Additional skills and abilities of the crew. What are perks in World of Tanks? Rules for choosing perks for the crew What does a perk mean

Initially, each character has all skills developed by 35 points, which allows him to deal 85% of the damage of the standard weapon damage (see the Weapons section). For each shot / hit, the skill increases (even if there was a miss), and, accordingly, the damage dealt by this type of weapon increases by a percentage. The maximum skill value is 200 units.
Thus, by developing a certain skill in a character, specialization in a certain type of weapon is achieved.

There are 6 skills in total, corresponding to 6 weapon classes.

close combat

Melee weapons can only be used while close to an enemy. It deals not too much, but stable damage. It is extremely difficult to pump this skill as the main one, however, after level 5 it will be possible to put on Tank Armor, which immediately adds 25 units to this skill.

Light weapons

All light weapons in the game are all kinds of pistols. They also do not have high damage, they have an average range, but with the proper development of the skill, pistols can compete with heavier brothers.

heavy weapons

Heavy weapons are, first of all, shotguns, which should be used mainly at close range. At point-blank range, the damage from such weapons is the highest, so the tactics of using it is quite understandable - sneak up to the enemy as close as possible and inflict tangible damage.

long-range

The skill of owning long-range weapons determines the sniper in a fighter. It is he who can shoot at distances exceeding his line of sight, inflicting more damage, the further the target is from him. The sniper is also advised to use parallel weapons for close range defense, such as melee or heavy weapons.

Automatic

Automatic weapons are the most common in the game, as they provide a wide range of tactics for combat both at close range and at the edge of the line of sight. Therefore, a fighter with a developed automatic skill can be considered, in fact, a universal fighter for any city.

Throwing

This skill is extremely rarely used as the main one for fighters, since its development requires a huge amount of money to purchase the appropriate weapons, primarily grenades. Therefore, focus on it should be after getting good results in the game, the experience of fighting and, of course, a decent amount of money.

At each level of character development there is a limit on the development of the skill. Such a system is called the anti-cheat system, designed to prevent a character of a certain level from gaining a significant advantage in the percentage of damage dealt over players of the same level by developing the skill to the maximum. Also, the anti-cheat system limits the sum of all skills so that it is not possible to develop all skills to the maximum, thereby making a perfect fighter.

Reaching the maximum value of a skill (the sum of skills) at a certain level, the further development of this skill (all skills) is frozen. Pumping will continue only after moving to the next level. You can also artificially lower certain skills (relevant if the maximum amount of skills is reached), reducing their total amount, and giving the opportunity to develop the main skill further.

But at some levels, the skill can be raised above these limits through the use of implants. More information about implants can be found in the relevant section.

Skill anti-cheat table

Level Max. sum
Max. skill
1 235
59
2 245
69
3 255
78
4 265
88
5 280
97
6 295
106
7 320
116
8 340
125
9 365
134
10 390
144
11 415
153
12 435
163
13 455
172
14 475
181
15 495
191
16 515
200
17 535
200
18 555
200
19 575
200
20 595
200

All human perks are passive, that is, they work automatically and give some kind of positive effect. Some perks have several levels of development, distributed by character levels. That is, to learn level 1 of a certain perk, the character must be level 1, and to learn level 2 of this perk, the character must learn level 1 and evolve to level 2 himself.

Each next level does not sum up the effect with the previous ones. For example, at level 1 Vitality gives +5 to health, at level 2 +10, at level 3 +15. Although you can say that at each level +5 is given to the previous one. But, to avoid confusion, we can assume that the effect of the previous level is "cancelled".

Each subsequent perk level slightly increases the cost of all other perks. Each next level of perk costs significantly more. Unnecessary perks can be "forgotten" for money, although such an opportunity is rarely required.

Of course, the development of all common perks is useful, but it should be borne in mind that it costs very large amounts of money, so most often you have to choose between them, which one to study and which one is not necessary. Some specific perks are only needed for fighters of specific specializations, such as for pistols and melee weapons, they increase the accuracy of weapons.

Vitality

Level
1 (Level 1)
2 (Level 2)
3 (Level 3)
4 (Level 4)
Effect
+5 Health
+10 Health
+15 Health
+20 health

Each level of this ability increases your maximum health by 5.

heavy truck

Level
1 (Level 1)
2 (Level 2)
3 (Level 3)
4 (Level 4)
Effect
+40 Carrying Capacity
+80 Carrying Capacity
+160 Carrying Capacity
+320 Carrying Capacity

Each level of this ability allows you to lift an additional 80 units of weight.

Best critical

Level
1 (Level 1)
2 (Level 2)
3 (Level 4)
4 (Level 7)
Effect

burly

Melee attacks are more accurate.

Pistol Master

Level
1 (Level 1)
2 (Level 2)
3 (Level 3)
Effect
+5% Accuracy
+10% Accuracy
+15% Accuracy

Your light weapon attacks are more accurate.

Cybernetics

Allows the use of implants. Each level unlocks 1 new slot.

In a dog, almost all perks are specific. In addition, she has quite a few active perks, which allows her to use various tricks during the battle. Just like in humans, some perks are very scattered across levels, and you can learn new ones up to level 8.

