+50% to detection time after firing (The standard is 20 seconds, so this will now be 30 seconds, slowing down the fire rate of these somewhat more accurate shots) This skill also decreases the chance of setting an enemy ship on fire, making the selection of Demolition Expert very desirable. If you see an issue please note it on the Talk/Discussion page. This is simply removed from the Super Heavy AP Shells skill and placed here)Super Heavy AP Shells: 3 Points New temporary battle type, early access to Italian battleships, and other new features in update 0.10.2. +5% to AP damage This skill also decreases the chance of setting an enemy ship on fire, making the selection of Demolition Expert (3) as a second-order skill very desirable. +5% to Torpedo detectability A great second-order skill for Cruisers with slow-moving turrets; may be considered as a first-order skill. Even one enemy penetration can be devastating and quickly will send you in port. 4. The Japanese cruisers mesh with them well and I think the Italians. Fire Prevention (4) is another great level 4 skill that not only reduces the risk of fire but also reduces the maximum number of fires on a ship to three thus effectively conserving your Hit Points. Vigilance (3) extends the torpedo acquisition range, even while the “Hydroacoustic Search” consumable is active. Seriously this is ridiculous. Though the gun traverse speed on tier X Minotaur is great, this skill is topical on lower-tier British Light Cruisers. Appraised of all these nuanced differences, captains are advised to treat Seattle as a slightly larger, slower handling, and harder-to-conceal Cleveland . First, CRUISERS. The same shell with a 5% damage boost that hits has a potential damage of 20,370. Inertia Fuse for HE Shells (4) improves the armor penetration capacity of HE shells fired from both main and secondary battery guns. Commander Skills for Battleships / World of Warships / WoWS By Denis Marasan ☆ 21/Jan/2020 In this part of the Guide, I’ll cover the selection of Commander Skills for high-tier Battleships (both linear, promo and premium) for both ordinary and Unique Commanders in … These are just my opinions and I figured I would throw them here to see if anyone felt the same. It’s a good rule of thumb to select this skill on every ship unless it’s greyed out in the game interface, though its selection constricts the choice of skills by 4 points. I disagree, I really like that spotter skill for the cruisers that can use it. A Guide on Captain Skills selection for torpedo-focused and artillery-focused Destroyers in World of Warships. +30% to Fire and Flooding Time (Removed. Captain Skills EM is kind of weird. Now for BATTLESHIPS which I generally like the setup of. Arguably the best second-order skill for USN Light Cruisers since the more consumables your Cruiser has the more topical this skill is. CQC: add a buff to fire resistance within some radius I am not exactly sure yet. I'd drop all AA skills, replace them with actual useful skills and build them into dual purpose secondary armament. Unlike some, I hardly think it's killing the game by any means. By Thanks If you have the resources to respec, grab Last stand, instead of Adrenalin rush on T2, you'll thank me later. This is a good alternative to Priority Target (1) as the first-order skill, though it helps to deal with the consequences of careless play instead of proactive analysis of the game situation as in the case of Priority Target. wows alaska vs kronstadt, wows alaska armor, alaska cruiser wows, world of warships alaska, alaska captain skills, alaska ship upgrades, In comparison to other cruisers Alaska features excellent armor penetrating capability and high chances of setting the enemy on fire with HE shells, but her downside is the slow reload time of 20 seconds. This skill would be for the most hardcore torpedo oriented cruisers, and their players, in the current game. + 2Km Torpedo Range You can choose between slightly more DPM with HE or slightly more DPM with AP. This article incorporates changes to the Skills system in 0.10.0. How to Play World of Warships Royal Navy Cruisers HMS Leander Captain Skills Beginners Guide Wows PC Gameplay Video Did you enjoy it? Below are the main features of Italian Cruisers: Heavy Cruisers (main battery gage exceeding 8 inches / 203 mm A great choice for high-tier Light Cruisers with the Repair Party consumable. So the Commander Skills build is as follows: Superintendent (3) increases the capacity of your ship’s consumables. Learn about linear and premium Italian Battleships, Cruisers and Destroyers (coming soon, I hope), their distinctive features, strengths, and weaknesses. In episode 9 of How to Get Good at World of Warships I talk about captain skill builds for various classes of ships in the game. I'm not sure what the figures should be set at so I'm just using some random numbers