Geordie Scout
Recruit
Posts: 26
Likes: 4
Console: Xbox
Preferred server: EU
Date registered: Mar 22, 2016 15:38:51 GMT
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Post by Geordie Scout on Mar 23, 2016 11:37:40 GMT
My first three are almost always: Sixth Sense BiA Repairs After those, I customize for whatever tank I'm in. This is how I start a new crew as well. After that I'll customise the crew for the tank, but generally: Light = Camo (actually I take this before BIA & repairs on lights) + Vision skills Medium = Camo + Snapshot Heavy = Clutch Braking + Snapshot TD = Camo + Clutch Braking
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JONAS 9804
Recruit
Posts: 9
Likes: 2
Clan tag: DP
Is R35T a Skreb?: Yes
Date registered: Mar 1, 2016 15:35:14 GMT
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Post by JONAS 9804 on Mar 23, 2016 13:41:33 GMT
Myself I always go for Vision/Detection perks first with repairs mixed in. So like 6th sense- BIA- Repairs- Sit Awareness-Camo I drive mostly mediums so there may be some bad info here for heavy drivers etc.
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Lobo
Recruit
Interstellar Bounty Hunter
Posts: 13
Likes: 1
Console: Xbox one
Clan tag: BRAVO
Date registered: Feb 24, 2016 16:14:10 GMT
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Post by Lobo on Jun 17, 2016 23:30:52 GMT
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slipperybat3354
Corporal
Posts: 186
Likes: 49
Console: Xbox one
Preferred server: East
Date registered: Feb 19, 2016 12:50:51 GMT
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Post by slipperybat3354 on Jul 1, 2016 19:26:37 GMT
First Three: Mentor, BIA, SS in that order.
The fourth is either repairs (Mediums, Heavies) or Camo (Lights, TD's, Artillery).
The fifth is Camo for mediums.
Repairs or Sit Awareness for Lights depending on if I use is an active or passive scout.
Repairs for TDs.
Snap Shot for Artillery.
Heavies is usually Snap Shot or Track Mechanic.
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Shockwave
Recruit
Mostly Harmless
Posts: 19
Likes: 3
Console: Xbox 360 & One
Preferred server: EU
Clan tag: 47R
Is R35T a Skreb?: Yes
Date registered: Mar 6, 2016 13:52:51 GMT
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Post by Shockwave on Jul 4, 2016 20:33:41 GMT
Disclaimer - Due to the fact I don't play enough to get 15+skill crew (Or care if by some fluke I do) I do not subscribe to the use of Mentor
First Skill is almost always BiA Second - Repairs or Camo, depending on the tank. Third - Sixth Sense After here it's completely dependent on tank - IS3? Safe Stowage, you get the idea.
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ll SkagPipe ll
Sergeant
Posts: 250
Likes: 101
Date registered: May 5, 2016 14:12:42 GMT
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Post by ll SkagPipe ll on Jul 12, 2016 14:14:36 GMT
I'm 100% with Pit Fiend. SS & BIA are first two...then either camo or repairs or something else specific to fix a problem for a given tank. It seems like most tanks will benefit from a certain skill. After the first 2-3 skills, it gets more tank specific imho.
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Niles Y93
Sergeant
Posts: 358
Likes: 57
Console: Xbox 360 & One
Preferred server: East
Date registered: Apr 5, 2016 4:41:24 GMT
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Post by Niles Y93 on Jul 16, 2016 1:34:45 GMT
My first five are usually like this:
1.) Mentor 2.) Sixth Sense 3.) BIA 4.) Deadeye (except for arty, unless they fixed that) 5.) Repairs
4 and 5 can usually be switched around depending on what type of tank I'm in, but the first 3 are always in that order.
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D1G1TAL GUNF1RE
Recruit
Posts: 12
Likes: 3
Console: Xbox one
Clan tag: MAYHM
Is R35T a Skreb?: Yes
Date registered: Jul 7, 2016 20:28:28 GMT
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Post by D1G1TAL GUNF1RE on Jul 20, 2016 14:50:51 GMT
For my first 5 I would say I go with Sixth Sense - I feel naked without it Brothers in Arms Repairs Situational Awareness Camo/snap shot/smooth driving etc... depending on the tank.