Vitality

Level
1 (Level 1)
2 (Level 2)
3 (Level 4)
4 (Level 6)
Effect
+5 Health
+10 Health
+15 Health
+20 health

Best critical

Level
1 (Level 1)
2 (Level 2)
3 (Level 4)
4 (Level 7)
Effect
+1% Critical Strike Chance
+2% Critical Strike Chance
+3% Critical Chance
+4% Critical Strike Chance

Increases the chance of critical damage.

Precise bites

A strong body brings an additional bonus to the amount of armor.

Opening doors

Level
1 (Level 2)
Effect
Opening doors

The dog is trained to open doors.

Closing the doors

Level
1 (Level 4)
Effect
Closing the doors

The dog is trained to close doors.

Flair

The ability to smell the enemy by smell, even if he is behind a wall. Gives a barking signal.

Treatment

Level
1 (Level 2)
2 (Level 3)
3 (Level 5)
4 (Level 6)
Effect: Active
Heals 12 health points
Heals 20 health
Heals 27 health points
Heals 35 health points

Licks wounds and heals himself.

Deadly Bite

Level
1 (Level 1)
2 (Level 3)
3 (Level 5)
4 (Level 7)
Effect: Active
Deals 80 damage
Deals 100 damage
Deals 120 damage
Deals 140 damage

The dog bites the enemy hard.

The miner, in addition to passive perks, also has one active - Hammer Slash. When studying perks, a miner must first decide who he will be in possession of weapons, and in which cities to fight. This is due to the fact that, for example, if a miner does not fight in the MO, then he does not need the Basic Defense perk at all. Just like if a miner does not use a hammer, Slash's perk is useless to him. However, Vitality and Heavy Truck are strongly recommended to download.

Vitality

Level
1 (Level 1)
2 (Level 1)
3 (Level 1)
4 (Level 1)
Effect
+20 health
+28 health
+36 Health
+44 Health

The ability increases the maximum number of health units.

heavy truck

Level
1 (Level 1)
2 (Level 1)
3 (Level 1)
4 (Level 1)
Effect
+60 Carrying Capacity
+110 Carrying Capacity
+160 Carrying Capacity
+210 Carrying Capacity

The ability allows you to lift more weight.

slash

Level
1 (Level 1)
2 (Level 1)
3 (Level 1)
4 (Level 1)
Effect: Active
Deals 125% damage in a circle
Deals 145% damage in a circle
Deals 160% damage in a circle
Deals 170% damage in a circle

Strike around with a hammer.

Basic protection

Level
1 (Level 2)
2 (Level 3)
3 (Level 4)
4 (Level 5)
Effect
+52 Defense when not armored
+67 Defense when not armored
+83 Defense when not armored
+99 Defense when not armored

Adds protection when not armored.

Share and win from 100 gold

Hello tankers! This article will focus on one of the fundamental features of WoT -

Rules for choosing perks for the tank crew


Hello tankers! This article will focus on one of the fundamental features of WoT - crew skills.

In order not to make a mistake with the choice of crew skills, you need to initially understand how you will use a particular vehicle. However, there are perks recommended for everyone.

1. Sixth sense

Some of you probably already know that the developers plan to make this skill available to all crew commanders after leveling the main profession to 100%. However, while this innovation is in the status of "CTTS", it is worth pumping
the commander first. Lighting up 2 seconds after the light, the “Light Bulb” will often save you from a splash of PT or art. If you yourself play on PT or art, your priority in the light for enemies is even higher, and the lamp is more needed.

2. Repair

Usually this is how it is customary to start pumping the crew. First of all, the commander - "The Sixth Sense", the rest - "Repair". And this technique pays off.
After all, initially repairing a downed harp on some tanks at 100% of the main skill was more than 10 seconds! This means that you lose a repair kit and / and a significant amount of durability points without a pumped repair. But you still need to drag the fight!

3. Combat Brotherhood

This perk adds only 5% to all crew skills, so it is usually recommended in combination with ventilation that works similarly. Then you get
+10% in total, which significantly adds to the combat capability of any tank.
The exception is machines with a loading drum and without the possibility of installing ventilation (WT E100). You will definitely notice a 5% reduction in reload time on the drum. Whether or not to pump "BB" with the second perk is an individual choice.

4. Alternative second perk

If you decide not to upgrade the "BB" second, then you need to start leveling the critical flaws of the tank. Weak ammo rack? (T-44, T-54, etc.) to the loader - "Contactless ammunition rack". You play on the “crystal cannon” (borscht, waffle of the 9th level) for everyone - “Disguise”. When playing with light on LT or ST, it is worth increasing the view to increase the chance to illuminate the enemy earlier. Commander - "Eagle Eye", radio operator - "Radio Interception". For mechanical drivers of strands, it is worth advising the "Master of Ram" (for fast type IS-7
and heavy ST type E-50 M) or "Virtuoso" or "King of off-road" for clumsy cars like E-100. Accordingly, ST drivers need to be taught how to move smoothly, because you often have to shoot on the go.