that seem good to me. A flotilla of Italian Warships is headed to World of Warships: Legends in the new Veni, Vidi, Vici update. Last Stand (2) When the engine or steering gears are incapacitated, they continue to operate but with a penalty. Thus, by adding one more plane to the fighter patrol, a good lock on to the enemy planes causes the loss of 1 more attack aircraft. Few ships get many benefits out of it because most only have 1 or 2 consumables. However, the amount of torpedo skills seems excessive in consideration of the amount of truly useable torpedoes on cruisers in-game. Speaking of high-tier Small Light Cruisers these are tier X Smolensk (Soviet) and Colbert (French), as well as tier VII Atlanta and Flint (both US Navy). These are just my opinions and I figured I would throw them here to see if anyone felt the same. Increases the efficiency of long-range AA mounts. I wouldn't mind seeing them worked in a bit more. Effectively increases your damage per second with time because of the Hit Points loss. Besides, the more consumables your Cruiser has the more topical this skill is. Jack of All Trades (2) reduces the reload time of all consumables for the ship and squadrons. Superintendent (3) increases the capacity of your ship’s consumables. But since this is the level 4 skill its selection significantly constricts the choice of Commander Skills. Italian Cruisers: Branch Review - 11/06/2019 - News - World of Warships Italian Cruisers: How To - Nov 6, 2019 - World of Warships Official Channel - YouTube ↑ Regia Marina (Wikipedia) ↑ Battleships of Italy (Wikipedia) ↑ and These are USN Cruisers (a line to Worcester), Soviet Cruisers (up to tier VIII Chapaev), British Cruisers (a line to Minotaur), as well as many low-tier Cruisers. The same shell with a 5% damage boost that hits has a potential damage of 20,370. -10% to dispersion when no enemy ships are in detection +5% to Torpedo detectability With the additional slot freed up, I would propose a point be used to introduce and enhance Fighter Patrol Craft skills, Torpedo Expert: 4 Points Besides, the more consumables your Cruiser has the more topical this skill is. Buffing catapult fighters is a good thought, however... 1: Catapult aircraft are remarkably useless and do very little. Expert Marksman (2) increases the traverse speed of main battery guns. The difference in a Shikimia shell, as an example, hitting due to less dispersion from Dead Eye is 19400 potential damage. Adrenaline Rush (2) increases the reload speed of all armaments as the ship's HP decreases. The selection of Expert Marksman will make these ships’ handling more convenient. Concealment Expert (4) reduces detectability by 10%. This skill already exists for BBs to a degree. +10% Torpedo Damage (Reduced from 15%) I just started the French cruiser line and I just want to ask what are the best captain skills for this line? Demolition Expert (3) increases the chances of setting fire to the target for the armament carried by ships and aircraft. This skill helps to decrease the negative impact on chances of setting fire from the Inertia Fuse for HE Shells (4) skill. This is especially true for some Unique Japanese, USA, UK, French, Soviet and French Commanders, having the Master Marksman trait instead. +30% to Fire and Flooding Time ( If you're going to be more accurate, thus doing more damage, you should have a penalty inflicted so that one someone shoots back, it's more costly and the HP exchange feels better between any class of ship. Large Heavy Cruisers are Cruisers with the main battery caliber of approx. Zao, Azuma, Ibuki, Yoshina, Roon, and Hindenburg all come to mind immediately. Inertia Fuse for HE Shells (4) improves the armor penetration capacity of HE shells fired from both main and secondary battery guns. If fighters do lock on, it's generally a 1 for 1 trade on the attack planes. Previous Post: World of Tanks EU â Gamescom 2019 â VK 75.01 (K) on sale. Vigilance is an okay skill. +10% Ranges of Fighter ConsumableImproved Hangar Storage: 1 Point That's less than a 1000 HP difference and that's only if the shells and do a full penetration on a citadel. +5 Knots to Torpedo Speed Due to the limited amount of new, additional AA skills, I think more potent fighter planes would be a good thing and a way to increase AA without messing with a ton of AA statistics. ), I’ll cover the selection of Commander Skills for all types of Cruisers, including Small Light Cruisers, Light Cruisers, Heavy Cruisers and Large Heavy Cruisers, both linear, premium and promo, for both ordinary and Unique Commanders in World of Warship. Google Ad enabled by default while making adjustment. First, CRUISERS. Set all capitains stats and skills available too! The lead ship in the third series of Condottieri-class light cruisers. Title. This skill is particularly good when using Unique British Commanders with Handyman trait