Jump to content


Crew Skills and Perks


  • Please log in to reply
182 replies to this topic

MaxChaos24 #1 Posted 13 November 2015 - 02:41 PM

    Gameplay Expert

  • Administrator
  • 10449 battles
  • 14,316
  • [WGW]
  • Member since:
    09-15-2013

Crew Skills and Perks play an important role in the game as they give your crew certain boost to help your tanks performance. Deciding which Skill or Perk you want to train can be a difficult choice so be sure to read up on what the Skill and Perk does and how it benefits you. Some Skills and Perks are better used on certain classes, nations, or play styles so decide what best suits your needs. Your crew can have a maximum of 25 skills and perks. 

 

Skills and Perks work slightly different. Skills will become active as soon as you start learning them and become more effective as you increase your training level. Perks will only become effective once they are fully trained. You can view a full list of Skills and Perks below and their affects to help you decide which will benefit you. 

 

Skills

(Activates immediately and becomes more effective based on training level.)

 

Repairs: Accelerates repairs to damage modules. The higher your Crews training level the faster repairs are completed. The skill is more effective when combined with Toolbox and Large Repair Kit.

 

Firefighting: Enhances your crews firefighting abilities. The higher the training level the faster a fire is put out and the less damage per second the fire does to the vehicle before it is extinguished.

 

Camouflage: Reduced vehicle visibility. The higher the training level the lower the chance that your vehicle will be spotted by the enemy. The skill is more effective when combined with Camouflage Net.
 

Mentor:  Provides a 10% Crew XP Bonus when fully trained.
 

Jack of All Trades: Enables the Commander to master every qualification and replace knocked-out crew members for 50% of their Training level once fully trained. Only major qualifications can be substituted. The replacement effect diminishes with each crew member knocked out so if 2 members are knocked out, he can perform their duties at 25% per crew member.

 

Recon: Increases the Maximum View Range by 2% when fully trained. This skill is more effective if the observation device is destroyed by providing a 20% increase, or when combined with Situational Awareness, Coated Optics, and Binocular Telescope. 
 

Pain Tolerance: Reduces the chance of a critical damage to crew members by 10% when fully trained. This skill is more effective when combined with a Spall Liner and a Large First Aid Kit.
 

Situational Awareness: Extends View Range by 3% when fully trained. The skill is more effective when combined with Recon, Coated Optics, and Binocular Telescope. 
 

Signal Boosting: Extends Signal Range by 20% when fully trained.

 

Relaying: Extends Signal Range of allied communications within vehicle’s radio coverage by 10% when fully trained. 

 

Smooth Ride: Improves accuracy when firing on the move by 4% when fully trained. The skill is not effective if the vehicle is stationary or rotating. The skill is more effective when combined with Vertical Stabilizer. 
 

Clutch Braking: Increases vehicle rotation speed by 5% when fully trained. The skill is more effective when combined with Additional Grousers, Lend-Lease Oil, Quality Oil, Removed Speed Governor, 100-octane, and 105-octane Gasoline. 

 

Off-Road Driving: Reduces ground resistance when driving on soft terrain by 10% and moderately soft terrain by 2.5% when fully trained. Lower ground resistance increases vehicle maneuverability and acceleration. The skill is more effective when combined with Additional Grousers.

 

Controlled Impact: Decreases ramming damage to your vehicle by 15% and increases ramming damage to enemy vehicles by 15% when fully trained. The skill is effective only while your vehicle is in motion. The skill is ineffective when two allied vehicles collide.

 

Snap Shot: Improves accuracy during turret rotation by 7.5% when fully trained. The skill is more effective when combined with Vertical Stabilizer.

 

Armorer: Improves accuracy of a damaged gun by 20% when fully trained. The skill is more effective when combined with Vertical Stabilizer.

 

Snakebite: Improves your gunners accuracy by reducing dispersion by 5% when fully trained. This skill is more effective when combined with Vertical Stabilizer, Snap Shot, Smooth Ride.

 

Supply Conservation: Rationing techniques give your Commander a 10% chance to preserve a consumable item when it is used during battle. Can only happen once per battle.

 

Last Stand: Boosts Crew proficiency by 10% when your vehicle's HP is less than 10%.

 

Iron Mace: Decreases the effect of range on the penetration ability of fired rounds.

