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Mentor Skill: When Is It Worth It


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N333DL3 #1 Posted 23 August 2019 - 09:07 PM

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This is the skill that gives you a 10% bonus on achieving other skills.  So in other words, you only need 90% of the XP you would normally need to complete the skill/perk (I think).

 

The drawback is the skill doesn't do anything for you in terms of play, ie give you any advantage.  It is essentially a wasted slot in that respect.

 

So at what point does the skill offer dividends.  Is is after your 10th skill you might reap the rewards on having gotten their faster?



Sadriel Fett #2 Posted 23 August 2019 - 09:17 PM

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Been getting bored there hasn't been a full-on Mentor thread debacle lately?  Doesn't this fall under the "creating disruptive threads" according to the new forum rules?  Hahaha!   :P:trollface:

 

 

Oh well, I'm game.  I just make it my first skill and forget about it until I reach 25 skills.  Although, I'll leave it in until my crews reach rank 17, since it takes slightly more Crew XP to get Rank 17 than it does to get 25 skills.  Then I'll swap it out, as you don't need it anymore.  Being down a more useful "battle skill" isn't that big of a deal in the grand scheme of things, if I don't have to play as many games to get the same amount of Crew XP.


 

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panthermark #3 Posted 23 August 2019 - 09:21 PM

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You have 38,000 games and have been here since 2014.....you already know the answer right?  This is just a Friday troll thread?

 

Anyway, I don't normally use it....but I have as of late on two different occasions. 

 

1. I had something like a 10 skill crew in a high tier German scout (RU).  I was doing well enough in the tank that that thought it made more sense to train mentor than anything else at that point.  I run silent drive on all my crews....but since it was a scout, I ran mentor instead.  

 

2. I started to train a new Bogatyr crew the other day in a Captured KV-1.  With all of the boosts....and having a bit more experience.....I started with Mentor this time around just to see if it makes a difference.  The CKV-1 is basically fool proof anyway.  No skills really needed. 


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Geordie P #4 Posted 23 August 2019 - 09:42 PM

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h

f1mitku #5 Posted 23 August 2019 - 09:50 PM

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Don't rush me, I'm waiting for the last moment!

M4ntiX #6 Posted 23 August 2019 - 09:57 PM

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Mentor is awsum, not sure about muh arty tho... should it be buffed? Do you luv arty too? I luv arty. Oh, a cookie...!

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Pit Friend #7 Posted 23 August 2019 - 10:01 PM

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PoopStopsHere #8 Posted 23 August 2019 - 10:59 PM

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I like to use skills to enhance my tank, so I toss it on after my 5th to 8th skill depending on the tank.  

 

There are other threads showing the breakdown if you add it on as your 1st skill.   Shows when you would have gotten that extra skill while still (place holding) the Mentor skill slot ;)


 


HawkZ71 #9 Posted 23 August 2019 - 11:18 PM

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Oh yes, another Mentor thread.

 

For me, first skill on every crew. Then BiA.  Those combined give you a 10.5% crew xp bonus. What makes it really valuable is that it is calculated over all other xp including the extra 25% elite/premium crew xp bonus.

 

It really pays dividends when we have X5 days combined with turning on boosts.



IBROX 04 #10 Posted 23 August 2019 - 11:55 PM

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OP mentor?  Getting flashbacks. 3/4 months ago about exactly the the same thread? Ask yourself. Did mentor change in the months since that thread? 

 

 

 

 


Albapfalzd3 #11 Posted 24 August 2019 - 12:25 AM

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View PostN333DL3, on 23 August 2019 - 09:07 PM, said:

This is the skill that gives you a 10% bonus on achieving other skills.  So in other words, you only need 90% of the XP you would normally need to complete the skill/perk (I think).

 

The drawback is the skill doesn't do anything for you in terms of play, ie give you any advantage.  It is essentially a wasted slot in that respect.

 

So at what point does the skill offer dividends.  Is is after your 10th skill you might reap the rewards on having gotten their faster?

 

The yellow statement is wrong so as not to confuse anyone who is not familiar with Mentor. All Perks/Skills still cost the same, Mentor just gives you a 10% (10.5% if combined with BiA) boost to crew XP every match so you acquire the required Crew XP at a faster rate thus saving you time (a lot of time when the skills become more expensive). 

 

Roy



TATHAAGATA #12 Posted 24 August 2019 - 12:28 AM

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Learn Mentor and spend 10 gold coins to change it to the other skill that you wanted. And learn mentor & spend 10 gold again.......

 

mentor skill can burst its learning progress even it's not 100% finished learning.