5. Third perk. Customization

As a rule, with the exception of very complex vehicles like the WT E100, the third perk brings the gameplay on the tank closer to comfortable. Previously missed perks are being downloaded. On CT it is worth studying "Camouflage", "Smooth turret turn" for the gunner, machines developed by gloomy French geniuses such as "bat-chat" or AMX 50B, it makes sense to think about choosing the Master of All Trades perk for the commander. The crew is often critical, sometimes they can help. It’s time for those who load on classic TTs to pump in the “Contactless ammunition rack” and “Desperate”. For gunners, drummers and tanks with a large alpha-strike, Sniper will be relevant, which will make it possible to break modules to opponents much more often.

6. Completion of customization.

The fourth perk You need to understand that each subsequent perk requires 2 times more experience than the previous one to fully pump. For the fourth, this is already - 1.68 million units of experience. So you should seriously think about which of the remaining skills will make your life easier. In this case, advice is hardly needed, by this moment you will already have an understanding (and if not, you have 42% of victories and it doesn’t matter how the crew is upgraded :)).

7. Perks of last importance

This term means: “Masking” for heavy tanks, “Fire fighting” for rarely burning tanks (it’s better to put a gold fire extinguisher, you don’t need to be afraid of spending, it will come out cheaper, because the tank will not burn at all) and similar skills.

8. Useless Perks

The developers have given birth to a number of absolutely useless perks. Most players agree that it is not worth downloading on any machine: "Inventor", "Repeater", "Expert". Such perks as "Vintage" and "From last strength" can also be classified as partially useless, because they are not applicable anywhere because of their low probability of use. Such perks are usually chosen by the overridden players for specific purposes.


Conclusion. A few simple but important tips.

BUT) " The Brotherhood of War» swings only for all crew members at the same time and starts to act at 100%.
B) it is worth distinguishing between the skills and abilities of the crew. For example, " Repair», « Disguise" and " radio interception” start to work with 1% study, gradually increasing their effectiveness, and “Lamp”, “Contactless ammo rack” and “Combat Brotherhood” only after full study.
C) the study of crew professions, although marked with percentages, is incorrect. Each subsequent percentage requires more experience than the current one.
G) " Firefighting» - not the most useful perk, because it is quite well replaced by a gold fire extinguisher. Swing 4m-5m-6m perk, excluding "fire tanks" (Germans, KV-3, etc.).
E) the general principle of choosing skills and abilities: maximize the advantages, then level the most serious shortcomings.
E) do not be lazy, test the car you are going to download, see the guides. This will help you choose the right tank and the method of pumping it. G) if possible, do not save gold, train, retrain and reset perks for gold. By the middle of the fourth perk, leveling is very slow, experience is never superfluous.

Additional skills and abilities available for study by a crew member after mastering the main specialty by 100%. When this mark is reached, a “plus sign” will appear in the menu, by clicking on which, you can select the first additional skill or skill. After studying it, it is possible to learn the second, third and other skills. Theoretically, a tanker can learn all the additional skills and abilities available to him. But to learn each subsequent skill, you need twice as much experience as the previous one, so the average crew usually has no more than 3 skills and abilities. For this reason, the question of which perks to download on a tank should be approached wisely.

Skills

The skill begins to operate from the very beginning of training. The effect of its action gradually increases from minimum to maximum.

Repair

Description: Accelerates the repair of damaged modules. The effectiveness of the skill increases as you learn. The average skill level of the crew is taken into account. The effect is enhanced when combined with the Toolbox equipment.

Digital Action: Max Value: +100% Repair Speed

Limitation: -

Summary: Repairs are needed primarily for heavy and medium tanks operating under enemy fire, as well as heavy anti-tank guns with high visibility (Ferdinand, Jagdtiger, T28, T95). For them, the ability to quickly repair under enemy fire is very critical. Secondly, almost any vehicle in the game needs repairs, except for artillery.

Disguise

Description: Reduces the overall visibility of the tank. The effectiveness of the skill increases as you learn. The average skill level of the crew is taken into account. The effect is enhanced when combined with the Camouflage Net equipment.

Digital Action: Max Value: +100% Initial Stealth.

Limitation: -

Summary: The skill is absolutely necessary for light tanks due to the class bonus (visibility in motion is equal to visibility while standing), as well as most tank destroyers and self-propelled guns, with the exception of the most cumbersome ones (for example, SU-14-2). Therefore, the answer to the question of what perks to download on tank destroyers is quite obvious.

For more details, see Overview and disguise

Firefighting

Description: Speeds up fire extinguishing. The effectiveness of the skill increases as you learn. The average skill level of the crew is taken into account.

Digital Action: Max value: +80% fire extinguishing speed.

Limitation: -

Summary: The skill has lost its importance - a fire extinguisher copes well with one fire, and two fires in one battle rarely happen.

For more details, see Fire and firefighting

Repair, Concealment and Firefighting are most effective at 100% leveling for all crew members, so it's best to level one of these skills for all crew members at the same time.

For example, with four crew members, of which only two have learned stealth, the tank gets only 50% stealth (that is, the average value is taken over the crew).

Handyman

Description: Allows the commander to master all specialties and replace incapacitated crew members. Only the main specialties are replaced. The replacement efficiency drops when the next crew member is disabled.