Perks

( Activates once fully trained.)

 

Brothers in Arms: Improves major qualifications and all skills for the entire crew by increasing their Training Level by 5%. The perk is more effective when combined with Improved Ventilation, Extra Combat Rations, Chocolate, Case of Cola, Pudding and Tea, Strong Coffee, Improved Combat Rations. 

 

Eagle Eye: Enables the Commander to identify critically damage modules on targeted vehicles within the view range after a 4 second delay. Is effective both in indirect and direct fire modes. 

 

Sixth Sense: Enables the Commander to identify whether the vehicle has been detected by the enemy instantly. 

 

Green Thumb: Your tank’s camouflage factor while hidden in foliage is 5% more effective than normal. This perk is more effective when combined with Camouflage Net and the Camouflage skill.

 

Swimming Lessons: The amount of time your tank can survive underwater is increased by 50%.

 

Call for Vengeance: Enables the Radio Operator that survived the destruction of their vehicle to report enemy positions for another two seconds. If no Radio Operator exists the Commander must survive for this skill to take effect.

 

Preventative Maintenance: Reduces the chance of engine fire by 25%. The perk is more effective when combined with Automatic Fire Extinguishers.

 

Paratrooper Training: Reduced falling damage by 20%

 

Silent Driving: Decreases the effect that movement has on your tank’s camouflage factor 50%. This perk is more effective when combined with the Camouflage skill.

 

Track Mechanic: The Driver is able to repair the tracks 20% faster. This perk is more effective when combined with Toolbox and the Repairs skill.

 

Deadeye: Increases the chance to cause critical damage to enemy vehicle modules and crew by 3%. It is effective only with AP, APCR, and HEAT shells. 

 

Designated Target: Makes targeted enemy vehicles within 10 degrees of your reticle visible for two more seconds. The perk is effective both in direct and indirect fire modes. 

 

Muffled Shot: Decreases the effect of firing on your tank’s camouflage factor by 25%. This perk is more effective when combined with Camouflage Net and the Camouflage skill. 

 

Safe Stowage: Increases ammo rack durability by 12.5%. The perk is more effective when combined with Wet Ammo Rack.

 

Adrenaline Rush: Accelerates gun loading if the vehicle has less than 10% of its hit points left by 9.09%. The perk is more effective when combined with Gun Rammer.

 

Intuition: Gives a 17% chance that you won’t lose any reload progress when switching ammo types. Effect stacks with two loaders giving you a 34% chance.  This will only occur if your tank has more than one shell type equipped. 

 


PirateTanker #2 Posted 13 November 2015 - 05:30 PM

    Major

  • Players
  • 24876 battles
  • 2,398
  • [LIGHT]
  • Member since:
    04-24-2014
Boss lookin for heads to chop Max? This thread is "look busy" work....:trollface:

#LightTankMasterRace 


emperordennis #3 Posted 13 November 2015 - 05:36 PM

    Captain

  • Players
  • 15452 battles
  • 1,696
  • [THE]
  • Member since:
    02-12-2014

View PostMaxChaos24, on 13 November 2015 - 02:41 PM, said:

 

 

 

Awesome max, great to see some specific numbers!

 

I however have three questions :

1) for Designated Target: what qualifies as a marked target? Do you need to look at it? Do you have to be the one spotting the enemy of does it work even if you are not spotting yourself? 

2) for Designated Target: what is indirect fire mode? Is it sniper view or artillery view, or both? I know it's different on pc but there is always a lot of debate about it.

3) do you have a percentage for the first two skills (repair and fire fighting) when they are fully trained?


Very good guide: Beta582's Guide to Everything

 

All WoT Console tank characteristics (including hidden stats): WoT Console Encyclopedia

 


MaxChaos24 #4 Posted 13 November 2015 - 06:37 PM

    Gameplay Expert

  • Administrator
  • 10449 battles
  • 14,316
  • [WGW]
  • Member since:
    09-15-2013

View Postemperordennis, on 13 November 2015 - 11:36 AM, said:

 

Awesome max, great to see some specific numbers!

 

I however have three questions :

1) for Designated Target: what qualifies as a marked target? Do you need to look at it? Do you have to be the one spotting the enemy of does it work even if you are not spotting yourself? 

2) for Designated Target: what is indirect fire mode? Is it sniper view or artillery view, or both? I know it's different on pc but there is always a lot of debate about it.

