fatkiddown's Guide To Skills & Perks
fatkiddown
Mar 30 2012
Disclaimer:
*PLEASE READ BEFORE REPLYING*
At-a-Glance:
Factoids:
In re:
Skills:
Short Answer:
Crew Experience: The Grind In Mind:
Some Handy Tools To Calculate XP
Here are listed crews with the greatest experience levels and/or, level of Skills & Perks that I am yet aware of:
[Note: please submit your own if into, at least, the 5th level of Skills/Perks; provide a screenshot of your crew per the example below]
Inter alia:
All:

Repair: Increased repair speed: % depends on level trained & number of crew trained in skill; note: time to repair has apparently been increased

Firefighting: Increased firefighting speed: % depends on level trained & number of crew trained in skill

Camouflage: Increased "hide" ability: % depends on level trained & number of crew trained in skill
Commander Skills:

Mentor: +10% xp to crew

Recon: +2% view range (if optics good)/+20% view range (if optics damaged)

Jack of All Trades: Commander replaces dead/wounded crewmen: 1st crewman 50%, 2nd crewman 25%, etc.
Gunner Skills:

Armorer: -20% damaged-gun dispersion

Snap Shot: -7.5% gun dispersion due to turret rotation
Overlord confusion:
Driver Skills:

Clutch Braking: +5% traverse speed/vehicle rotation

Smooth Ride: -4% gun dispersion due to vehicle movement

Off-Road Driving: +10%/+2.5% mobility soft/normal ground

Controlled Impact: +15%/-15% damage dealt/taken when ramming
Radio Operator Skills:

Signal Boosting: +20% radio signal range

Situational Awareness: +3% view range

Relaying: +10% radio range for all allies within your signal
Perks
[Note: Perks were introduced in version 7.2]
All:

Brothers in Arms: +5% to skill levels
Dev confusion:
Commander:

Sixth Sense: Warning on being spotted: 3 seconds
Example: Note the big, red light bulb in the center of the screen. It only stays lit a couple seconds. A good time to run away, and reset.

Eagle Eye: can spot critical damage on enemy: 4 seconds
Example: Note the small icons beneath the enemy tank denoting damaged modules.
Gunner:

Deadeye: +3% chance to critical damage

Designated Target: 2 second increase to spotting enemies
Driver:

Preventative Maintenance: -25% chance of engine fire
Radio Operator:

Call for Vengeance: spot on enemy lasts 2 more seconds
Loader:

Safe Stowage: +12.5% to ammo rack durability

Adrenaline Rush: +10% increase to reload speed

Intuition: 17% chance of no wait btwn different ammo loads
Addendum:
Sources:
World of Tanks: Full Guide: Crew Skills and Perks Use for Various Vehicle Types
Wiki: World of Tanks: Crew: Skills and Perks
Commentary:
Overlord:
Overlord's comments on 7.2 Skills & Perks.
Q&A On Skills & Perks:
Developer answers to questions regarding Skills & Perks.
Polls:
Results from a handful of polls and player feedback on each Skill & Perk.
Charts: [Note: Experimental]
History:
Thanks:
fatkiddown.com
Edited by fatkiddown, May 18 2012 - 17:18.
*PLEASE READ BEFORE REPLYING*
Spoiler
At-a-Glance:
Spoiler
Factoids:
In re:
- Skills – These are in effect immediately upon the start of training. They improve in effectiveness as you increase the % of training in the skill. I.e., they work from the lowest % of xp in that Skill [Note: in a sense, all skills work, period, within the game, even if no crewman is trained in it; selecting a Skill to be trained in, simply improves that in-game ability; &/or, each Skill impacts an already present, in-game attribute].
- Perks – These are activated once you have reached 100% training in the specific Perk. I.e., it will not work at all until 100% maxed. Unlike Skills, some Perks bring features to the game that do not exist otherwise.
- There are 25 Total Skills & Perks
- There are 15 Skills
- There are 10 Perks
Skills:
- 3 Skills all crew members can have: Repair, Firefighting, Camouflage
- 3 Skills are only for the Commander: Mentor, Recon, Jack of All Trades
- 2 Skills are only for Gunners: Armorer, Snap Shot
- 4 Skills are only for Drivers: Clutch Braking, Smooth Ride, Off-Road Driving, Controlled Impact
- 3 Skills are only for Radio Operators: Signal Boosting, Situtational Awareness, Relaying
- 0 Skills are only for Loaders: N/A [Note: Loaders have no specific Skills; albeit, they can use the 3 "All" Skills]
- 1 Perk all crew members can have: Brothers in Arms
- 2 Perks are only for the Commander: Sixth Sense, Eagle Eye
- 2 Perks are only for Gunners: Deadeye, Designated Target
- 1 Perk is only for Drivers: Preventative Maintenance
- 1 Perk is only for Radio Operators: Call for Vengeance
- 3 Perks are only for Loaders: Safe Stowage, Adrenaline Rush, Intuition
- 9 Commander
- 8 Gunner
- 9 Driver
- 8 Radio Operator
- 7 Loader
Short Answer:
- Limitless Skills & Perks are available to each crew member, within their alloted set
- It would take 53,776,322.52 xp to get the 9th Skill/Perk.
Spoiler
Crew Experience: The Grind In Mind:
Some Handy Tools To Calculate XP
- HvyMtlChaos has provided an astute analysis of just what you'll need to grind to get all possible Skills & Perks for your crew. His work can found: Here
- HvyMtlChaos has also given us an incredible break-down and analysis of how crews earn experience in battle. You can find his keen analysis Here.
- PTwr has shared This XP Calculator to help figure out xp needed to get to the skill desired level.
Here are listed crews with the greatest experience levels and/or, level of Skills & Perks that I am yet aware of:
[Note: please submit your own if into, at least, the 5th level of Skills/Perks; provide a screenshot of your crew per the example below]
Spoiler
Inter alia:
- Sequence: You can choose to train a crewman in a Skill or Perk. There is no sequence, albeit, there is advice (see below).
- Multiple Skills/Perks & Resetting: A crewman cannot train in another Skill or Perk until the current is maxed at 100% &/or the "Drop Skills & Perks" option is exercised, from the crewman's "Personnel File" property sheet.
- Dropping/Resetting Skills & Perks: Dropping &/or resetting Skill & Perks can be done for free (maintaining 80% of earned xp), for credits (maintaining 90% of earned xp) or for gold (maintaining 100% of earned xp).
- Not all Skills & Perks are available to all crews in all tanks. E.g., some tanks house only 2 crewmen. In these, one crewman fills the roles of multiple others, such as the Commander filling the roles of Gunner, Loader, etc. In this situation, the specific skills for the Gunner, Loader, etc., will be unavailable to the Commander, who will only have access to Commander-specific Skills & Perks (and, of course, any "All" Skills & Perks).
All:
Repair: Increased repair speed: % depends on level trained & number of crew trained in skill; note: time to repair has apparently been increased