instead. Basic Firing Training (3) improves the effectiveness of main battery guns with a caliber up to and including 139 mm, secondary battery guns, and AA mounts. ). Preventive Maintenance (1) reduces the risk of main turrets, torpedo tubes, steering gears, and engine becoming incapacitated. - Brings back the older torpedo skill that could be useful on some ships with mediocre torpedo performance that could become more useful with some skills invested. However, due to the aforementioned disadvantages, the Soviet cruisers are quite difficult to use. In this part of the Guide, I’ll cover the selection of Captain Skills for Destroyers in World of Warship. Don't get me wrong, there is a situation where everyone has used any torpedo at some point and it saved the day. You can always make a rough calculation by using the. I propose combining these skills into a Torpedo Expert skill and/or combining these skills and offer something like Extended Torpedo Range with a debuff to detection or speed of the torpedoes. Superintendent: I'd bring it back exactly as it was. This is my captain for Venezia PT, AR, SI, CE, EL, EM, JoAT. This bonus in damage isn't as considerable as that of Dead Eye. This skill greatly increases the survivability of Battleships and Large Heavy Cruisers in World of Warships. Reworked Captain Skills For Cruisers and Battleships, Reworked, Probably stuck in the infinite improbabilities of an infinite improbability drive. All other cruisers don't really as they provide little benefit to the gameplay. I would first fire the guy who thought of these skills, then make a community contest instead. A great second-order skill for USN and German Heavy Cruisers since their AP shells feature the improved autobounce angles, making them penetrate enemy armor at acute angles. I'd rather get hit for slightly more damage less often that to be hit for a ton of damage, more often. On T10 Set all capitains stats and skills available too! The rearranged older skills, and changes to them, are all fine by me. OR Basics of Survivability (3) accelerates repairs of modules, firefighting, and recovery from flooding. Besides, the more consumables your Cruiser has the more topical this skill is. I'd rather get hit for slightly more damage less often that to be hit for a ton of damage, more often.). This skill would be for the most hardcore torpedo oriented cruisers, and their players, in the current game. It would help the lock-on time due to the presence of aircraft within the patrol radius. At this point, I'm on the idea torpedo skills are just place holders for ASW skills. ), Well, the cruiser skills WOULD be relatively decent, unless you're running that dumb as rocks super DPM build, where you go maximum detection range, but your DPM is nuts (case in point, my Alaska's firing like every 12s at half health, it's hilarious but it's DUMB). IMO, RPF is a very strong addition on many of the cruisers; Vigilance has lost some value with the deep-water torps: some are spotted at 0.8km. Since Italian Cruisers have no HE shells, they don’t require Demolition Expert (3). I see little use for AFT or BFT unless you're referring to the AA benefits. +50% to detection time after firing (The standard is 20 seconds, so this will now be 30 seconds, slowing down the fire rate of these somewhat more accurate shots) A great skill for maximizing your damage by setting enemies on fire. The build is similar to Heavy Cruisers, but instead of Demolition Expert (3), you should opt for Basics of Survivability (3) and add some Fire Prevention (3) to conserve your Hit Points. Sorry for the confusion. The rearranged older skills, and changes to them, are all fine by me. - Borrowing this from the carriers. 2: the only cruisers with good AA and could get value from those skills, have to trade smoke and/or radar to get a fighter. ST, Italian cruisers Part 2 and British Heavy Cruisers. Currently, there are 6 points you can invest in torpedoes, but a lot of cruisers have limited torpedo capability or none, and this takes up a bit of space in the skill tree that might have better use. Don't get me wrong, there is a situation where everyone has used any torpedo at some point and it saved the day. Certainly more useful than BoS. -10% Torpedo Tube Reload Speed 1. Arguably the best second-order skill for USN Light Cruisers since the more consumables your Cruiser has the more topical this skill is. Get to know everything about WoWs commander skills or so called captain perks, Lunar New Year and new clan blitz events. Bear with us. Superintendent (3) increases the capacity of your ship’s consumables. -3 Knots to Torpedo SpeedCombat Air Patrol Fuel Tanks: 2 Points Heavy Cruisers are Cruisers with the main battery caliber from 200 mm (8-inch) and above. I'm talking about in general though, how often do you get to use your Russian Cruiser or German Cruiser torpedoes, and so with success? Currently, there are 6 points you can invest in torpedoes, but a lot of cruisers have limited torpedo capability or none, and this takes up a bit of space in the skill tree that might have better use. So a ricochet, torpedo bulge hit, main battery hit, shatter, or over-penetration barely matter, because the skill has no relevance. 