3) do you have a percentage for the first two skills (repair and fire fighting) when they are fully trained?

 

1. Targeted means you have your camera on them. (There info displays above their tank).

2. Both. Indirect Fire is Artillery. Direct Fire is everything else. 

3. It's different per tank as they have their own rate of burn/damage/repair times/etc. Due to this, it can't be represented by a number.



emperordennis #5 Posted 13 November 2015 - 08:02 PM

    Captain

  • Players
  • 15452 battles
  • 1,696
  • [THE]
  • Member since:
    02-12-2014
Thanks :great:

Very good guide: Beta582's Guide to Everything

 

All WoT Console tank characteristics (including hidden stats): WoT Console Encyclopedia

 


KillerDNA #6 Posted 13 November 2015 - 10:23 PM

    Major

  • Players
  • 29271 battles
  • 6,389
  • [LIGHT]
  • Member since:
    01-04-2014

so designated target works for arty shooting at things across the map?

NAILED IT


Lycan T71 ** (Dot Dot Slash) / Cruiser Mk.II (Matilda Crusher) / Spähpanzer Ru 251 *** (Sucker Punch) / ELC AMX *** (Spider Ninji)

 KV-2 ** (I'm a Derpaholic) / GwE-100 *** (Mighty Mammut) / FV304 *** (BERT the Daredevil) / S-51 *** (Finger of Death)

 Light Tank Master Race 


Jet Army #7 Posted 13 November 2015 - 10:31 PM

    Major

  • Beta Tester
  • 25694 battles
  • 2,053
  • [STEIN]
  • Member since:
    08-07-2013
yes indirect fire is for the artillery. this gives good insight on crew build, that is which perks or skills should be first . for class specific of course.

leova #8 Posted 14 November 2015 - 01:22 AM

    Major

  • Players
  • 10176 battles
  • 11,876
  • [47R]
  • Member since:
    06-11-2014

View PostMaxChaos24, on 13 November 2015 - 09:41 AM, said:

Crew Skills and Perks play an important role in the game as they give your crew certain boost to help your tanks performance. Deciding which Skill or Perk you want to train can be a difficult choice so be sure to read up on what the Skill and Perk does and how it benefits you. Some Skills and Perks are better used on certain classes, nations, or play styles so decide what best suits your needs. Your crew can have a maximum of 25 skills and perks. 

 

Skills and Perks work slightly different. Skills will become active as soon as you start learning them and become more effective as you increase your training level. Perks will only become effective once they are fully trained. You can view a full list of Skills and Perks below and their affects to help you decide which will benefit you. 

 

Skills

(Activates immediately and becomes more effective based on training level.)

 

Repairs: Accelerates repairs to damage modules. The higher your Crews training level the faster repairs are completed. The skill is more effective when combined with Toolbox and Large Repair Kit.

 

Firefighting: Enhances your crews firefighting abilities. The higher the training level the faster a fire is put out and the less damage per second the fire does to the vehicle before it is extinguished.

 

Camouflage: Reduced vehicle visibility. The higher the training level the lower the chance that your vehicle will be spotted by the enemy. The skill is more effective when combined with Camouflage Net.
 

Mentor:  Provides a 10% Crew XP Bonus when fully trained.
 

Jack of All Trades: Enables the Commander to master every qualification and replace knocked-out crew members for 50% of their Training level once fully trained. Only major qualifications can be substituted. The replacement effect diminishes with each crew member knocked out so if 2 members are knocked out, he can perform their duties at 25% per crew member.

 

Recon: Increases the Maximum View Range by 2% when fully trained. This skill is more effective if the observation device is destroyed by providing a 20% increase, or when combined with Situational Awareness, Coated Optics, and Binocular Telescope. 
 

Pain Tolerance: Reduces the chance of a critical damage to crew members by 10% when fully trained. This skill is more effective when combined with a Spall Liner and a Large First Aid Kit.
 

Situational Awareness: Extends View Range by 3% when fully trained. The skill is more effective when combined with Recon, Coated Optics, and Binocular Telescope. 
 

Signal Boosting: Extends Signal Range by 20% when fully trained.

 

Relaying: Extends Signal Range of allied communications within vehicle’s radio coverage by 10% when fully trained. 

