What does the military brotherhood of world of tanks give? What are perks? Learning to choose the right skills for the crew

Additional skills and abilities are available for study by a crew member after mastering the main specialty 100%. When this mark is reached, a “plus sign” will appear in the menu, by clicking on which you can select the required skill or skill. After learning the first skill, you are given the opportunity to learn the second, and then the third, etc. skills. To learn each subsequent skill, you need twice as much experience as the previous one.

Skill - begins to operate from the beginning of learning

Skill - begins to work only after learning 100%

General skills and abilities

Repair(skill) - speeds up the repair of damaged modules. The average skill level of the crew is taken into account. Having 100% upgraded repairs for each crew member reduces the repair time by 2 times. The effect is cumulative when combined with the Tool Box equipment. It is definitely needed on all vehicles except self-propelled guns - there it is no longer particularly critical. If you're going to play without repairs, be prepared to get killed a lot while standing on ripped tracks.

Disguise(skill) - Reduces the overall visibility of the tank. The average skill level of the crew is taken into account. The effect is cumulative in combination with the Camouflage Network equipment. A very important skill, especially for small machines. Large vehicles like Maus, SU-14, T92 hardly need this skill; the increase will be minimal. But if you're playing a T-54, STUG III or something similar, then rest assured that the camouflage skill will give you a nice bonus to stealth.

The Brotherhood of War(skill) - improves the level of proficiency in the main specialty and all the skills and abilities of the crew. The “Combat Brotherhood” skill gives a bonus to the “Mentor” skill. The effect is cumulative in combination with the “Improved Ventilation” equipment, the “Additional Rack”, “Chocolate”, “Code of Cola” equipment, etc. Its uniqueness lies in the fact that it only works when all crew members are 100% pumped. It is most popular on self-propelled guns, because there are often undistributed skills and abilities, since repair and fire fighting are not particularly important there. +5% to the crew, but in reality the real increase is half as much to the tank’s parameters. For example, recharge is reduced by 2.5%, as is the case with the Improved Ventilation equipment.

Firefighting(skill) - speeds up fire extinguishing. The average skill level of the crew is taken into account. A useful skill for tanks that often burn. Some people get by without it, using fire extinguishers, but if you are driving on equipment that is prone to frequent fires, and you don’t have free slots for a fire extinguisher, then the fire extinguishing skill will definitely come in handy.

Commander

Sixth Sense(skill) – allows the commander to determine whether his tank is detected by the enemy. An additional visibility indicator appears in the interface, which records only the fact of illumination, but not its duration. The indicator lights up after three seconds. Works in sniper, arcade and artillery modes. A wonderful skill that will save you from many problems. Can be used on tanks that fight at long ranges and use cover for camouflage. Extremely useful on self-propelled guns and tank destroyers. On active melee combat tanks, this skill is unlikely to be necessary, because in this case you yourself know when they see you.

An eagle eye(skill) - increases the maximum viewing range. If the observation devices are faulty, the effectiveness of the skill is higher. The effect is cumulative in combination with the “Radio Interception” skill, the “Coated Optics” and “Stereo Tube” equipment. + 0.2% for every 10% of skill, with faulty devices + 2% for every 10% of skill. An analogue of coated optics, but its effect is weaker. You need to bet on “sighted” tanks, then the increase will be noticeable. There will be little use on “blind” tanks.

Handyman(skill) - allows the commander to master all specialties and replace incapacitated crew members. Only the main specialties are replaced. The effectiveness of replacement decreases when another crew member is incapacitated. A useful skill for a commander, especially important on tanks that have good survivability and armor. A situation often arises when countless HE shells are fired at such tanks, which incapacitate the crew. This skill will help you save one first aid kit. Efficiency +50%.

Mentor(skill) - provides additional experience to all crew members except the commander. A skill for those who are going to pump up the crew for a long time and persistently to the “Rambo” state. It is taken for long-term use and begins to pay off after several hundred fights. Everyone except the commander receives +1% experience for every 10% skill.

