How to choose perks (skills and abilities) in World of Tanks? A guide to recommended perks for Soviet tank destroyers. A desperate skill in world of tanks.

Leveling up the crew in World of Tanks is a kind of “game within a game”: you have to think for a long time about the order of leveling up perks, read forums, watch guides, and analyze. Naturally, all this must be done if you want to achieve maximum combat effectiveness.

The matter is greatly complicated by the fact that it is almost impossible to pump out all the skills and abilities on one tank (this will simply take a huge amount of time). A crew with five or even six perks is considered truly “pumped up”. But for the average player, even a fourth perk is usually an unattainable dream; pumping out the last percent of the third can take months.

Abilities differ from skills in that they take effect immediately after selection, even if they are upgraded by 1 percent. For skills to work, they need to be pumped up to 100. Therefore, players often pump up not very necessary skills to 100 percent, and then reset them and take the necessary skill. You can reset perks without penalty only for gold.

However, not all skills and abilities are equally useful and popular. There are really effective perks that almost all players are among the first to pump out, and there are those that almost never get pumped up. Skills and abilities are divided into general and specific for each specialty.

General skills and abilities

Of the general ones, repair, camouflage and military brotherhood are definitely useful. But from There is no use for fire extinguishing on the vast majority of tanks: it is replaced by a fire extinguisher. Fire extinguishing is relevant only for those cars that catch fire literally every second break. For example, some Chinese vehicles are famous for this, which, like Soviet tanks, often have tanks in the forehead.

Repair, as the name suggests, speeds up the repair of damaged modules. This skill is especially useful on heavy tanks, whose tracks can be shot down many times during a battle. Repairs on medium tanks are less useful: a knocked-down track on them usually leads to destruction; in most cases it is better to use a repair kit.

Repair is also being studied on assault-type tank destroyers, which are in many ways similar to heavy tanks. But on artillery and light tanks, repairs are useless: a damaged track is easier to restore with a repair kit, and these vehicles usually do not survive a second hit.

But on light tanks, the first perk is almost always camouflage; it is very effective on them, since it does not halve during movement, as on other types of equipment. In addition, the camouflage skill is not a fixed value that increases as you level up, but a multiplier. That is, the higher the basic camouflage of the vehicle, the more effective this skill will be.

This is why there is no point in upgrading camouflage on large and very visible vehicles: the basic camouflage there is very small, so the skill does not have much effect. But, by the way, a camouflage network can be effective on large machines, since its bonus is precisely a fixed value, and not a multiplier.

The Combat Brotherhood increases the level of proficiency of all tankers in their main specialties, as well as skills and abilities by 5 percent. The effect of Combat Brotherhood is identical to the effect of improved ventilation, which are best used together. After all, an increase of 5 percent in the level of proficiency in a specialty actually means an increase in the characteristics of the tank by only 2.5 percent.

The Combat Brotherhood begins to operate only after all tankers have studied it 100%, that is, it needs to be pumped up by everyone. Usually, combat brotherhood is taken as the first perk on artillery; on other types of equipment it can be taken first, and second, and third, it all depends on individual preferences.

Now let's move on to individual skills and abilities:

The commander’s sixth sense (the so-called “light bulb”) is extremely important, which signals that the enemy has detected you. It is very difficult to overestimate this skill; it is extremely useful on almost all types of equipment, except for tanks focused on close combat. But even with them, the sixth sense can be useful. On light tanks and ambush-type tank destroyers, this perk must be upgraded first.

A good choice for a commander is also the Eagle Eye, which increases vision by 2 percent. This is a skill, so the eagle eye takes effect immediately. It must also be said that if the observation devices are damaged, the eagle eye already gives an increase of 20 percent, essentially compensating for the damage.

Handyman

A jack of all trades allows the commander to replace shell-shocked crew members. Since this is a skill, the jack of all trades begins to act immediately. When fully studied, it restores half of the lost percentage of the skill level of the specialty.

For example, when a gunner is concussed, the level of proficiency in his main specialty drops by half (for example, from 100 percent to 50). With a fully upgraded jack of all trades, the level of proficiency in the specialty of such a shell-shocked gunner will be not 50, but 75 percent. The effect is quite significant, but a jack of all trades is rarely upgraded, since the commander has more useful perks.

Mentor

The least useful skill a commander has is mentor. When fully studied, it gives a 10 percent increase in the experience that every tanker receives, except for the commander. It would seem that the increase is significant, but it only makes sense to take this skill if you are going to upgrade the crew of a given tank to three or more perks.

Expert

An expert is even less useful; this skill allows you to determine critical damage to an enemy whom you hold in your sights for four or more seconds. Of course, learning that an enemy tank's ammo rack is damaged, for example, can be useful, but players usually give preference to other perks. In general, the commander has many useful perks, so the choice is often difficult to make.

A continuation of the article will be published soon.

Attention, if your games do not work, .

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 various skills 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.

Combat Brotherhood: 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.

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 almost 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 tanks and artillery guns.

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 order: 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: 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: 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: 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: 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: 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!

The idea is that camouflage is most useful for those tanks that have a low visibility coefficient. Large vehicles have poor basic camouflage, so this perk will help them significantly less.