Digital Action: The level of proficiency in the main specialty of a shell-shocked crew member increases by 50% of the percentage of proficiency in the main specialty lost as a result of shell shock (in case of shell shock, the proficiency in the main specialty is reduced by 50% of the initial level). In other words, if the "Jack of All Trades" skill is maxed out to 100%, then when a crew member with a main specialty maxed out to 100% is shell-shocked, their mastery will drop to 75% (50% + (100% - 50%) / 2) .

Limitation: Commander.

Summary: A useful skill with frequent crew crits, useful for some heavy and medium tanks, as well as French tanks with automatic loaders. The skill is useless if the commander himself is disabled.

Mentor

Description: Grants additional experience to all crew members, except for the commander. The amount of experience increases as the skill improves.

Digital Action: Coefficient of 0.1 for each percentage of skill. Max value: +10% experience gain.

Limitation: Commander.

Summary: The increase in experience is not great, but the skill can be used for forced pumping of the crew. Later it makes sense to replace the skill with another.

For more details, see Training and retraining

An eagle eye

Description: Increases the maximum viewing range. The effectiveness of the skill increases as you learn. With faulty observation devices, the effectiveness of the skill is higher. The effect is enhanced in combination with the Radio Interception skill, Coated Optics and Stereo Tube equipment.

Digital Action: A coefficient of 0.02 for working devices and 0.2 for broken devices per percent. Maximum value: 2% for working and 20% for broken.

Limitation: Commander.

Summary: A useful skill for tanks with good vision - especially for light tanks, for which it is critical to spot the enemy at maximum distance.

For more details, see Overview and disguise

Master Gunsmith

Description: Reduces the dispersion of a damaged weapon. The effectiveness of the skill increases as you learn. If the skill is acquired by two gunners, the maximum skill level of the crew is taken into account. The effect is enhanced in combination with the Vertical Stabilizer equipment.

Digital Action: A coefficient of 0.2 for each percentage. Maximum value: -20% to the dispersion of a damaged weapon.

Limitation:

Summary: It makes sense to take it only with frequent gun crits (typical for tanks playing from turret armor). In other cases, it is better to take something else.

Smooth turn of the tower

Description: Reduces spread when turning the turret. The effectiveness of the skill increases as you learn. If the skill is acquired by two gunners, the maximum skill level of the crew is taken into account. The effect is enhanced in combination with the Vertical Stabilizer equipment.

Digital Action: A coefficient of 0.075 for each percentage. Max: -7.5% turret traverse spread.

Limitation: Gunner (including a part-time worker, in whom this role is secondary).

Summary: A good choice for almost any tank, except for those who have full mixing in less than 2 seconds. It can also be useful for self-propelled guns and anti-tank guns, especially with a large horizontal aiming angle (for example, G.W. Panther).

Virtuoso

Description: Increases the tank's turn speed. The effectiveness of the skill increases as you learn. The effect is enhanced in combination with the Additional Grousers equipment, the Lend-Lease Oil consumable, the Twisted Engine Speed ​​Control consumable, and the 100-,105-Octane Gasoline consumable. Increases gun spread when turning.

Digital Action: A coefficient of 0.05 for each percentage. Max Value: +5% Turn Speed.

Limitation: Driver mechanic.

Summary: An important skill for those who are forced to act actively in maneuverable combat - primarily for light and medium tanks, although it can also come in handy for all other classes.

off road king

Description: Reduces the resistance of weak and medium soils when the tank is moving. The effectiveness of the skill increases as you learn. The skill increases the maneuverability of the tank and reduces the time it takes to reach maximum speed. The effect is enhanced in combination with the "Additional grouser" equipment.

Digital Action: Coefficient of 0.1 on soft ground or 0.025 on average for each percentage. Maximum value: +10% soft terrain and +2.5% average terrain.

Limitation: Driver mechanic.

Summary: The choice for fast vehicles or tanks with difficult maneuverability, such as Pz.Kpfw. S35 739 (f) .

Smooth running

Description: Reduces gun spread on the move. The effectiveness of the skill increases as you learn. The skill does not affect spread when turning and standing still. The effect is enhanced in combination with the Vertical Stabilizer equipment.

Digital Action: A coefficient of 0.04 for each percentage. Max value: -4% to spread while moving.

Limitation: Driver mechanic.

Summary: Contrary to popular belief, the skill is useful not only for vehicles actively firing on the move. "Smooth Ride" reduces the circle of convergence and, as a result, after a stop it takes a little less time for full convergence, which is useful for almost all machines.

Ram Master

Description: When ramming, it reduces the damage of your own tank and increases it for the enemy. The effectiveness of the skill increases as you learn. The skill only affects moving tanks and is not taken into account when colliding with allied tanks.

Digital Action: A coefficient of 0.15 for each percentage. Max value: +15% ram damage for the enemy and -15% ram damage for the player.

Limitation: Driver mechanic.

Summary: An excellent option for heavy-weight but mobile vehicles (IS-7, T14, E 50, E 50 Ausf. M, KV-5, AMX 50 B, AMX 50 120, FCM 50 t).