DrHorrible4Life #13 Posted 24 August 2019 - 12:53 AM

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My favorite part about mentor threads is the staggering amount of incorrect information that people contribute during these threads.  It's math.

 

How many skills do you want on your crew?  How important are they to acquire quickly?  Does your crew trainer tank perform well while missing key perks?  

 

There are many factors that determine whether Mentor is right for you.  If you think it is, you're not wrong.  If you think it isn't, you're not wrong.  



Sammael85 #14 Posted 24 August 2019 - 01:53 AM

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View PostGeordie P, on 23 August 2019 - 10:42 PM, said:

Neveeeeeeeeeeeer! - James Hetfield

 

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Ragyoo #15 Posted 24 August 2019 - 02:06 AM

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Hello,

 

No changes for me :

 

Sixth sense, Mentor, BiA, then specialist crew determined by four strong choices.

 

Some nations favorite crews just go off the moon with 12-18 skills developed.

 

Some small nations just stagnate, no matter what is the mentor reputation, Patton, Rommel, Sun Tzu, Klausewitz, etc.



Unglued2008 #16 Posted 24 August 2019 - 02:50 AM

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It's not worth arguing.  Just convert your free XP to Crew XP.  That's the fastest way to train crews.  Not Mentor.

Spike1958 #17 Posted 24 August 2019 - 03:13 AM

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View PostAlbapfalzd3, on 24 August 2019 - 12:25 AM, said:

 

The yellow statement is wrong so as not to confuse anyone who is not familiar with Mentor. All Perks/Skills still cost the same, Mentor just gives you a 10% (10.5% if combined with BiA) boost to crew XP every match so you acquire the required Crew XP at a faster rate thus saving you time (a lot of time when the skills become more expensive). 

 

Roy

 

Technically the OP is correct. Because the 10% bonus is applied as you go, by the time you would have normally accrued 91000 XP you will have the 100000XP needed for 1-4th level skill.

 

Many people say that Mentor is ineffective because the Crew XP required doubles every 4 skills, while Mentor stays at 10%. If you are planning on having crews with 9 or more skills, then Mentor makes it quicker to get them to that level. If you are only going to have crews with 4 or 5 skills, then Mentor should not be one of them. In any case, if you have a little bit of gold, the quickest way is to train Mentor as the first skill and then spend 10G to convert it to BIA. Then train Mentor again(it is always the quickest skill to get). Then decide to either keep it, or swap it for SS. And if you decide to keep Mentor as a training aid, always train a SKILL not a PERK. Perks have no effect until 100% trained. Train a skill and then swap it for the desired perk. You will at least have the partial effect of the skill while training it up. The argument that Mentor is not a combat skill is only true for the first 4 or 5. Saying I would rather have 9 'combat' skills versus 8 plus mentor is a red herring, IMHBCO. After BIA, SS, SA, recon, snapshot(and the other shooting one), which ones make a true difference? Personal preference. I used to load the one to help move the tank, etc, but lately I have been putting the defensive ones on-Safe Stowage, Preventive Maint, the crew survival one.

YMMV



TransparentBlue #18 Posted 24 August 2019 - 03:31 AM

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Personally, I believe I get a little more than 10% more earned XP from having an extra combat skill.  

It is not always one skill itself giving me 10% more performance in each battle.  None of them do that much good.   Most of the extra XP comes from the close matches where a battle skill makes a loss into a win and then the win bonus applies.  

But if I'm wrong, I'm ok with that, too.  It's not possible to calculate precisely, so go with your own best estimate.  

Wroclaw #19 Posted 24 August 2019 - 03:34 AM

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View PostTransparentBlue, on 24 August 2019 - 03:31 AM, said:

Personally, I believe I get a little more than 10% more earned XP from having an extra combat skill.

 

Mentor doesnt boost earned XP. Mentor boost your FINAL xp.

 

if you get 4000 xp from your daily double then Mentor gives you an extra 400. theres no one skill that can account for an entire 40% of a base 1000 xp game.

 


Edited by Wroclaw, 24 August 2019 - 03:37 AM.


Gallant Prime #20 Posted 24 August 2019 - 03:49 AM

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View PostN333DL3, on 23 August 2019 - 03:07 PM, said:

This is the skill that gives you a 10% bonus on achieving other skills.  So in other words, you only need 90% of the XP you would normally need to complete the skill/perk (I think).

 

The drawback is the skill doesn't do anything for you in terms of play, ie give you any advantage.  It is essentially a wasted slot in that respect.

 

So at what point does the skill offer dividends.  Is is after your 10th skill you might reap the rewards on having gotten their faster?

 

You know how this is going to end right?  :arta:    


 





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