Expert(skill) - allows the commander to determine critical damage to tanks in the sight. Operates in both direct fire mode and artillery aiming mode. Shows critical damage to vehicles, both enemy and friendly. There are only a few nuances: 1) time delay, 2) the skill shows the crits of vehicles in the sector of your weapon, i.e. does not show crits of vehicles that are behind obstacles or outside your viewing radius. Many people wonder why it doesn’t work on self-propelled guns - that’s why. It only works with line of sight. +/- 15 degrees from the direction of the gun, shown 4 seconds after pointing at the enemy.

Driver mechanic

Virtuoso(skill) – increases the tank’s turning speed. The effect is summed up in combination with the equipment “Additional lugs”, equipment “Lend-Lease oil”, “Twisted engine speed controller”, “100, 105 - octane gasoline”. A useful skill for cars for which high turning speed is important. For PT and TT, this is more of a patch, because often these vehicles do not turn around very quickly. Naturally, the Stug hardly needs this skill; it spins well without it. But large and severe PTs are slow. This skill will help them. The situation is the same with the TT, you just need to determine whether you have enough maneuverability. Well, on ST this is a necessary skill for an aggressive playing style. Twisting the enemy with a virtuoso driver will be easier and more fun. For LT the situation is similar to ST. People often ask whether this skill is needed for self-propelled guns. Here everyone will have to decide for themselves: on the one hand - a quick turn, on the other - a stronger dispersion of the gun when turning the body. +5% to turn speed while moving or standing still.

King of off-road(skill) - reduces the resistance of weak and medium soils when the tank moves. Increases the maneuverability of the tank and reduces the time it takes to reach maximum speed. The effect is cumulative in combination with the “Additional lugs” equipment. A useful skill for cars that often have to go where others don't go. A “firefly” traveling through a swamp, for example, will need it. It will also be useful for AT, as it increases the speed of turning in place. +10% on soft ground or +25% on average at 100%.

Smooth ride(skill) - reduces spread when shooting on the move. The skill does not affect spread when turning or when shooting in place. An analogue of a stabilizer, but its effect is weaker. The effect is cumulative in combination with the Vertical Stabilizer equipment. Very effective on tanks where you often shoot straight away. +4% with 100% learning of the skill.

Ram master(skill) - reduces damage to your own tank and increases damage to the enemy tank when ramming. Affects only moving tanks and is not taken into account in collisions with allied tanks. +15% with 100% learning of the skill. One of the most fun and specific skills. It shows itself on fast and heavy machines, such as E50, AMX 50 100/120/V, VK2801. If you often like to literally “crush” enemies, then this skill is simply necessary for you.

Cleanliness and tidiness(skill) - reduces the likelihood of an engine fire by preventing oil and fuel leaks in the engine compartment. The effect is cumulative in combination with the Automatic Fire Extinguisher equipment. A skill that would be advisable to install on a vehicle like the IS-7 or Mouse, which has a large amount of HP and thick armor. It would be a shame to catch fire and lose a lot of HP due to the fire. Coefficient 0.75.

Gunner

Sniper(skill) - increases the likelihood of causing critical damage to enemy tank modules and crew. Only for armor-piercing and sub-caliber and cumulative shells. If the skill is acquired by two gunners, the effect does not increase. An excellent skill, useful for everyone except those who shoot HE shells. For BB, cumulative and sub-caliber weapons, the effect is +3% to the probability.

Smooth rotation of the tower(skill) - reduces the spread when turning the tower. The effectiveness of the skill increases as it is learned. If a skill is acquired by two gunners, the maximum skill level for the crew is taken into account.

The effect is cumulative in combination with the Vertical Stabilizer equipment. Most often used on machines with an aggressive playing style. People often ask whether this skill works on self-propelled guns or tank destroyers? Yes, it works within the range of gun rotation, since rotating the gun in the game is equivalent to rotating the turret. +7.5% with 100% leveled skill.

Master Weaponsmith(skill) – reduces the spread of a damaged weapon. If a skill is acquired by two gunners, the maximum skill level for the crew is taken into account. The effect is cumulative in combination with the Vertical Stabilizer equipment.