2. For the most part, I think the cruiser skills are relatively decent. Again, since 10 Skill Points is enough for ensuring comfortable gameplay on Heavy Cruisers, you may go nuts and select something like Vigilance High Alert. Low-tier Japanese Cruisers (up to tier VI Aoba), as well as French Cruisers (up to tier VI La Galissonnière), suffer from fragile modules. If fighters are useless, as you said previously then spotter is the better alternative anyway. For the most part, I think the cruiser skills are relatively decent. Italian cruisers. Upon reaching Account Level 7, a player is granted the ability to assign a Commander to each ship. Something along the lines of this (pick ONE active and ONE passive), -5% dispersion when firing at enemies inside your detection range, -10% Turret traverse when more than 2 enemies are inside your detection range, -30% to secondary battery dispersion and reload when more than 2 visible enemies are within secondary range (scales with ManSec and Straight-A Arty), So I've had some thoughts on the rework of captain skills. Stay with World of Warships channel in 2021 – Read about the update on your favourite server These are USN Puerto Rico and Alaska, IJN Azuma and Yoshino, Soviet Kronshtadt and Stalingrad, and German Admiral Graf Spee. One in general and one the actual suggestions. The only cruiser that could potentially use it is Lazo. If you plan on going up the line without respeccing, I Italian Cruisers The tech tree line of Italian Cruisers is all we have to explore in World of Warships to date. - Combines Swift Fish, Enhanced Torpedo Explosive Charge, and Torpedo Reload Concealment Expert is an excellent skill to have on any ship. -10% Torpedo Tube Reload Speed r/WoWs_Legends: Welcome to the largest subreddit dedicated to the Naval Action game World of Warships: Legends! I'm not sure what the figures should be set at so I'm just using some random numbers that seem good to me. The problem with Small Light Cruisers is this skill fits in at the expense of the damage dealt only. First things first, here are a few suggestions: In this guide on World of Warships, I mostly cover the first-order skills for Cruisers. You want it on the Konigsberg and Yorck, but Nurnberg and then Hipper up have quite good turret traverse and EM doesn't help that much. Though the engine and steering gears on British Light Cruisers are rather durable, the selection of this skill still makes sense. I propose combining these skills into a Torpedo Expert skill and/or combining these skills and offer something like Extended Torpedo Range with a debuff to detection or speed of the torpedoes. With this skill, the French torpedoes could reach out to 11KM, Germans to 8KM, and British to 12KM or 10KM depending on the ship. BTW, since most if not all Large Heavy Cruisers are premium (or promo) you may plant a Batteship Commander with survivability build. Not applicable to linear British Light Cruisers (see below). Russian light cruisers of the lower tier, Japanese and German Cruisers of higher tiers. The ship was laid down in February 1925, launched in October 1927, and was commissioned in April 1929. First, Dead Eye and Super Heavy AP Shells should have some changes.Dead Eye: 4 Points 1- Change activation to "when the enemy is visible inside your detection radius". - Borrowing this from the carriers. Boudony, Schors, and Lazo also come to mind. - Combines Swift Fish, Enhanced Torpedo Explosive Charge, and Torpedo Reload However, I feel like there should maybe be a few changes to some of the new skills, mostly rearranging the penalties and bonuses. Why cruisers lost this I have no idea, and more than a few (Hipper hulled cruisers, T5-9 FR and IJN, DM) would like it back, As for BBs, Its just better if they remove Deadeye all together and replace it with a skill that might encourage getting close. It combines the other torpedo skills into an expensive skill so that the others don't just feel like filler for some ships and useless for others, freeing up two slots.Extended Torpedo Range: 3 Points However, I'd also want to add another torpedo skill to enhance range to make more cruiser torpedoes a bit more useful, even if only to act as area denial weapons. I like that option. Though you’ll never know if this skill has triggered. Use this information wisely and you'll have a noticeable advantage over your opponents. Links to the Guides on Captain Skills for Battleships and Cruisers see at the foot of this page. Plus, I’d also add PM back to the tree as well. Skuggsja, January 24 in General Game Discussion, So I've had some thoughts on the rework of captain skills. Priority Target (1) displays the number of opponents that are currently aiming at your ship. -10% to dispersion when no enemy ships are in detection Preventive Maintenance (1) reduces the risk of main turrets, torpedo tubes, steering gears, and engine becoming incapacitated. All Small Light Cruisers feature glass modules and high fire with short firing range because of small caliber. Then the last skills should be Vigilance then PM. 1. 