Inventor

Description: Increases the communication range of the radio. The effectiveness of the skill increases as you learn. If the skill is acquired by two radio operators, the maximum skill level of the crew is taken into account.

Digital Action: A coefficient of 0.2 for each percentage. Maximum value: +20% communication range.

Limitation:

Summary: This skill makes sense either for tanks with a weak radio, and even then, mainly at low levels, or for light tanks that go far behind enemy lines.

radio interception

Description: Increases viewing range. The effectiveness of the skill increases as you learn. If the skill is acquired by two radio operators, the maximum skill level of the crew is taken into account. The effect is enhanced in combination with the Eagle Eye skill.

Digital Action: A coefficient of 0.03 for each percentage. Max value: +3% vision range.

Limitation: Radio operator (including a part-time worker, in whom this role is secondary).

Summary: The only truly useful skill of the radio operator, it will come in handy on almost any tank.

For more details, see Overview and disguise

Repeater

Description: Increases the communication range of allied tanks within the radius of the player's radio station. The effectiveness of the skill increases as you learn. If the skill is acquired by two radio operators, the maximum skill level of the crew is taken into account.

Digital Action: A coefficient of 0.1 for each percentage. Maximum value: +10% to the communication range of allied tanks.

Limitation: Radio operator (including a part-time worker, in whom this role is secondary).

Summary: The skill makes sense to learn only when playing at low levels.

Skills

Skills begin to act only when they are studied at 100%.

The Brotherhood of War

Tankman! Learn this skill for all crew members at the same time. The study of the "Combat Brotherhood" does not make sense for all crew members. The Combat Brotherhood works regardless of the gender of the crew.

Description: Improves the level of mastery of the main specialty and all skills of all crew members. Begins to act when all crew members improve to 100%. The effect is enhanced in combination with the “Improved Ventilation” equipment, the “Add. Ration, Chocolate, Case of Cola, Strong Coffee, Improved Diet, Tea Pudding, and Onigiri.

Digital Action: All crew members get +5% to their primary skill and to all additional skills. The skill is not lost when crew members are shell-shocked.

Limitation: Works only when pumping for all crew members.

Summary: Quite a useful skill, but having too many contraindications for its use. Most appropriate to use with improved ventilation and in combination with skills aimed at strengthening a specific parameter of the tank.

Sixth Sense

Description: Allows the commander to determine if his tank is detected by the enemy. Starts working when upgraded to 100%. When the commander is shell-shocked, it stops working.

Digital Action: Information about the detection of a tank appears with a delay of three seconds.

Limitation: Commander.

Summary: An excellent choice for any tank, as knowing that the enemy has revealed the location of the player is very important in any situation. Knowing this, it is possible with relative ease to escape from artillery strikes and ambush snipers.

Expert

Description: Allows the commander to determine the critical damage of tanks in the scope by own light. Starts working when upgraded to 100%.

Digital Action: Starts working 4 seconds after continuously aiming at an enemy tank.

Limitation: Commander.

Summary: A good choice for ranged combat or coordinated platoon/company play. In other cases, the realization of the advantage is difficult. A useless skill for self-propelled guns. You can learn more about this perk by watching a video about the "Expert" skill in WoT on the Internet.

Sniper

Description: Increases the chance of dealing damage to modules and the crew of an enemy tank. Starts working when upgraded to 100%. Only for armor-piercing, sub-caliber and HEAT shells.

Digital Action: 3% bonus.

Limitation: Gunner (including a part-time worker, in whom this role is secondary).

Summary: One of the most useful gunner skills, especially good for fast-firing cannons, guns with automatic loaders and guns with a relatively small caliber for its level and class (AMX 50 B, T110E5, Object 263).

vindictive

Description: Allows you to see the enemy tank in a small sector relative to the gun for two seconds longer after it leaves the "light". If the skill is acquired by two gunners, the effect does not stack. It works if the player sees the enemy himself, and not through someone else's "light". That is, on self-propelled guns it will be practically useless.

Digital Action: Effect duration: 2 sec in a 10 degree cone.

Limitation: Gunner (including a part-time worker, in whom this role is secondary).

Summary: It makes sense to learn the skill for ambush tank destroyers, or for ranged combat vehicles in combination with the skill Expert. Moderately useful for light tanks using passive flare tactics. It is completely useless for artillery, since it almost never fires at its own light.

Note: can be used by active scouts, for this the most important targets are taken on the auto-aim, after which the driver's attention is concentrated on the road.

Cleanliness and tidiness

Description: Reduces the risk of engine fire by preventing oil and fuel leaks in the engine compartment. Starts working when upgraded to 100%. The effect is enhanced when combined with the Automatic Fire Extinguisher consumable.

Digital Action:−25% to tank engine fire chance. For example, for an engine with an initial fire probability of 40%, the final chance will be 30%, for 20% - 15%, for 15% - 11.25%, for 12% - 9%, for 10% - 7.5%.

Limitation: Driver mechanic.

Summary: A good choice for tanks with a very high engine fire hazard and a short hull.

"Contactless" ammo rack

Description: Increases the durability of the ammo rack: the shells are stacked in such an order that they do not touch each other. Starts working when upgraded to 100%. If the skill is acquired by two loaders, the effect does not stack. The effect is enhanced in combination with the Wet Ammo Pack equipment.