A skill from the “for tenacious machines” series. It will be especially useful for those whose weapons are damaged more often than usual. Therefore, everyone must determine for themselves whether they need this skill or not. -2% to spread for every 10% skill.

vindictive(skill) - allows the gunner in the line of sight to see an enemy tank in the sights for an additional two seconds. Operates in both direct fire mode and artillery aiming mode. If the skill is acquired by two gunners, the effect does not increase. A skill that allows you to see a target illuminated for longer than usual. It is worth noting that the skill will not work if the target is outside the viewing radius. That is, it will only work on self-propelled guns almost point-blank. +2 seconds in the 10 degree sector.

Charging

Non-contact ammunition rack(skill) - increases the strength of the ammunition rack. The shells are laid out in such an order that they do not touch each other. The effect does not stack if the skill is acquired by two loaders. The effect is cumulative in combination with the Wet Ammunition Storage equipment. The increase in HP of the ammunition rack is 50%, respectively, the higher the level of the vehicle, the more (HP of the ammunition rack depends mainly on the level of the vehicle). The skill will be useful on high-level machines.

Desperate(skill) - speeds up gun reloading if the tank has less than 10% strength left. If a skill is acquired by two chargers, the effect does not stack. The effect is cumulative in combination with the Gun Rammer equipment. Interesting and good skill. Obviously, machines with a lot of HP are needed - Mouse, E100. There, the situation “left with 10% HP” happens often. Another application is on self-propelled guns. "Cunning" players keep 10% for themselves with the help of their team. Of course, the reload speed in this case increases, but do not forget that with 10%, any shot will send you to the hangar. + 10% to reload speed if durability is less than 10%.

Intuition(skill) - creates the likelihood that the required ammunition is already loaded when changing the type of shells. To use the skill again, you must fully reload the weapon. The effect is enhanced if the skill is acquired by two loaders. Useful if you often change the type of projectile. Depending on the number of loaders, the probability is from 15% to 30%.

Radio operator

Radio interception(skill) - increases viewing range. If the skill is acquired by two radio operators, the maximum skill level for the crew is taken into account. The effect is cumulative in combination with the Eagle Eye skill. +3% with 100% learning of the skill. The better the tank's visibility, the greater the increase in skill.

Inventor(skill) - increases the communication range of the radio station. If the skill is acquired by two radio operators, the maximum skill level for the crew is taken into account. +20% with 100% learning of the skill. Useful for tanks with weak radios, such as T2LT, for example.

Repeater(skill) - increases the communication range of all allied tanks within the range of the player’s radio station. If the skill is acquired by two radio operators, the maximum skill level for the crew is taken into account. + 10% with 100% learning of the skill. A peculiar skill. No benefit to you, but benefit to the team. Useful in tournaments.

With all my might(skill) - allows a radio operator who was not disabled at the time of the destruction of the tank to transmit the coordinates of enemy tanks for another two seconds. The effect does not stack if the skill is acquired by two radio operators. A wonderful skill for fireflies. How often did it happen that self-propelled guns did not have time to converge on illuminated targets? With this skill there will be fewer such cases.

The official World of Tanks website, although it contains comprehensive information about the skills that each member of the crew of a combat vehicle can acquire, but, firstly, few people would smile at re-reading several pages of technical text, and secondly, the official information is dry and streamlined . They will never tell you in plain text that this skill is nonsense, but this one is not bad. Therefore, tankers will have to go to forums, where they will need to sift through many topics of several dozen or even hundreds of pages in order to find out the necessary information for themselves. The purpose of this material is to describe in detail and at the same time briefly, intelligibly and simply, each of the skills for each of the crew members, without hiding absolutely nothing.

Skills in World of Tanks are not an empty phrase, but an excellent prospect for repeatedly improving the characteristics of your combat vehicle. The importance of skills is often underestimated, but in vain. So, let's go.

Firefighting.

In the humble opinion of the author, as well as many experienced tankers, this is the least useful skill, which is easier to replace with a regular fire extinguisher. And to statements like what will happen if you are set on fire a second time, you can answer that such a probability is extremely low. In general, Firefighting is a skill with frankly weak utility. As an alternative, you can take the “Cleanliness and Order” skill, which reduces the likelihood of an engine fire.

Disguise.