 

Smooth Ride: Improves accuracy when firing on the move by 4% when fully trained. The skill is not effective if the vehicle is stationary or rotating. The skill is more effective when combined with Vertical Stabilizer. 
 

Clutch Braking: Increases vehicle rotation speed by 5% when fully trained. The skill is more effective when combined with Additional Grousers, Lend-Lease Oil, Quality Oil, Removed Speed Governor, 100-octane, and 105-octane Gasoline. 

 

Off-Road Driving: Reduces ground resistance when driving on soft terrain by 10% and moderately soft terrain by 2.5% when fully trained. Lower ground resistance increases vehicle maneuverability and acceleration. The skill is more effective when combined with Additional Grousers.

 

Controlled Impact: Decreases ramming damage to your vehicle by 15% and increases ramming damage to enemy vehicles by 15% when fully trained. The skill is effective only while your vehicle is in motion. The skill is ineffective when two allied vehicles collide.

 

Snap Shot: Improves accuracy during turret rotation by 7.5% when fully trained. The skill is more effective when combined with Vertical Stabilizer.

 

Armorer: Improves accuracy of a damaged gun by 20% when fully trained. The skill is more effective when combined with Vertical Stabilizer.

 

 

 

Perks

( Activates once fully trained.)

 

Brothers in Arms: Improves major qualifications and all skills for the entire crew by increasing their Training Level by 5%. The perk is more effective when combined with Improved Ventilation, Extra Combat Rations, Chocolate, Case of Cola, Pudding and Tea, Strong Coffee, Improved Combat Rations. 

 

Eagle Eye: Enables the Commander to identify critically damage modules on targeted vehicles within the view range after a 4 second delay. Is effective both in indirect and direct fire modes. 

 

Sixth Sense: Enables the Commander to identify whether the vehicle has been detected by the enemy instantly. 

 

Green Thumb: Your tank’s camouflage factor while hidden in foliage is 5% more effective than normal. This perk is more effective when combined with Camouflage Net and the Camouflage skill.

 

Swimming Lessons: The amount of time your tank can survive underwater is increased by 50%.

 

Call for Vengeance: Enables the Radio Operator that survived the destruction of their vehicle to report enemy positions for another two seconds. If no Radio Operator exists the Commander must survive for this skill to take effect.

 

Preventative Maintenance: Reduces the chance of engine fire by 25%. The perk is more effective when combined with Automatic Fire Extinguishers.

 

Paratrooper Training: Reduced falling damage by 20%

 

Silent Driving: Decreases the effect that movement has on your tank’s camouflage factor 50%. This perk is more effective when combined with the Camouflage skill.

 

Track Mechanic: The Driver is able to repair the tracks 20% faster. This perk is more effective when combined with Toolbox and the Repairs skill.

 

Deadeye: Increases the chance to cause critical damage to enemy vehicle modules and crew by 3%. It is effective only with AP, APCR, and HEAT shells. 

 

Designated Target: Makes targeted enemy vehicles visible for two more seconds. The perk is effective both in direct and indirect fire modes. 

 

Muffled Shot: Decreases the effect of firing on your tank’s camouflage factor by 25%. This perk is more effective when combined with Camouflage Net and the Camouflage skill. 

 

Safe Stowage: Increases ammo rack durability by 12.5%. The perk is more effective when combined with Wet Ammo Rack.

 

Adrenaline Rush: Accelerates gun loading if the vehicle has less than 10% of its hit points left by 9.09%. The perk is more effective when combined with Gun Rammer.

 

Intuition: Gives a 17% chance that you won’t lose any reload progress when switching ammo types. Effect stacks with two loaders giving you a 34% chance.  This will only occur if your tank has more than one shell type equipped. 

 

 

 

 

 

 

Thanks for posting these!

Interesting to see the concrete numbes for things like Muffled/Green/PainTolerance, makes me want to dump Green Thumb for something besides a "5% sitting-in-bushes boost"



Obsidian106RR #9 Posted 14 November 2015 - 02:25 AM

    Sergeant

  • Players
  • 13356 battles
  • 111
  • Member since:
    12-28-2014

View PostMaxChaos24, on 13 November 2015 - 09:41 AM, said:

Crew Skills and Perks play an important role in the game as they give your crew certain boost to help your tanks performance. Deciding which Skill or Perk you want to train can be a difficult choice so be sure to read up on what the Skill and Perk does and how it benefits you. Some Skills and Perks are better used on certain classes, nations, or play styles so decide what best suits your needs. Your crew can have a maximum of 25 skills and perks. 

