![]() The document even lays out recommended module upgrades as well. They are basic templates if you are lost or struggling with bad or worthless skills. If you need the most basic build advice, there is a google document on the community discord in the pinned recourse section that will show you basic T10 captain builds for different ships. And, 9 times out of 10, will not even be a skill that is largely noticed in most players who have built their captains in the way that fits their play style and game understanding the most. If a player built a captain incorrectly, then that's still on that player.Ī 21 point captain versus a 19 is a 2 point difference. If a person chose not to reset, then sorry but that's on them. Wargaming even gave people the ability to mass reset all captain skills to 0 across all ships so you wouldn't have to spend any points unnecessarily if you didn't like something during the first month of testing the new rework. Most players who play multiple ships or an entire ship line had multiple captains at 19, and had builds planned out before the update dropped. Or, do what everyone else does and train a captain from scratch. If you find that you do not wish to use a captain and do not have the Elite EXP or doubloons to respec, then simply get a coal captain from the armory at a jump started 10 points. If you can play well, then the EXP requirements are easy. ![]() ![]() I had 2, 21 points maxed within a week of the update split between, ranked, operation narai, and T7 to T9 randoms. Then, figure out the most effective way to grind the EXP needed to max them. Pre-plan out what you want for your ships and for your captains. ![]()
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