This skill is being learned en masse, especially by beginners who believe that now their tank will be inconspicuous and they can have a lot of fun playing in sniper mode. This is wrong. The fact is that not all tanks in the game are capable of camouflage. Some do it better, some worse, and some, huge, high-profile machines, do not know how to camouflage themselves at all. For example, a T-62 with camouflage upgraded to 100% can remain invisible when stationary up to almost 300 meters, while the same E-100 can hide under similar conditions only at a distance of a little more than 400 meters. As an alternative, it is better to purchase camouflage for the tank, and also hide in the bushes more often. In general, camouflage is a more or less useful skill, but not for all tanks.

Repair.

The most universal skill in its usefulness. Repairs can and should be carried out. As an alternative or as a supplement, a tool box, as well as a large or small repair kit, are excellent. Each tank must have a tanker trained in repairs.

The Brotherhood of War.

Another universal, team skill that gives a 5% increase in points for all skills for the entire crew. As an alternative, you can purchase ventilation, however, the effect of these two components is summed up, so it is better to study the military brotherhood and install ventilation. If you add cola, chocolate or coffee to everything else, your skills can increase up to 120%. A good skill that is especially good for artillerymen.

Now let's move on to the personal skills of each crew member.

Commander.

The skill of a mentor allows the commander to train his charges faster. The greatest effect is achieved when studied at the very beginning of development. However, this skill only provides accelerated leveling of other skills, and, in fact, does not bring any benefit. In general, this skill is quite suitable for the most impatient.

Not a bad skill. It allows you to see removed or damaged components in enemy vehicles on tanks, but Expert only works with 100% pumping, and also if you can hold the enemy vehicle in sight for about 5 seconds, which is not always acceptable in random battles. Bottom line: this skill is more suitable for duels. It provides more informational assistance, which may not always be useful in battle, where you often shoot where you can, or even at random. A skill of questionable usefulness.

One of the most important skills in the game, if not the most important. The famous “light bulb” is vital in every battle. The skill signals the fact that your equipment has been exposed. If the light comes on, it means the tank has been found. It is a must to study, and the sooner the better.

This skill allows the commander to replace an incapacitated crew member. Most often, instead of this skill, players prefer to purchase first aid kits to treat victims. Not the most useful option.

A fully upgraded Eagle Eye allows you to increase the maximum visibility of the tank by 2%. The use of this skill is for experienced players. This skill is unlikely to be useful for beginners, however, if you fight on a Bat Chat, Patton or other vehicle with a good vision function, then you can and even need to take Eagle Eye. Bottom line: this skill will be useful if you know and like to use camouflage and know how to calculate the detection range. As an alternative, as well as an addition, you can take radio interception, coated optics, a stereo tube or an additional solder with ventilation.

The sniper skill will increase the chance of dealing critical damage. Quite a useful profession. This will be especially visible after comparing the results of battles on vehicles where the gunner is trained in sniper shooting and where he is not. The difference will be noticeable. A tank with this skill will inflict much more crits, including such useful ones as fire or ammunition explosion. Does not work with cumulative projectiles. A very worthy choice, practically obligatory to study.

This skill allows you to see a disappearing enemy in your sights for two additional seconds. It only works if you personally spotted this enemy. In other words, artillery operators who are eager to upgrade this skill should know that it will not be useful, since for artillery, the enemy is illuminated by other tanks, and not by the artillery itself. Bottom line: an almost useless skill that is better not to upgrade.

Everything is clear here: in sniper mode it will be easier to aim when turning the turret, if there is one. Don't upgrade your skill if your tower doesn't rotate. An alternative is to install a stabilizer. However, the benefits add up. To be brief, this skill is one of the most useless. You don't have to study, you'll lose a little.

It's all in the title. After 100% upgrade, the gunner can with a high degree of probability predict what type of projectile will be needed in the future. The skill is interesting and even funny, but almost useless. Instead, study better repairs or the same disguise.

A very important skill, since damage to the ammunition rack immediately turns your tank into a pile of scrap metal, and learning this skill allows you to reduce the likelihood of an ammunition explosion by 13%. It’s a fairly useful specialty, although many people prefer to study something else. Bottom line: be sure to learn it if you plan to fight on tanks with traditionally poorly protected ammunition.