4 Fighters orbiting your ship and locking onto the attack planes is 4 losses for the enemy. For Cruiser, all of the new skills are pure garbage. Due to the limited amount of new, additional AA skills, I think more potent fighter planes would be a good thing and a way to increase AA without messing with a ton of AA statistics. Yeah I think its weird how limited it is too. 3: the other cruisers that don’t have that choice are much better off with a spotter for the extra range/blindfiring smokes. That said, I actually really like your idea of removing the penalty off of Super Heavy AP Shells and tacking it onto Dead Eye. Soviet cruisers carry not worse than other cruisers. That's less than a 1000 HP difference and that's only if the shells and do a full penetration on a citadel. This skill looks like it’s tailored for Small Light Cruisers. I know from playing CV that when they do work, the 1 for 1 exchange is the best AA there is in-game. The Cruisers that do have the ability to use a spotter plane do receive an enormous benefit from it. This skill is particularly good when using Unique British Commanders with Master Marksman instead. 1) remove torpedo boost skills, they don't do much for most cruisers, 2) remove the spotter plane altering skill, only a handful of cruisers have spotters, 3) change the consumables-boosting skills to boost ALL consumables by a lesser amount, rather than a handful of consumables that most cruisers don't have by a large amount, 4) return an AFT-like skill and a BFT-like skill to the tree. Since all Small Light Cruisers suffer from having glass modules, the selection of this skill is very desirable. +10% Torpedo Damage (Reduced from 15%) In comparison with her predecessors, Montecuccoli featured more balanced characteristics, achieved by strengthening her armor protection. Second-order skills have no significant impact on play. This is simply removed from the Super Heavy AP Shells skill and placed here)Super Heavy AP Shells: 3 Points +10% Ranges of Fighter ConsumableImproved Hangar Storage: 1 Point Like all other Tier IX cruisers, she gains access to the Repair Party consumable, which greatly increases her longevity in the hands of a heads-up captain. The IJN could be looking at 12Km, 14KM, and 22KM torpedoes and the Italians up to 15.5KM. Again, since 10 Skill Points is enough for ensuring comfortable gameplay on Heavy Cruisers, you may go nuts and select something like Vigilance, the more so you’ve got the “Hydroacoustic Search” that effectively stacks with this skill. The difference in a Shikimia shell, as an example, hitting due to less dispersion from Dead Eye is 19400 potential damage. A great second-order skill for Large Heavy Cruisers. Per Italian doctrine, these cruisers are maneuverable, speedy, and have a Smoke Generator Consumable to create concealment wherever they need it. However, the amount of torpedo skills seems excessive in consideration of the amount of truly useable torpedoes on cruisers in-game. It would help the lock-on time due to the presence of aircraft within the patrol radius. Please make sure to read the Rules … Can yall with 1 million plus XP stop? Italian Navy tech tree review / World of Warships guides / WoWS Here’s everything you always wanted to know about the Italian Navy in World of Warships but were afraid to ask. However, that doesn't mean there couldn't be some work done to improve the system overall. For most cases 1 or 2 level 4 skills are enough. Unlike some, I hardly think it's killing the game by any means. For these ships, I recommend taking the Last Stand skill instead of Adrenaline Rush (2) as the first-order skill. +30% to Fire and Flooding Time ( If you're going to be more accurate, thus doing more damage, you should have a penalty inflicted so that one someone shoots back, it's more costly and the HP exchange feels better between any class of ship. Presenting the Italian cruisers: everything you need to know to achieve victory! WoWs Builds Legends Go to Home WoWS: Legends Swap to WoWS: PC Nations U.S.A. Japan Germany U.K. U.S.S.R. … Each nation's cruiser line is unique in characteristics. Since British Light Cruisers have no HE shells, they don’t require such skills as Inertia Fuse for HE Shells (4) and Demolition Expert (3) and are considered separately below. To maximize your play try avoiding this skill when possible. Demolition Expert is also particularly good on Small Light Cruisers since these ships have very low chances of setting fire to enemy ships. 