Damage Control Party down too, i think its will make this skill more interesting.
@Tobias Time How do you get a 15 sec reduction for Georgia but a 30 sec one for Pommern? That would require LITERALLY 46x Pommern's HP in potential dmg, or about 3.8 MILLION. Half that is an achievement.
Think of odin as a super cruiser with a battleship icon
Lol the rage the rage....
hi, im new subscriber from indonesian country
is this live now?
Yes
Just give ALL ships the British Zombie heal
Try to do same with four zao ...
You have to try it on Kremlin
19:23 Not being able to overpen citadels? You know fully well that WG would never do that, because this nerf would hit Smolensk like a truck. Also i don't think that player-numbers are taken into consideration with classes other than CVs & possibly subs.
I think a bunch of other cruisers with paper thin citadels would get affected too
@Tobias Time Aye, well said but WG doesn't particularly care if people learn the game. Remember back in the day when they buffed the american BBs by lowering their citadel? Just made them noob-friendlier
conq heal is no heal - its a ship 3d printer
i tested it, and its not worth it tho
Wow, first comment. I should get steel bro lmao.
Askimg for BB buffs, seriously??? It os the easiest class by far. Even potatoes can average 60k and with secondaries that is just going to raise. You keep complaining but yet keep pumping big numbers. Just because your team lost does not mean BBs are weak...
IRP is the worst skill there is do not get it
No, it is useless. experienced player does not need fast Heal reload to spamm all his heals, this gives you nothing in random battles, if you die before heal reloads than you are overagressive and should play more passive. If player will spamm all heals so quickly, he will get empty fast and still die. there is no point it is one more shitty, useless skill from wargaming.
lol no rng sucks