Quite an original thing. Its essence boils down to the fact that as soon as a vehicle has less than 10% health left, the loader begins to shoot 10% faster. A rammer is an excellent addition or alternative. It is better to level up this skill on a tank with a lot of health. Bottom line: a useful, albeit specific, skill for the loader.

Radio operator.

This skill increases the radio communication range. Almost useless specialty. In general, it is worth noting that the special skills of the radio operator are famous for being the most useless among the rest of the team. It is better to train a radio operator in general rather than specialized skills.

Another useless skill that increases the communication distance with all allied vehicles. You can try to teach, but only if you play artillery.

This skill increases visibility. At full 100% study, it adds +3% to range. Conclusion: more or less useful, although not a vital skill. You can learn it if you really want to.

A specific skill responsible for sending information about the location of enemies a few seconds after the destruction of equipment. A vengeful skill that makes sense to learn only on fireflies - reconnaissance tanks.

Driver mechanic.

This skill will be most useful for controlling a tank with poor dynamics. When fully learned, it gives a 5% increase in turning speed. Not the most useful skill, which can only show its usefulness when your combat tactics require private turns and similar maneuvers.

Thanks to this skill, the driver will be able to add a little more maneuverability to your tank on heavy surfaces such as swamps and other off-road conditions. A practically useless skill that few people learn.

This skill allows you to reduce spread when shooting on the move. A modest 4 percent of the scope's diameter is removed. It makes sense to study only on light or medium tanks. The slower the tank, the less point there is in learning this skill. Not a very useful purchase, which can be replaced with a smooth ride stabilizer.

An excellent skill that allows you to increase damage by up to 15 percent when performing a ramming technique. It is an excellent addition for heavy and fast equipment. Armed with the ramming skill, regular medium or even light tanks can bring a lot of trouble to the enemy. Highly recommended for study.

This skill reduces the chance of fire by 25%. Not a bad skill, especially if you don't plan to use fire extinguishers. If you always have a fire extinguisher in stock, then there is no point in downloading Cleanliness and Order. In addition, it can be perfectly replaced with the same general firefighting skill, although this is not the same thing at all. The Cyclone filter is also suitable as an alternative or addition.

And especially for free workers, there is no way to go wrong with the choice of skills! In the article I will provide several valuable recommendations for selecting perks for different classes of World of Tanks vehicles.

The most important skill in World of Tanks!

To begin with, I would like to immediately decide on the first perk for the crew commander. This, of course, is the “Sixth Sense”, which is also called the “light bulb”. This skill allows the tank commander to feel the light in what is called the “spinal cord.” In this case, after 3 seconds from the moment of illumination, a light comes on on the screen. This is the most valuable perk in World of Tanks. It is necessary to download it on all tanks, including tanks and even ART-SAU.

However, like all skills, Sixth Sense only starts working after 100% learning. Therefore, you will either have to ride around for a very long time with the “non-working” first perk, or choose some other skill for the commander and then, after the first skill is upgraded to 100%, retrain the commander.

Actually, if you are a donor, it is recommended to choose some other skill (for example, “Repair” or “Disguise”) and then retrain the commander. If you don’t have 100-200 gold for retraining, choose “Sixth Sense” for your commander and wait until he upgrades it to 100%.

Video guide for selecting perks from IsoPanzer

Video guide for selecting perks from VSPISHKA

General subjective characteristics of different skills and abilities in World of Tanks

Below is a general description of skills and abilities. Please note that the characteristics are subjective. My opinion may not coincide with your subjective opinion. You should also remember that skills work in World of Tanks as they are learned, while skills begin to work only after 100% study (usually it is recommended to study skills, and then reset the skills and teach the tank crew new skills). Be careful!

Overview of World of Tanks skills and abilities

General skills and abilities

Repair: The most important skill for crews of heavy and medium tanks, it allows you to quickly repair internal and external modules, especially important when repairing downed tracks.