Digital Action:+12.5% ​​ammo rack durability.

Limitation:

Summary: For vehicles with the risk of frequent ammo rack crits, i.e. To detonate an undamaged ammo rack from the first shot, a weapon with high module damage is required.

Intuition

Description: Creates a chance that when changing the type of shells, the required one is already loaded. Starts working when upgraded to 100%. To use the skill again, you must fully reload the weapon. If the skill is acquired by two loaders, then the probability of triggering will double and amount to 34%, and if three (French crews), then it will triple and amount to 51%.

Digital Action: The probability is 17%.

Limitation: Loader (including part-time, in which this role is secondary).

Summary: It can be useful for tanks with frequent changes in the type of projectile (E 100 for example), for players who rationally use their ammunition in battle.

Desperate

Description: Speeds up reloading of the gun if the tank has less than 10% HP left. Starts working when upgraded to 100%. If the skill is acquired by two loaders, the effect does not stack. The effect is enhanced in combination with the Gun Rammer equipment. For drum technology, it speeds up the reloading of the entire drum, but not the shells inside it.

Digital Action: If the tank's durability is less than 10%, reloading takes 90.9% of the original time value.

Limitation: Loader (including part-time, in which this role is secondary).

Summary: It makes sense to pump for vehicles with very strong armor and a large supply of hit points (Maus , E 100). Will give a noticeable effect on the drum technique.

From the last strength

Description: Allows a radio operator who was not incapacitated at the time the tank was destroyed to transmit enemy tank positions for an additional two seconds. Starts working when upgraded to 100%. If the skill is acquired by two radio operators, the effect does not stack.

Digital Action: Additional 2 seconds of "light".

Limitation: Radio operator (including a part-time worker, in whom this role is secondary).

Summary: A very useful skill for light tanks - "fireflies".

Links

And especially for freebies with a choice of skills and abilities, you can’t go wrong! In this article, I will give some valuable recommendations for selecting perks for different classes of vehicles in the World of Tanks.

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, as they say, "spinal cord". At the same time, after 3 seconds from the moment of light, a light on the screen lights up. This is the most valuable perk in World of Tanks. It must be downloaded on all tanks, including tank destroyers and even ART SPGs.

However, like all skills, Sixth Sense only starts working after 100% learning. Therefore, you will either have to ride for a very long time with the “inoperative” first perk, or choose some other skill for the commander and then, after the first skill is pumped up 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 the “Sixth Sense” for the commander and wait until he pumps it up to 100%.

IsoPanzer Perk Pickup Video Guide

Video guide on the selection of perks from VSPISHKA

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

Below is a general description of skills and abilities. I draw your attention to the fact that the characteristic is subjective. My opinion may not coincide with your subjective opinion. It should also be remembered that skills are active in World of Tanks as they are learned, while skills begin to act only after 100% learning (usually it is recommended to learn skills, and then reset skills and teach the tank crew new skills). Be careful!

Overview of the skills of the World of Tanks

General skills and abilities

Repair: The most important skill for the crews of heavy and medium tanks, 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 a 100% repair, you need to fully upgrade it to all crew members. So, if you pump “Repair” to the Gunner, Driver and Loader, and pump the “light bulb” to the Tank Commander, then the average repair rate for the crew will be 75%.

Skills such as "Disguise" and "Fire Fighting" work in a similar way.

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

Firefighting: it is pumped out on heavy and medium tanks according to the residual principle. It is considered as the 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 the reload time of the gun and increase the rate of fire. It is recommended to use together with the "Fan" equipment (which gives another 2.5% to the characteristics of the tank). Please note that this skill takes effect only if it is pumped out to 100% for all crew members without exception.

Skills and abilities of a tank commander

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 gets experience = 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 the pumping of the crew. However, since the Commander already has a lot of useful perks, in general it is not recommended to take it.

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

Handyman: according to the description, almost imba, in fact - about nothing. If you want, see for yourself.

Expert: an unnecessary skill.

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

Skills and abilities of the radio operator

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

Radio interception: the action is similar to the “Eagle Eye” of the Tank Commander. The recommendations are also the same. By the way, this is the only really useful skill for the Radio Operator.

From the last forces: in theory, this skill gives a chance to get some experience and credits for dealing damage and destroying enemy tanks in your light. In practice, nothing.

Inventor and Repeater:- about nothing.

Skills and Abilities of the Gunner

Smooth turn of the tower: reduces spread when turning the turret, it makes sense to take on all tanks without exception, including turretless tank destroyers and art destroyers. Their dispersion decreases with a change in the angle of horizontal aiming of the gun. A very useful skill.

Weapon Master: almost always, the gunner can upgrade some other, more useful skills or abilities. Well, it's a pretty useful skill.

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

vindictive: Considering that in the game you can quite effectively shoot with blindshots (i.e. without glare at the known coordinates of a tank that has left the glare), the skill can hardly be classified as really useful. In addition, like any skill, it only takes effect after 100% learning.