 

Skills and Perks work slightly different. Skills will become active as soon as you start learning them and become more effective as you increase your training level. Perks will only become effective once they are fully trained. You can view a full list of Skills and Perks below and their affects to help you decide which will benefit you. 

 

Skills

(Activates immediately and becomes more effective based on training level.)

 

Repairs: Accelerates repairs to damage modules. The higher your Crews training level the faster repairs are completed. The skill is more effective when combined with Toolbox and Large Repair Kit.

 

Firefighting: Enhances your crews firefighting abilities. The higher the training level the faster a fire is put out and the less damage per second the fire does to the vehicle before it is extinguished.

 

Camouflage: Reduced vehicle visibility. The higher the training level the lower the chance that your vehicle will be spotted by the enemy. The skill is more effective when combined with Camouflage Net.
 

Mentor:  Provides a 10% Crew XP Bonus when fully trained.
 

Jack of All Trades: Enables the Commander to master every qualification and replace knocked-out crew members for 50% of their Training level once fully trained. Only major qualifications can be substituted. The replacement effect diminishes with each crew member knocked out so if 2 members are knocked out, he can perform their duties at 25% per crew member.

 

Recon: Increases the Maximum View Range by 2% when fully trained. This skill is more effective if the observation device is destroyed by providing a 20% increase, or when combined with Situational Awareness, Coated Optics, and Binocular Telescope. 
 

Pain Tolerance: Reduces the chance of a critical damage to crew members by 10% when fully trained. This skill is more effective when combined with a Spall Liner and a Large First Aid Kit.
 

Situational Awareness: Extends View Range by 3% when fully trained. The skill is more effective when combined with Recon, Coated Optics, and Binocular Telescope. 
 

Signal Boosting: Extends Signal Range by 20% when fully trained.

 

Relaying: Extends Signal Range of allied communications within vehicle’s radio coverage by 10% when fully trained. 

 

Smooth Ride: Improves accuracy when firing on the move by 4% when fully trained. The skill is not effective if the vehicle is stationary or rotating. The skill is more effective when combined with Vertical Stabilizer. 
 

Clutch Braking: Increases vehicle rotation speed by 5% when fully trained. The skill is more effective when combined with Additional Grousers, Lend-Lease Oil, Quality Oil, Removed Speed Governor, 100-octane, and 105-octane Gasoline. 

 

Off-Road Driving: Reduces ground resistance when driving on soft terrain by 10% and moderately soft terrain by 2.5% when fully trained. Lower ground resistance increases vehicle maneuverability and acceleration. The skill is more effective when combined with Additional Grousers.

 

Controlled Impact: Decreases ramming damage to your vehicle by 15% and increases ramming damage to enemy vehicles by 15% when fully trained. The skill is effective only while your vehicle is in motion. The skill is ineffective when two allied vehicles collide.

 

Snap Shot: Improves accuracy during turret rotation by 7.5% when fully trained. The skill is more effective when combined with Vertical Stabilizer.

 

Armorer: Improves accuracy of a damaged gun by 20% when fully trained. The skill is more effective when combined with Vertical Stabilizer.

 

 

 

Perks

( Activates once fully trained.)

 

Brothers in Arms: Improves major qualifications and all skills for the entire crew by increasing their Training Level by 5%. The perk is more effective when combined with Improved Ventilation, Extra Combat Rations, Chocolate, Case of Cola, Pudding and Tea, Strong Coffee, Improved Combat Rations. 

 

Eagle Eye: Enables the Commander to identify critically damage modules on targeted vehicles within the view range after a 4 second delay. Is effective both in indirect and direct fire modes. 

 

Sixth Sense: Enables the Commander to identify whether the vehicle has been detected by the enemy instantly. 

 

Green Thumb: Your tank’s camouflage factor while hidden in foliage is 5% more effective than normal. This perk is more effective when combined with Camouflage Net and the Camouflage skill.

 

Swimming Lessons: The amount of time your tank can survive underwater is increased by 50%.

 

Call for Vengeance: Enables the Radio Operator that survived the destruction of their vehicle to report enemy positions for another two seconds. If no Radio Operator exists the Commander must survive for this skill to take effect.