Spoiler
Advice/tl;dr: still considered _the_ most essential skill. Heavies especially need this.Firefighting: Increased firefighting speed: % depends on level trained & number of crew trained in skill
Spoiler
Advice/tl;dr: simply put, Consumables: Manual &/or Automatic Fire Extinguishers are more effective. However, if you do not plan to equip these consumables, this Skill is important.Camouflage: Increased "hide" ability: % depends on level trained & number of crew trained in skill
Spoiler
Advice/tl;dr: still necessary for TDs and snipers; some suggest adding to loaders as secondary skill on heavies, mediums, lights and artillery.Commander Skills:
Mentor: +10% xp to crew
Spoiler
Advice/tl;dr: get 1st for maximum effect; note: training boost is a % of Commander's level in this Skill, i.e., @10%, crew gets +1% bonus, @20%, 2%, etc.; note2: this skill can be dropped from the Commander at any time, to be replaced by another Skill/Perk; i.e., once you feel crew training is complete; or, once all crew training is accomplished, this Skill has no further function; note3: the Commander gets no training bonus from this skill, only the rest of the crew. Recon: +2% view range (if optics good)/+20% view range (if optics damaged)
Spoiler
Advice/tl;dr: good for any vehicle except artillery.Jack of All Trades: Commander replaces dead/wounded crewmen: 1st crewman 50%, 2nd crewman 25%, etc.
Spoiler
Advice/tl;dr: good skill for scouts, as crew lost more frequently.Gunner Skills:
Armorer: -20% damaged-gun dispersion
Spoiler
Advice/tl;dr: not needed if carrying Consumable: Repair Kit.Snap Shot: -7.5% gun dispersion due to turret rotation
Spoiler
Advice/tl;dr: best used on mediums; note: works on both turreted _and_ turretless vehicles; Overlord confusion:
Spoiler
Driver Skills:
Clutch Braking: +5% traverse speed/vehicle rotation
Spoiler
Advice/tl;dr: Good for non-turreted vehicles (artillery, TDs) or tanks with low traverse (e.g., KV); handy for any vehicle.Smooth Ride: -4% gun dispersion due to vehicle movement
Spoiler
Advice/tl;dr: good on lights as possible secondary.Off-Road Driving: +10%/+2.5% mobility soft/normal ground
Spoiler
Advice/tl;dr: good on lights as possible secondary; note: some suggest this skill made a significant difference during testing.Controlled Impact: +15%/-15% damage dealt/taken when ramming
Spoiler
Advice/tl;dr: great for ramming mediums such as the E-50, however, does not work vs. artillery normally due to mobility factor; some recommend against due to this fact. Personally, I love ramming in my KV-5, and may use there.Radio Operator Skills:
Signal Boosting: +20% radio signal range
Spoiler
Advice/tl;dr: Great for lights and good on heavies and mediums; useful on all vehicles.
Situational Awareness: +3% view range
Spoiler
Advice/tl;dr: highly recommended.Relaying: +10% radio range for all allies within your signal
Spoiler
Advice/tl;dr: get after Signal Boosting.Perks
[Note: Perks were introduced in version 7.2]
All:
Brothers in Arms: +5% to skill levels
Spoiler
Advice/tl;dr: great to have; note: _all_ crew must have it; note2: _all_ crew must have it at 100% or does not work at all; i.e., if you have one or more crewmen maxed in it, it is still inactive -- or "off" -- until the rest finish it 100%; note3: best to get if open slots available after choosing others; note4: this Perk works even if there are dead crew membersDev confusion:
Spoiler
Commander:
Sixth Sense: Warning on being spotted: 3 seconds
Spoiler
Advice/tl;dr: great for TDs and scouts. Note: artillery players also swear by this Perk, as it will show whether or not an early scout has spotted you.Example: Note the big, red light bulb in the center of the screen. It only stays lit a couple seconds. A good time to run away, and reset.
Spoiler
Example2: Here, we see Sixth Sense going active in Artillery, Strategic View:Spoiler
Eagle Eye: can spot critical damage on enemy: 4 seconds
Spoiler
Advice/tl;dr: not highly recommended.Example: Note the small icons beneath the enemy tank denoting damaged modules.
Spoiler
Gunner:
Deadeye: +3% chance to critical damage
Spoiler
Advice/tl;dr: great for TDs and slow vehicles with slow reload.Designated Target: 2 second increase to spotting enemies
Spoiler
Advice/tl;dr: must-have for TDs; note: apparently, "Designated Target" works with SPGs, but will not work in artillery, "arty mode," v.i. This makes this Perk less desirable for artillery.Driver:

Preventative Maintenance: -25% chance of engine fire
Spoiler
Advice/tl;dr: not highly recommended, only useful _after_ Clutch Braking, et al.Radio Operator:
Call for Vengeance: spot on enemy lasts 2 more seconds
Spoiler
Advice/tl;dr: this should be the 1st choice for scouts.Loader:
Safe Stowage: +12.5% to ammo rack durability
Spoiler
Advice/tl;dr: this seems to be one of the least favored skills/perks by testers.Adrenaline Rush: +10% increase to reload speed
Spoiler
Advice/tl;dr: one of the highest rated skills/perk by testers.Intuition: 17% chance of no wait btwn different ammo loads
Spoiler
Advice/tl;dr: considered the worst skill/perk of all by testers.Addendum:
Sources:
World of Tanks: Full Guide: Crew Skills and Perks Use for Various Vehicle Types
Wiki: World of Tanks: Crew: Skills and Perks
Commentary:
Spoiler
Overlord:
Overlord's comments on 7.2 Skills & Perks.
Spoiler
Q&A On Skills & Perks:
Developer answers to questions regarding Skills & Perks.
Spoiler
Polls:
Results from a handful of polls and player feedback on each Skill & Perk.
Spoiler
Charts: [Note: Experimental]
Spoiler
History:
Spoiler
Thanks:
Spoiler
fatkiddown.com
Edited by fatkiddown, May 18 2012 - 17:18.
Comrade_Zhukov
Mar 30 2012
Good guide, +1.
Is there any information on what the actual effect of repair is? I heard that it got buffed by 200%, but how long does it take for an elite crew of 5 to repair a module?
Also, this is from the EU forums, and provides some numerical values:
http://forum.worldof...rs/page__st__20
Is there any information on what the actual effect of repair is? I heard that it got buffed by 200%, but how long does it take for an elite crew of 5 to repair a module?
Also, this is from the EU forums, and provides some numerical values:
http://forum.worldof...rs/page__st__20
eBayNoob
Mar 30 2012
Here is a quick image reference I made a while ago with most of the above info.
I would also like to credit the original source DedoOK who translated this information from wot-news.com:
http://forum.worldof...91#entry1592291
Spoiler
I would also like to credit the original source DedoOK who translated this information from wot-news.com:
http://forum.worldof...91#entry1592291
Qumefox
Mar 30 2012
Brothers in arms is the equivalent of 'improved ventilation' by the way.. At least when your crew have it 100% and are all alive. I'd recommend it for vehicles that can't use vents. Open top TD's and SPG's, for example.
eBayNoob
Mar 30 2012
fatkiddown, on Mar 30 2012 - 20:11, said:
All:
-Brothers in Arms: +5% to skill levels note3: some sites state only 3% increase]
+5% increase in primary
-Brothers in Arms: +5% to skill levels note3: some sites state only 3% increase]
+5% increase in primary
Quote
Concerning Brother in Arms (in your garage you see +5% more skill for each crew member). But those 5% doesent add to 100% crew skill + 11% (bonus from commander) + 5% (crew ventilation), instead its only 5% of the orginial crew 100%. Let me explain in numbers (I also consider you`re using crew ventilation) :
100 + 11% + 5% + 5% = 122,37 > 100 + 11% + 5% + (5% din 100) = 121.55 (<-actual value in game during combat, tested using crosshair reload mods)
So we perceive a smaller effective increase than 5%. I hope you get my point showed in numbers.
100 + 11% + 5% + 5% = 122,37 > 100 + 11% + 5% + (5% din 100) = 121.55 (<-actual value in game during combat, tested using crosshair reload mods)
So we perceive a smaller effective increase than 5%. I hope you get my point showed in numbers.
fatkiddown, on Mar 30 2012 - 20:11, said:
-Adrenaline Rush: +10% increase to reload speed note3: another source states this perk kicks-in when hp fall below 10%]
Improves reloading time by +10% when vehicle has low hp. If more than one Loader has this perk, the effect is not cumulative.
Improves reloading time by +10% when vehicle has low hp. If more than one Loader has this perk, the effect is not cumulative.
Comrade_Zhukov, on Mar 30 2012 - 20:27, said:
Is there any information on what the actual effect of repair is?
http://forum.worldof...rs/page__st__20
http://forum.worldof...rs/page__st__20
Several players have tested 100% repairs and the consensus seems to be about halving repair time. So, it is more effective than toolbox. It can also stack with toolbox. See: http://www.youtube.c...h?v=s_O5aPTSn44
That is the same result reported in the thread you linked as well.
OscarZulu
Mar 30 2012
fatkiddown
Mar 31 2012
_Loner_, on Mar 30 2012 - 22:21, said:
It does indeed only kick in when the vehicle has less than 10% of its hit points left. It says this in the in-game description.
The in-game descriptions can be incorrect, as has been proven for several skill descriptions (see my "wall of text"). Still, I am in no way arguing otherwise. As is well known, secondary and tertiary sources have proven, often, more reliable.