Skills and Skills of a Driver

Offroad King: increases the speed of movement on soft ground. Useful skill. First of all, it makes sense to take on light and medium tanks.

Virtuoso: increases the tank's turn speed. Useful skill. First of all, it makes sense to take on tank destroyers and ART-ACS.

Smooth move: reduces dispersion when firing on the move. A very useful skill for light and medium tanks, which are destined to shoot on the move.

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

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

Loader Skills

All loader skills (as well as any other skills, for that matter) only work after they are 100% learned, which significantly reduces their value. Be careful! It makes sense to choose one of the skills in the event that you still put the second perk "Combat Brotherhood" and retrain the crew. Then the first perk can be taken one of the following skills. However, their value is rather doubtful in any case.

Intuition: it makes sense to take only the fourth or fifth skill, and even then, if you often use gold ammo.

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

Non-contact ammo rack: increases hp. internal module "Ammo rack". It makes sense to take on tanks on a residual basis, and even then, only if this tank really often has an ammo rack.

Skill selection for light tank crews

Light tanks, which have equally low visibility when stationary and on the move, need to download 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, internal modules and crew are easily critted by them. It is better to repair a downed caterpillar with a repair kit, and not with a “Repair” at all.

After pumping out Disguise, it makes sense to retrain the commander to the Sixth Sense and start downloading Disguise again. Well, the third skill, you can choose "Eagle Eye", which increases the viewing range.

  • Commander: Sixth Sense, Disguise, Eagle Eye, Repair
  • Gunner: Camouflage, Smooth turret rotation, Repair
  • Driver mechanic: Camouflage, Off-Road King, Virtuoso, Smooth Ride, Repair
  • Radio operator: Masking, Radio interception, Repair
  • Charging: Camouflage, Repair

Skill selection for medium tank crews

Further, you can retrain the tank crew to “Combat Brotherhood” (after all, it’s better for the commander to take the “Sixth Sense” perk as the first, i.e. retraining is best done when the second perk is completely pumped out of the tank crew). Or pump individual skills like “Smooth Turret Rotation” and “Smooth Ride”.

  • Commander: Sixth Sense, (Brothers in Arms), Repair, Disguise, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Camouflage, Turret Sweep
  • Driver mechanic: Repair, (Combat Brotherhood), Camouflage, Smooth Ride, Offroad King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Camouflage, Radio Interception
  • Charging: Repair (Combat Brotherhood), Camouflage

Skill selection for heavy tank crews

Heavy tanks differ little from medium tanks in terms of skills and abilities. 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 does not make sense to equip them with Camouflage. As with medium tanks, it is recommended that heavy tanks be upgraded with "Repair" first. Further, after the opening of the third perk, the crew can be retrained for "Combat Brotherhood".

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

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

  • Commander: Sixth Sense, (Combat Brotherhood), Repair, Eagle Eye
  • Gunner: Repair, (Combat Brotherhood), Turret Swing
  • Driver mechanic: Repair, (Combat Brotherhood), Offroad King, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Radio Interception, Concealment, or Firefighting.
  • Charging: Repair, (Combat Brotherhood), (Disguise, 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. from really useful skills, you should choose those that are higher. So, I still recommend not to neglect the “Combat Brotherhood” skill. The rest of the perks are to taste.

Skill selection for tank destroyer crews

If the tank destroyer is compact enough, it makes sense to take Disguise as the first perk and sit in the bushes. If it's a monstrosity like Ferdinand, it makes sense to take Repair and tank. In general, even "Ferdinand-shaped" tank destroyers make sense to upgrade "Camouflage", because tank destroyers have a class bonus to stealth when stationary.

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

For huge, heavily armored tank destroyers, you can take Repair, then Camouflage, retrain the crew to Combat Brotherhood, and start leveling Camouflage again. That's the whole difference.

  • Commander: Sixth Sense, (Brothers in Arms), Disguise, Repair, Eagle Eye
  • Gunner: Camouflage, (Combat Brotherhood), Repair, Turret Sweep
  • Driver mechanic: Disguise, (Combat Brotherhood), Repair, Virtuoso, King of the Road
  • Radio operator: Camouflage, (Combat Brotherhood), Repair, Radio Interception
  • Charging: Camouflage, (Combat Brotherhood), Repair

The choice of skills for ART-SAU crews

The first perk makes sense to take "Disguise". In any case, it makes sense for the commander to download the “Sixth Sense”, even on the ART-SAU, the “light bulb” gives quite a tangible advantage. "Repair" on ART-SAU can not be downloaded at all.

  • Commander: Sixth Sense, (Combat Brotherhood), Disguise
  • Gunner: Camouflage, (Combat Brotherhood), Turret Swing
  • Driver mechanic: Disguise, (Combat Brotherhood), Virtuoso, King of the Road
  • Radio operator: Camouflage, (Combat Brotherhood), Radio Interception
  • Charging: Disguise, (Combat Brotherhood)

Mini-FAQ on skills and abilities 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: unbelievable, but true - it will!