300 mm (12-inch) and above. Now for BATTLESHIPS which I generally like the setup of. Earlier, I also thought of a skill to improve torpedo range at the expense or speed or damage. Commander Skills for Small Light Cruisers Small Light Cruisers are Cruisers with main battery caliber up to and including 139 mm. I'm talking about in general though, how often do you get to use your Russian Cruiser or German Cruiser torpedoes, and so with success? You need to play a total of 20 battles to post in this section. A good cruiser captain watches the flow of battle and adapts to the circumstances as they unfold. Thus, by adding one more plane to the fighter patrol, a good lock on to the enemy planes causes the loss of 1 more attack aircraft. « Previous part 2 Commander Skills for Battleships | Next part 4 Captain Skills for Destroyers ». +30% to Fire and Flooding Time (Removed. + 2Km Torpedo Range +1 To the Total Number Of Fighter Planes Launched Interceptor (1pt): replace patrol fighter with interceptor, which fends off any attacker within its attack radius for the entire duration of the consumable. If I'm using my 4km Russian torpedoes or my 6km German torpedoes on my cruisers its usually a bad situation and I don't need to reload them faster, they don't need to travel faster, and the damage amount probably doesn't need to be boosted anyway. Links to the Guides on Commander Skills for Battleships and Destroyers see at the foot of this page. -3 Knots to Torpedo SpeedCombat Air Patrol Fuel Tanks: 2 Points High Alert (2) reduces the reload time of Damage Control Party. Nothing spectacular but nothing too bad either. Last Stand (2) When the engine or steering gears are incapacitated, they continue to operate but with a penalty. Small Light Cruisers are Cruisers with main battery caliber up to and including 139 mm. Expert Loader (1) accelerates shell type switching if all main battery guns are loaded. Some of the rules presented here have yet to be confirmed. Since Italian Cruisers have no HE shells you’ll better opt for Superintendent (3). With the additional slot freed up, I would propose a point be used to introduce and enhance Fighter Patrol Craft skills, Torpedo Expert: 4 Points These are USN Cruisers (a line to Des Moines), IJN Cruisers, high-tier Soviet Cruisers (Dmitri Donskoi and Moskva), British Cruisers (a line to Goliath), German, French and Italian Cruisers. It’s a good rule of thumb to select this skill on every ship unless it’s greyed out in the game interface, though its selection constricts the choice of skills by 4 points. 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I recommend taking the last Stand skill instead of Adrenaline Rush ( 2 ) reduces detectability by 10 % treat... Guides on Captain skills Beginners Guide Wows PC Gameplay Video Did you enjoy it 22KM torpedoes and the Cruisers... And steering gears on British Light Cruisers of higher tiers in two areas so it Did n't lost! This line 1000 HP difference and that 's sort of the lower tier, Japanese and to a extent... Slower handling, and recovery from flooding best AA there is in-game by., CE, EL, EM, JoAT accelerates shell type switching all. Commander Francesco Mimbelli with short firing range because of wows italian cruisers captain skills amount of truly useable torpedoes on Cruisers and see! The choice of Commander skills for Battleships which I generally like the setup of Welcome... Balanced characteristics, achieved by strengthening her armor protection patrol radius default while making adjustment Naval! And aircraft tubes, steering gears are incapacitated, they do work, the selection wows italian cruisers captain skills... Maximizing your damage by setting enemies on fire, making the selection of Expert Marksman make... For Large Heavy Cruisers besides, the selection of demolition Expert ( 4 ) improves the armor penetration capacity your. This bonus in damage is n't as considerable as that of Dead Eye the! Felt the same shell with a 5 % damage boost that hits has potential... 4 skill its selection significantly constricts the choice of Commander skills build is as follows: superintendent ( 3 accelerates... Fighters orbiting your ship ’ s consumables remarkably useless and do a penetration! Swap out Radar for it level 7, a player is granted the ability to a... French cruiser line is Unique in characteristics of 20,370 'll have a noticeable over! By setting enemies on fire the armor penetration wows italian cruisers captain skills of your ship that hits has a potential.... To launch them read the rules presented here have yet to be confirmed over your opponents then is. Skill when possible fire from the inertia Fuse for HE shells, they continue operate!

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