_Loner_, on Mar 30 2012 - 22:21, said:
Several players have tested 100% repairs and the consensus seems to be about a 50% faster repair time. So, it is more effective than toolbox.
I concur that 50% increase is faster than 25% increase....
_Loner_, on Mar 30 2012 - 22:21, said:
It can also stack with toolbox. See: http://www.youtube.c...h?v=s_O5aPTSn44
However, in your graphic, stating a flat 50% increase is overly simplistic. An explanation helps of course: the percentage is affected by: the number of crews having the skill, the % trained in, etc. New players reading "50%" will leave it at that. What you mean is, I _think_, is if all crew in vehicle are trained 100% _then_ increase is 50%.
Good info none-the-less, but as always, all we can do is get close to the truth, since WG does _not_ release full info. Or, as Overlord put it regarding the wiki, "it's mostly right...."
eBayNoob
Mar 31 2012
Sorry, I did not mean to insult your guide as a wall of text.
You are right. Saying 50% is oversimplifying. I took that out of my image.
It is unfortunate that WG won't just officially release this info instead of leaving us guessing and testing.
BTW to people reading this thread the wiki has been updated with the new skills:
http://wiki.worldoftanks.com/Crew
fatkiddown, on Mar 31 2012 - 01:07, said:
However, in your graphic, stating a flat 50% increase is overly simplistic. An explanation helps of course: the percentage is affected by: the number of crews having the skill, the % trained in, etc. New players reading "50%" will leave it at that. What you mean is, I _think_, is if all crew in vehicle are trained 100% _then_ increase is 50%.
You are right. Saying 50% is oversimplifying. I took that out of my image.
It is unfortunate that WG won't just officially release this info instead of leaving us guessing and testing.
BTW to people reading this thread the wiki has been updated with the new skills:
http://wiki.worldoftanks.com/Crew
fatkiddown
Mar 31 2012
_Loner_, on Mar 31 2012 - 01:19, said:
Sorry, I did not mean to insult your guide as a wall of text. It is a good collection of information and you did a good job. I will be linking people to it.
It is unfortunate that WG won't just officially release this info instead of leaving us guessing and testing.
BTW to people reading this thread the wiki has been updated with the new skills:
http://wiki.worldoftanks.com/Crew
It is unfortunate that WG won't just officially release this info instead of leaving us guessing and testing.
BTW to people reading this thread the wiki has been updated with the new skills:
http://wiki.worldoftanks.com/Crew
lol! not insulted in the least. Found it cute. Find you cute
I ultimately trust no sources. However, I have the utmost respect for Snib's work, as he presents just raw data. When I read the stuff I put together -- and the stuff you've pasted -- I groan a bit. It assumes much, presents no proof, and, well, it's just what it is.
WG does _not_ release its data, and only hard figures matter.
My original post here is a lot of trite. And if _anyone_ states they have proved something "by testing" then they should provide those results....
People read the forums and spout stuff as "fact" all the time. I say it's a % of fact....
eBayNoob
Mar 31 2012
There were a couple good threads in the 7.2 test server archive forum where people did actual testing in training rooms. Unfortunately, the test server forum was removed.
Here is a good thread on the EU forum that confirms a lot of these numbers through actual testing. The OP explains his procedures too:
http://forum.worldof...ew-skill-tests/
Here is a good thread on the EU forum that confirms a lot of these numbers through actual testing. The OP explains his procedures too:
http://forum.worldof...ew-skill-tests/
ijazR
Mar 31 2012
-Smooth Ride: -4% gun dispersion due to vehicle movement Spoiler [New in 7.2; note: this skill was called, "Cruise Master"]
Reduces gun dispersion caused by movement by 0.04% PSL (or -4% @100%). This figure does not include turret or vehicle rotation. Cumulation: Equipment: Vertical Stabilizer. Advice/tl;dr: good on lights as possible secondary.
Dose this helps to the artys moving after shots to avoid counter. if dose helps how effective is it, is it worth to get it in arty as 3rd skill?
Reduces gun dispersion caused by movement by 0.04% PSL (or -4% @100%). This figure does not include turret or vehicle rotation. Cumulation: Equipment: Vertical Stabilizer. Advice/tl;dr: good on lights as possible secondary.
Dose this helps to the artys moving after shots to avoid counter. if dose helps how effective is it, is it worth to get it in arty as 3rd skill?