17.03.2014

The official website of World of Tanks, although it contains comprehensive information about the skills that each member of the crew of a combat vehicle can acquire, but, firstly, few people will smile at re-reading several pages of technical text, and secondly, official information is dry and streamlined . There 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 the forums, where they will have to shovel through a lot of topics, several dozen or even hundreds of pages long, 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 in a simple way each of the skills for each of the crew members, without hiding absolutely anything.

Skills in World of Tanks are not an empty phrase, but an excellent prospect for many times improving the characteristics of your combat vehicle. Often the value of skills is 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 an ordinary fire extinguisher. And to statements, they say, what will happen if you are set on fire a second time, you can answer that such a probability is extremely small. In general, Firefighting is a skill with frankly weak utility. Alternatively, you can take the “Clean and Tidy” skill, which reduces the likelihood of an engine fire.

Disguise.

This skill is being studied indiscriminately, especially by beginners who believe that now their tank will be inconspicuous and they can play plenty in sniper mode. This is not true. The fact is that not all tanks in the game are able to disguise themselves. Some do it better, some do it worse, and some are huge, high-profile machines that don't know how to disguise 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 for the tank to acquire camouflage, as well as hide in the bushes more often. In general, camouflage is a more or less useful skill, but not for all tanks.

Repair.

The most versatile skill in its usefulness. Repairs can and should be done. As an alternative or as an add-on, a tool box is great, as well as a large or small repair kit. Each tank must have a tanker trained in repair.

The Brotherhood of War.

Another universal, team skill that gives 5% increase in points of all skills for the entire crew. As an alternative, you can purchase ventilation, however, the effect of these two terms is summed up, so it is better to study the brotherhood of arms and install ventilation. If you add cola, chocolate or coffee to everything else, then skills can increase up to 120%. Not a bad skill, which is especially good for gunners.

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

Commander.

The mentor skill allows the commander to train his charges faster. It gives the greatest effect when studying at the very beginning of development. However, this skill only provides accelerated pumping of other skills, and, in fact, does not bring any benefit. In general, for the most impatient, this skill will do.

The skill is good. It allows you to see removed or damaged nodes in enemy vehicles on tanks, but the Expert only works with 100% pumping, and also if you can keep 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 carries more informational assistance, which may not always be useful in combat, where you often shoot where you can, or even at random. A skill with debatable utility.

One of the most important skills in the game, if not the most important. The famous "bulb" is vital in every battle. A skill that signals the fact that your technique is illuminated. If the light comes on, it means the tank has been found. It is essential to study, and the sooner the better.

This skill allows the commander to replace a disabled crew member. Most often, instead of this skill, players prefer to purchase first-aid kits to treat the injured. Not the most useful option.

A fully upgraded Eagle Eye allows you to increase the maximum view of the tank by 2%. The use of this skill is the lot of experienced players. For beginners, this skill is unlikely to be useful, however, if you are fighting with Bat Chat, Patton or other vehicles 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 how and like to use disguise and know how to calculate the detection range. As an alternative, as well as additions, you can take radio interception, coated optics, a stereo tube or an additional ration with ventilation.

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

This skill allows you to see the disappearing enemy in the scope for two additional seconds. It works only if you personally spotted this enemy. In other words, gunners who have accelerated to download this skill should know that it will not be useful, because 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 download.

Everything is clear here: in sniper mode, it will be easier to aim when turning the tower, if there is one. Do not download the skill if your tower does not rotate. An alternative is to install a stabilizer. However, the benefits add up. In short, this skill is one of the most useless. You can not study, you will lose a little.

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

A very important skill, since damaging the ammo rack immediately turns your tank into a pile of scrap metal, and learning this skill allows you to reduce the chance of an ammo explosion by 13%. Quite a useful specialty, although many prefer to study something else. Bottom line: be sure to learn if you plan to fight on tanks with traditionally poorly protected ammo racks.

Pretty original stuff. Its essence boils down to the fact that as soon as the equipment has less than 10% health, the loader starts to shoot faster by 10%. As an addition or alternative, a rammer is great. It is better to pump 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 range of radio communication. Practically useless skill. In general, it is worth noting that the special skills of the radio operator are famous for the greatest uselessness among the rest of the team. It is better to teach a radio operator general rather than specialized skills.

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

This skill increases visibility. With a full 100% study, it adds +3% to the range. Conclusion: more or less useful, although not a vital skill. You can learn 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 driving a tank with poor dynamics. When fully trained, grants a 5% increase in turning speed. Not the most useful skill, which can only prove useful when your combat tactics require frequent turns and similar maneuvers.

Due 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. An almost useless skill that few people learn.

This skill allows you to reduce the spread when firing on the move. Removed 4 modest percent of the diameter of the sight. It makes sense to study only on light or medium tanks. The slower the tank, the less sense in learning this skill. Not a very useful acquisition, which can be replaced with a smooth running stabilizer.

An excellent skill that allows you to increase up to 15% damage when performing a ramming technique. It is an excellent addition for heavy and fast vehicles. Armed with the ramming skill, ordinary 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 do not plan to use fire extinguishers. If there is always a fire extinguisher in stock, then there is no point in downloading Cleanliness and Order. In addition, it can be perfectly replaced by the same general skill of firefighting, although this is not at all the same thing. As an alternative or addition, the Cyclone filter is also suitable.

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