It should be remembered that the “Repair” skill is considered as the average for the crew, i.e. To get 100% repair, all crew members need to fully upgrade it. So, if you pump up the “Repair” for the Gunner, Driver and Loader, and pump up the “light bulb” for the Tank Commander, then the average repair rate for the crew will be equal to 75%.

Skills such as “Camouflage” and “Fire Extinguishing” work in a similar way.

Disguise: the most important skill for crews of light tanks and small tank destroyers. It is considered as an average for the crew.

Firefighting: pumped out on heavy and medium tanks on a residual basis. It is considered as an average for the crew.

The Brotherhood of War: the skill increases the characteristics of the crew by 5%, thereby increasing the characteristics of the tank by 2.5%. Usually pumped out on tanks to reduce gun reload time and increase the rate of fire. It is recommended to use it together with the “Fan” equipment (which gives another 2.5% to the tank’s characteristics). Please note that this skill begins to take effect only if it has been pumped out to 100% for all crew members without exception.

Tank Commander Skills and Abilities

Mentor: a moderately useless skill that gives bonus experience to other members of the tank crew (i.e., at 100% of the skill, the most “backward” member of the tank crew is awarded experience = the experience earned during the battle). Useful on tanks with a small crew (such as MS-1 or ELC AMX), because allows you to significantly speed up crew leveling. However, since the Commander already has a lot of useful perks, it is generally not recommended to take it.

An eagle eye: It makes sense to take it for fireflies with high visibility. It is generally not recommended to take it to tanks with low visibility.

Handyman: According to the description, it’s practically imbecilic, in fact it’s nothing. If you want, see for yourself.

Expert: It's a useless skill.

Sixth Sense: the most useful, most important skill in World of Tanks.

Radio Operator Skills and Abilities

A radio operator on high-level equipment is almost never found in its pure form. Typically this specialization is combined by a Tank Commander.

Radio interception: The action is similar to the Tank Commander's Eagle Eye. The recommendations are also similar. By the way, this is the only truly useful skill the Radio Operator has.

With the last of his strength: in theory, this skill gives you a chance to gain some experience and credits for causing damage and destroying enemy tanks in your spot. In practice - nothing.

Inventor and Repeater:- about nothing.

Gunner Skills and Abilities

Smooth rotation of the tower: reduces dispersion when turning the turret, it makes sense to take it on all tanks without exception, including turretless tank destroyers and artillery destroyers. Their dispersion decreases when the gun's horizontal aiming angle changes. A very useful skill.

Master Weaponsmith: Almost always, the gunner can upgrade some other, more useful skills or abilities. And so, quite a useful skill.

Sniper: literally increases the chance of a module or crew being critical by several percent. Begins to act only after 100% training, i.e. The gunner will have to be retrained for this skill! In general, nothing.

Grudge: Considering that in the game you can quite effectively shoot blindshots (i.e., without being spotted at the known coordinates of the tank that emerged from the spot), the skill can hardly be considered truly useful. Moreover, like any skill, it begins to work only after 100% training.

Skills and abilities of a driver

Off-Road King: increases speed on soft soils. Useful skill. First of all, it makes sense to take on light and medium tanks.

Virtuoso: increases the tank's turning speed. Useful skill. First of all, it makes sense to take on tank destroyers and artillery destroyers.

Smooth ride: reduces spread when shooting on the move. A very useful skill for light and medium tanks, which are born to shoot on the move.

Ram Master: a very useful skill for tanks with a large mass and good dynamics (or at least high speed when moving downhill, like the KV-5).

Cleanliness and tidiness: reduces the likelihood of engine fire. Must have on tanks with front transmission/engine.

Loader Skills

All loader skills (as, indeed, any other skills) are effective only after they have been 100% studied, which significantly reduces their value. Be careful! It makes sense to choose one of the skills if you will still be installing “Combat Brotherhood” as the second perk and retraining the crew. Then the first perk you can take is one of the following skills. However, their value is rather questionable in any case.

Intuition: It only makes sense to take the fourth or fifth skill, and only if you often use gold ammunition.

Desperate: speeds up gun reloading if the tank has less than 10% HP remaining. Not a bad skill if you take it on a residual basis.