 

Preventative Maintenance: Reduces the chance of engine fire by 25%. The perk is more effective when combined with Automatic Fire Extinguishers.

 

Paratrooper Training: Reduced falling damage by 20%

 

Silent Driving: Decreases the effect that movement has on your tank’s camouflage factor 50%. This perk is more effective when combined with the Camouflage skill.

 

Track Mechanic: The Driver is able to repair the tracks 20% faster. This perk is more effective when combined with Toolbox and the Repairs skill.

 

Deadeye: Increases the chance to cause critical damage to enemy vehicle modules and crew by 3%. It is effective only with AP, APCR, and HEAT shells. 

 

Designated Target: Makes targeted enemy vehicles visible for two more seconds. The perk is effective both in direct and indirect fire modes. 

 

Muffled Shot: Decreases the effect of firing on your tank’s camouflage factor by 25%. This perk is more effective when combined with Camouflage Net and the Camouflage skill. 

 

Safe Stowage: Increases ammo rack durability by 12.5%. The perk is more effective when combined with Wet Ammo Rack.

 

Adrenaline Rush: Accelerates gun loading if the vehicle has less than 10% of its hit points left by 9.09%. The perk is more effective when combined with Gun Rammer.

 

Intuition: Gives a 17% chance that you won’t lose any reload progress when switching ammo types. Effect stacks with two loaders giving you a 34% chance.  This will only occur if your tank has more than one shell type equipped. 

 

Three times now My tanks have reached 3% to finish learning a skill so I can acquire a new skill and the skill level drops back to 87% making all the game playing to learn that skill wasted.

Three tickets have been sent in and this problem started less than three weeks ago.

The latest is the T-1 Cunningham on 11/13/2015 I got the camouflaged skill almost learned I had only 3% more to learn and could learn a new skill then after the last battle ended I checked my skill percentage and it was 87 % to go.

 

What is the point in having skills and working to learn them so you can upgrade to another skill if the game sets you back?

 

Is it a bug or is the game being hacked or trolled?

 

What is the problem?

 

 

 

 

 

 

 


<--RR--<< 106 >>--RR-->

My Avatar is an M-274 armed with an M-40 106 mm  Recoilless Rifle A Tank Destroyer/Assault gun.


leova #10 Posted 14 November 2015 - 02:50 AM

    Major

  • Players
  • 10176 battles
  • 11,876
  • [47R]
  • Member since:
    06-11-2014

View PostObsidian106RR, on 13 November 2015 - 09:25 PM, said:

something

you posted an entirely separate thread for that dude, no need to copy/paste the same thing in multiple threads about nonrelated issues

You also need to explain your situation MUCH better, right now its impossible to understand what exactly happened
 


Edited by leova, 14 November 2015 - 02:51 AM.


DUBIOUSrepair #11 Posted 16 November 2015 - 10:27 PM

    Captain

  • Players
  • 16548 battles
  • 1,407
  • [LYCAN]
  • Member since:
    02-03-2014
I thought that skills and perks gained from previous tanks do not come into play until the crew reaches 100% core training, yet my T25/2 has Sixth Sense with crew training at 80%. How is this possible?

MaxChaos24 #12 Posted 16 November 2015 - 10:37 PM

    Gameplay Expert

  • Administrator
  • 10449 battles
  • 14,316
  • [WGW]
  • Member since:
    09-15-2013

View PostWizenJellyfish6, on 16 November 2015 - 04:27 PM, said:

I thought that skills and perks gained from previous tanks do not come into play until the crew reaches 100% core training, yet my T25/2 has Sixth Sense with crew training at 80%. How is this possible?

 

Any skill or perk that is 100% trained continues to work, even if your crew is not back to 100% yet. You just have to train your crew to 100% before you can continue training your current skill/perk.

IronBallsMatt #13 Posted 16 November 2015 - 10:53 PM

    Captain

  • Players
  • 10629 battles
  • 1,356
  • Member since:
    05-06-2014

please remind me, what boost exactly do the repairs, firefighting and camouflage skills give ?

 

cheers :great:



GrinReaper79 #14 Posted 16 November 2015 - 11:15 PM

    First lieutenant

  • Supertester
  • 28771 battles
  • 511
  • [7F]
  • Member since:
    02-28-2014
Does the Mentor perk actually improve my crews performance or is it giving me extra xp only? when should i be using this perk to get the most of it?.....Thanks.....