I want to ask about perks/consumables
If you train Jack of All trades is it necessary to have a med kit? If you train firefighting and use a large extinguisher for the passive effects how cost effective will this be vs. bringing a small extinguisher? I read that some people use large fire extinguishers on all their tanks.
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FormulaZR
Lieutenant
Posts: 917
Likes: 606
Console: Xbox one
Date registered: Apr 20, 2016 18:49:42 GMT
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Post by FormulaZR on Jul 20, 2016 15:04:49 GMT
I put camo > BiA for the Borsig (after 6S, of course). Am I doing it wrong? I assume 6S, Camo, BiA, Muffled Shot, then view range perks.
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"statistically insignificant"
Sergeant
I am ThaYankeesWin
Posts: 303
Likes: 156
Console: Xbox
Preferred server: East
Clan tag: BNKR
Date registered: Feb 27, 2016 16:30:10 GMT
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Post by "statistically insignificant" on Jul 20, 2016 20:48:22 GMT
mentor -> swap for sixth sense -> mentor -> swap for BIA -> mentor -> repairs(heavies, assault guns)/camo(scouts, soft TD's, meds)/clutch breaking(SPG's) After that its usually tank specific. I do this as well. I am always training mentor. When I finish it, I swap it and retrain mentor.
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Atom Priest
Captain
Posts: 1,183
Likes: 390
Is R35T a Skreb?: No
Date registered: Feb 14, 2016 0:04:53 GMT
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Post by Atom Priest on Jul 20, 2016 21:06:03 GMT
mentor -> swap for sixth sense -> mentor -> swap for BIA -> mentor -> repairs(heavies, assault guns)/camo(scouts, soft TD's, meds)/clutch breaking(SPG's) After that its usually tank specific. I do this as well. I am always training mentor. When I finish it, I swap it and retrain mentor. it gets it done faster, especially if you have a fleet of premiums. Germans, Americans and Russians are good for it because they have bunch of low tier premiums that are quite cheap. Takes maybe two or three daily doubles to get it finished in 3 or 4 premiums + the home tank, and you make extra silver and free xp too.
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heg82
Sergeant
Arctic Meatball
Posts: 459
Likes: 239
Console: Xbox one
Clan tag: [BNKR]
Date registered: Feb 13, 2016 17:00:48 GMT
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Post by heg82 on Jul 21, 2016 9:12:24 GMT
My first five are usually like this: 1.) Mentor 2.) Sixth Sense 3.) BIA 4.) Deadeye (except for arty, unless they fixed that) 5.) Repairs 4 and 5 can usually be switched around depending on what type of tank I'm in, but the first 3 are always in that order. You should switch it up depending on tank and class. Deadeye usually only feels really good on tanks with a high rate of fire. When it comes to lights, mediums and many TDs camo is a really important skill. Gun handling skills like Smooth Ride and Snap Shot usually goes before Deadeye for me. Lights: Sixth Sense, Camo, BiA, Situational Awareness, Smooth Ride, Snap Shot, All remaining camo skills except Silent driving or if it's a auto loader possibly Deadeye... Mediums: Sixth Sense, BiA, Camo, Snap Shot, Smooth Ride, Situational Awareness, the rest depends on mobility, Camo, fire rate, module and crew vulnerabilities and scouting ability of the tank. Heavies: Repairs, BiA, Sixth Sense, if slow/bad track traverse go for mobility skills, if gun handling is bad go for the apropriate skills, Track Repair and module, crew survival skills. TDs: Depends on armour gun handling and mobility. Either a mix between Medium and Light skills or for heavy TDs a Heavy and Medium mix, usually Clutch Breaking and Offroad Driving as skills 4-6 somewhere. Arty: BiA, Snap Shot, Sixth Sense, Camo... Just my opinion. They don't need to fix Deadeye for arty, it is not intended to work with HE shells.
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