fatkiddown
Mar 31 2012
_Loner_, on Mar 31 2012 - 01:42, said:
There were a couple good threads in the 7.2 test server archive forum where people did actual testing in training rooms. Unfortunately, the test server forum was removed.
Here is a good thread on the EU forum that confirms a lot of these numbers through actual testing. The OP explains his procedures too:
http://forum.worldof...ew-skill-tests/
Here is a good thread on the EU forum that confirms a lot of these numbers through actual testing. The OP explains his procedures too:
http://forum.worldof...ew-skill-tests/
Google cache is your friend....
oRandolpHo
Mar 31 2012
Designated Target: 2 second increase to spotting enemies
" The duration an enemy is visible is increased within a small section of the gun view, w/in 10 degrees of the direction you were looking, increase is 2 seconds, after spotting has stopped "
Do I have to spot the enemy myself to make this skill work ?
Or the skill is still active despite the fact that the enemy is spotted by my teammates ?
Is the enemy visible for 2 seconds just for me ( who have the skill ) or my teammates ( that don't have the skill )
can see the enemy longer for 2 seconds too ?
thanks for any answer
" The duration an enemy is visible is increased within a small section of the gun view, w/in 10 degrees of the direction you were looking, increase is 2 seconds, after spotting has stopped "
Do I have to spot the enemy myself to make this skill work ?
Or the skill is still active despite the fact that the enemy is spotted by my teammates ?
Is the enemy visible for 2 seconds just for me ( who have the skill ) or my teammates ( that don't have the skill )
can see the enemy longer for 2 seconds too ?
thanks for any answer
asurmen32
Mar 31 2012
Quote
-Brothers in Arms: +5% to skill levels
Spoiler
Advice/tl;dr: great to have, but worthless as soon as one crewman is dead/wounded; best to get if open slots available after choosing others.found a typo =) the dead crew member part was removed now it works even if you have dead crew mates.
source: Wiki Brothers in arms
fatkiddown
Mar 31 2012
asurmen32, on Mar 31 2012 - 05:44, said:
found a typo =) the dead crew member part was removed now it works even if you have dead crew mates.
source: Wiki Brothers in arms
source: Wiki Brothers in arms
Fixed.
asurmen32
Mar 31 2012
kk btw nice guide Fatkiddown
(you plan to fix your advice on Brothers in arms too?? or just leave as is
)
btw im not trying to be mean, just constructive =P
(you plan to fix your advice on Brothers in arms too?? or just leave as is
btw im not trying to be mean, just constructive =P
eBayNoob
Mar 31 2012
BIA just got a little more attractive. Right now I am trying to decide whether or not to do BIA on all guys as my first skill or a mix instead.
oRandolpHo
Mar 31 2012
Did the dev nerf the repair skill ??
My TigerII's crews all have 100 repair skill and I took so long, like 10 seconds to repair my track !!
What happened to the skill ?
Are you guys facing the same problem ?
My TigerII's crews all have 100 repair skill and I took so long, like 10 seconds to repair my track !!
What happened to the skill ?
Are you guys facing the same problem ?
fatkiddown
Mar 31 2012
oRandolpHo, on Mar 31 2012 - 08:49, said:
Did the dev nerf the repair skill ??
My TigerII's crews all have 100 repair skill and I took so long, like 10 seconds to repair my track !!
What happened to the skill ?
Are you guys facing the same problem ?
My TigerII's crews all have 100 repair skill and I took so long, like 10 seconds to repair my track !!
What happened to the skill ?
Are you guys facing the same problem ?
Yes. I spent time reading cached Google threads from testers who stated repair time has been increased. So, your experience of a longer repair time with all crew at 100% on Repair Skill is accurate.
oRandolpHo
Mar 31 2012
fatkiddown, on Mar 31 2012 - 13:19, said:
Yes. I spent time reading cached Google threads from testers who stated repair time has been increased. So, your experience of a longer repair time with all crew at 100% on Repair Skill is accurate.
Thank you for your answer
Could you please answer this too ?
Designated Target: 2 second increase to spotting enemies
" The duration an enemy is visible is increased within a small section of the gun view, w/in 10 degrees of the direction you were looking, increase is 2 seconds, after spotting has stopped "
Do I have to spot the enemy myself to make this skill work ?
Or the skill is still active despite the fact that the enemy is spotted by my teammates ?
Is the enemy visible for 2 seconds just for me ( who have the skill ) or my teammates ( that don't have the skill )
can see the enemy longer for 2 seconds too ?
thanks for any answer