IronBallsMatt #15 Posted 16 November 2015 - 11:55 PM

    Captain

  • Players
  • 10629 battles
  • 1,356
  • Member since:
    05-06-2014

mentor only gives you more experience.

 

Choose mentor as your first skill/perk and forget you have it. Make sure your tank has vents and do things like putting your crew into a premium tank every day to make the most of the premium and x2 xp bonuses, and going for all the operations which give xp bonuses. I usually get rid of mentor once i have 5 or 6 skills, because by then i am more or less in the position to create the 'perfect' skill set for most tanks, but it if you go on to grind 9 skills for a crew, mentor will have earned you an extra one with its bonuses

 

Brother in Arms will boost all crew skills a bit so get that as your second skill/perk to make the most of the mentor bonus. If you have gold, you might want to train a useful skill as your second skill/perk and swap this to BIA which is a perk so doesnt do anything until it's 100%



R13 DeWolf #16 Posted 17 November 2015 - 01:40 PM

    Captain

  • Beta Tester
  • 22534 battles
  • 1,621
  • Member since:
    10-14-2013

View PostMattbot 360, on 16 November 2015 - 06:55 PM, said:

mentor only gives you more experience.

 

Choose mentor as your first skill/perk and forget you have it. Make sure your tank has vents and do things like putting your crew into a premium tank every day to make the most of the premium and x2 xp bonuses, and going for all the operations which give xp bonuses. I usually get rid of mentor once i have 5 or 6 skills, because by then i am more or less in the position to create the 'perfect' skill set for most tanks, but it if you go on to grind 9 skills for a crew, mentor will have earned you an extra one with its bonuses

 

Brother in Arms will boost all crew skills a bit so get that as your second skill/perk to make the most of the mentor bonus. If you have gold, you might want to train a useful skill as your second skill/perk and swap this to BIA which is a perk so doesnt do anything until it's 100%

 

These are usually my first two on any new crew.

 


‘An lo I look across the field of red and see my brothers laying there. No pain now do they know as they lay were flowers once did grow. To the glorious dead. May their souls find peace in the Elysian fields and the halls of Valhalla because their feet have already walked the valleys of hell in this life.’

"Vires et honestas"


Derelictus #17 Posted 17 November 2015 - 08:02 PM

    Captain

  • Supertester
  • 11377 battles
  • 1,980
  • [VGC]
  • Member since:
    02-15-2014

View PostR13 DeWolf, on 17 November 2015 - 01:40 PM, said:

 

These are usually my first two on any new crew.

 

I usually train Repairs or Camo first, then swap to 6th Sense. Retrain Repairs/Camo and swap in BIA. Retrain Repairs/Camo a third time, and then train Mentor at the 4th position. The first 4 skills train pretty quickly, and I like to have those keystone skills on a crew. From 5th on I really feel the benefits of Mentor...



Aelgyn #18 Posted 17 November 2015 - 09:35 PM

    Captain

  • Players
  • 11800 battles
  • 1,234
  • Member since:
    11-26-2014
It took me a while to figure out that the symbol for skills is a compass and that perks have a lightning. That made it hard initially to figure out which were skills and which were perks.

leova #19 Posted 17 November 2015 - 10:05 PM

    Major

  • Players
  • 10176 battles
  • 11,876
  • [47R]
  • Member since:
    06-11-2014

View PostAelgyn, on 17 November 2015 - 04:35 PM, said:

It took me a while to figure out that the symbol for skills is a compass and that perks have a lightning. That made it hard initially to figure out which were skills and which were perks.

 

you can press RT (Right Trigger) on any screen in the Garage to get help/info about it. Most of them explain things like that, and that one in particular definitely does :)

Aelgyn #20 Posted 17 November 2015 - 10:42 PM

    Captain

  • Players
  • 11800 battles
  • 1,234
  • Member since:
    11-26-2014

View Postleova, on 17 November 2015 - 02:05 PM, said:

 

you can press RT (Right Trigger) on any screen in the Garage to get help/info about it. Most of them explain things like that, and that one in particular definitely does :)

 

Maybe this description got added in a later update? I knew about RT before I got this figured out.




1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users