Non-contact ammunition rack: increases HP internal module "Ammunition rack". It makes sense to take it on tanks on a residual basis, and even then only if this tank’s ammo rack is really often critical.

Selection of skills for light tank crews

Light tanks, which have equally low visibility when stationary and in motion, need to upgrade to “Camouflage”. It is this skill, and no other, that should be chosen first for light tanks.

It makes no sense to take “Repair” as the first skill: light tanks do not have good armor and a lot of HP, in addition, their internal modules and crew are easily attacked. It is better to repair a downed track with a repair kit, and not with “Repair”.

After leveling up “Masking”, it makes sense to retrain the commander for “Sixth Sense” and start leveling up “Masking” again. Well, the third skill you can choose is “Eagle Eye”, which increases the viewing range.

  • Commander: Sixth Sense, Disguise, Eagle Eye, Repair
  • Gunner: Camouflage, Smooth rotation of the tower, Repair
  • Driver mechanic: Camouflage, Off-road King, Virtuoso, Smooth ride, Repair
  • Radio operator: Camouflage, Radio interception, Repair
  • Charging: Disguise, Repair

Selecting skills for medium tank crews

Next, you can retrain the tank crew for “Combat Brotherhood” (after all, it is better for the commander to take the “Sixth Sense” perk as the first perk, i.e. it is better to retrain when the tank crew has completely drained the second perk). Or upgrade individual skills like “Smooth tower rotation” and “Smooth move”.

  • Commander: Sixth Sense, (Brotherhood), Repair, Disguise, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Camouflage, Smooth turret rotation
  • Driver mechanic: Repair, (Combat Brotherhood), Camouflage, Smooth Ride, Off-Road King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Camouflage, Radio Interception
  • Charging: Repair (Brotherhood), Disguise

Selection of skills for heavy tank crews

In terms of leveling up skills, heavy tanks differ little from medium tanks. The main difference is in the size of the tanks - since heavy tanks are usually larger than medium ones, and their guns are mostly equipped with muzzle brakes, it often makes no sense to take the “Maskirovka” on them. Like medium tanks, heavy tanks are recommended to upgrade “Repair” first. Further, after opening the third perk, the crew can be retrained for the “Combat Brotherhood”.

If the tank is often on fire, it makes sense to take “Fire Extinguishing”, or wait until gold “Automatic Fire Extinguishers” appear in the game for silver.

If the tank has a front-mounted transmission/engine, the driver should pump out "Clean and Tidy".

  • Commander: Sixth Sense, (Brotherhood), Repair, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Smooth rotation of the tower
  • Driver mechanic: Repair, (Combat Brotherhood), Off-Road King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Radio Interception, Camouflage or Fire Fighting.
  • Charging: Repair, (Combat Brotherhood), (Camouflage, Firefighting, or any of the available special skills)

It turns out that the crews of heavy tanks have nothing special to teach?! It turns out - yes! Those. Of the truly useful skills, you should choose those that are higher. So, I still recommend not neglecting the “Combat Brotherhood” skill. The rest of the perks are to taste.

Selection of skills for tank destroyer crews

If the tank destroyer is quite compact, it makes sense to take “Camouflage” as the first perk and sit in the bushes. If a monster like Ferdinand, it makes sense to take Repair and tank. In general, even “Ferdinand-shaped” tank destroyers make sense to upgrade “Masking”, because tank destroyers have a class bonus to stealth when stationary.

Even for “inconspicuous” tank destroyers, it makes sense to upgrade repairs in any case, for example, with the second perk (or third, if you upgrade “Combat Brotherhood”). Those. for ordinary tank destroyers, the first perk is “Camouflage”, then “Repair”, retrain (or not) the crew for “Combat Brotherhood” and again take “Repair”.

For huge, heavily armored tank destroyers, you can take “Repair”, then “Disguise”, retrain the crew for “Combat Brotherhood” and start leveling up “Disguise” again. That's the whole difference.

  • Commander: Sixth Sense, (Brotherhood), Disguise, Repair, Eagle Eye
  • Gunner: Camouflage, (Brotherhood), Repair, Smooth turret rotation
  • Driver mechanic: Disguise, (Combat Brotherhood), Repair, Virtuoso, King of the Off-Road
  • Radio operator: Camouflage, (Combat Brotherhood), Repair, Radio Interception
  • Charging: Disguise, (Combat Brotherhood), Repair

Selection of skills for ART-SAU crews

It makes sense to take “Disguise” as the first perk. In any case, it makes sense for the commander to download the “Sixth Sense”; even on an ART SAU, the “light bulb” gives a very noticeable advantage. “Repair” on the ART-SAU does not need to be downloaded at all.

  • Commander: The Sixth Sense, (Brotherhood), Disguise
  • Gunner: Camouflage, (Combat Brotherhood), Smooth turret rotation
  • Driver mechanic: Camouflage, (Brotherhood), Virtuoso, King of the Off-Road
  • Radio operator: Masking, (Combat Brotherhood), Radio Interception
  • Charging: Disguise, (Combat Brotherhood)

Mini-FAQ on skills in World of Tanks

Question: will the Sixth Sense skill work if I transfer the commander to a new tank and he loses 10% (or even 20%) of his main specialty?
Answer: incredible, but true - it will happen!

A game

Genre

Localization

Year of issue

Payment

MMO tanks

Russian

2010

Free

Let us remind you that with the release of patch 0.7.2. tank personnel will acquire skills and abilities. Skills begin to operate only when they are studied 100%, and skills become active already from 1% of study. To make it easier for you, by going through you can find a description of skills and abilities.

What skills and abilities are best to be imparted first?


For artillery it is best to equip:

To the commander First you need to upgrade your sixth sense skill and expert skill.
To the gunner- sniper skill or vindictive skill.
Driver mechanic It's best to learn the Virtuoso skill first.
Chargers In our opinion, it is best to study the intuition skill or the desperate skill.
To the radio operator It's best to first learn the skill of radio interception.
After that, you can learn all the skills that remain.

For tank destroyers:


Commander– we advise you to first learn the eagle eye skill, then the sixth sense skill, the third skill expert, assign the remaining skills as you wish.
Gunner– here the sniper skill is definitely the first thing to learn.
Charging– optional, since all three skills: non-contact combat, intuition and desperate are learned depending on your playing style. If you sit in the bushes and are often on defense, then you need to teach the intuition skill first, then the non-contact ammunition skill, and then only the desperate skill.

Driver mechanic– definitely the first thing we learn is the virtuoso skill.
Radio operator– Radio interception skills, further at your discretion.

Basic skills and abilities for light tanks in the game World of Tanks :


Commander- We definitely teach the eagle eye skill.
Gunner– definitely for the firefly, the first thing we learn is the vindictive skill, and then the rest as desired.
Charging– we learn the non-contact ammunition skill, then the desperate skill.
Driver mechanic. It all depends on the playing style. If your main goal is to destroy art, then first of all we teach the skill smooth running, the skill virtuoso, then the skill king of off-road, the rest at your discretion. If you are just trying to highlight enemies, then the first thing you need to do is learn the Virtuoso skill.

Radio operator. For the firefly, it is better to first learn the last resort skill or the radio interception skill. Again, it all depends on the playing style. If you are going to shine irrevocably, then it is better to first learn the skill with all your might, and only after that the skill of radio interception.

Basic skills for heavy tanks in the game World of Tanks:

Commander– first you can learn the jack-of-all-trades skill or the expert skill.
Gunner- First of all, we learn the sniper skill.
Charging. This is basically at your discretion.
Driver mechanic. If you are on heavy tanks, then you can learn the master ramming skill and, if possible, crush enemies. For most heavy tanks, we recommend learning the smooth move skill first.
Radio operator– radio interception skill, then a last-ditch skill.

For medium tanks:

Commander– we teach the eagle eye skill, then expert.
Gunner– the ability to smoothly rotate the turret, then we learn the sniper skill.
Charging– we recommend learning non-contact ammo racks first, since medium tanks often die due to the explosion of ammo racks.
Driver mechanic– first of all, the ability to be a virtuoso, and then the ability to move smoothly, or vice versa.
Radio operator– the skill of radio interception must be taught first, then at will.