Only there are no exact parameters for camouflage in World of Tanks, so everyone judges by their own subjective feelings, and they are often deceptive.

I still think this skill is very useful for almost all tanks, the only exceptions being very massive and large heavy tanks. Personally, I feel the benefit of camouflage even on large tanks, like the E 50.

Although I do not deny that the greatest effect from camouflage is achieved on low tanks and on all tank destroyers.

Firefighting

Firefighting can easily be called a skill that does not fit into the current concept of the game. The fact is that fire extinguishing reduces the burning time of tanks during a fire, which prevents damage to internal modules and preserves durability points.

But, firstly, the average level of the crew is taken into account, which forces at least half of the crew to study it for the perk to be highly effective. Secondly, the burning time of tanks is a random value, so even with fire extinguishing, you can easily burn out.

But most importantly, any fire extinguisher completely negates the benefit of this perk. Since even a hand-held fire extinguisher, if you have a good reaction, will extinguish the fire more efficiently and quickly than your tank firemen.

I will note that the only thing is that now, instead of a fire extinguisher, they often take a chocolate bar or extra ration into battle, so fire extinguishing can give some kind of confidence in this case. But even here it is unlikely to help, since there are more useful perks, and smart players only put additional rations on those tanks that rarely burn at all.

Combat brotherhood

The most controversial of the common perks. The Battle Brotherhood gives 5% to the crew's skills, which is quite nice, but there are too many restrictions that greatly detract from the joy.

Firstly, Combat Brotherhood is a skill, so it will only work after learning to 100%. Secondly, absolutely all tankers need to learn this perk, otherwise the military fraternity will not work.

Thirdly, 5% for the crew increases the characteristics of the tank by 3% (2.5% of the perk and an additional 0.5% bonus for the commander). It is sometimes very difficult to notice such an improvement. Fourthly, in the future, the mechanism of the skill’s operation may be changed and if any crew member is concussed, it may be turned off. Perhaps this has already been implemented.

In fact, I still haven’t formed a clear opinion on the usefulness of this perk. On the one hand, the skill is useful, but very expensive. Moreover, it often makes sense to install it only on experienced crews (from three full perks), since there are more important perks to start with.

Another disadvantage is that the correct installation of the combat brotherhood requires resetting perks. That is, you can’t install it first, since it needs repairs. And if you put it third, the brotherhood will be rocking for several months. And resetting perks means either a loss of crew experience or a loss of gold, that is, real money. Brotherhood is the most expensive perk in world of tanks.

Commander

The commander has a lot of interesting and useful perks, but there is one skill that is the best in the game. Here and further I will not go into digital indicators, which often feel completely different in battle.

Sixth sense

The most useful perk in the game, requires 100% learning. Indicates with a light bulb during battle that you have been detected by the enemy. Yes, with a slight delay of three seconds, but this does not detract from the benefits.

In the new realities in the world of tanks, a light bulb is needed on absolutely all tanks. Even on heavy ones, which supposedly always glow. Believe me, now it is very difficult to play in random battles without a light bulb.

Among other things, several game tricks are based on this skill. For example, you roll out from behind cover for a split second and back. If the light then lights up, there are some enemies there. Otherwise, modern anti-tank guns with their camouflage may not be detected even after the shot, having lost half of your hit points.

Mentor

We have a typical example of a perk, the description of which looks good, but in fact does not provide anything interesting. Being a mentor to a commander increases the experience that other tankers receive for battle. The maximum you can get is +10% experience.

But, we remember that very soon the growth of perks requires a real breakthrough of experience and we understand that the effect of this perk will be doubtful. Let's not forget that the commander needs to pump up the light bulb and repair it.

Yes, there is an option, dancing around the mentor, but with frequent paid perk drops from the commander. In the case of a reset for silver, the loss of experience will be greater than the potential benefit from the mentor.

Eagle eye

A good perk that increases the visibility of the tank. We will not consider the bonus to visibility during a breakdown of surveillance devices. Valid from the start of studying, which is especially nice. However, you should not overestimate the eagle eye; the total bonus will be only 2% to the review. But the very importance of review in the game compensates for this.

Handyman

A fun skill that allows the commander to replace shell-shocked crew members. In fact, in battle with this skill, in cases of concussion of crew members, your problems will be half as much. That is, the fine for the tank parameters for which the damaged tanker was responsible will be half as much.

Usually the deterioration is twofold, but it will only be half as bad. So, in principle, some tankers will no longer need to be treated. I agree that a first aid kit is better, but there are times when it is not enough for a battle. And sometimes it’s the first aid kit that is exchanged for extra rations, in which case a jack of all trades is simply necessary.

Naturally, if the commander himself is shell-shocked, this skill will stop working. In cases where the second crew member is concussed, the effectiveness of the skill will be halved. In fact, a commander with a jack-of-all-trades can more or less replace only one wounded tanker.

Expert

A completely incomprehensible and useless perk. Allows you to see in the sight those modules that are either already damaged by the enemy, or can be damaged by a shot. It is also a skill, requiring 100% study.

Gunner

The gunner has a set of good skills. There are plenty to choose from, but you're unlikely to have to make any tough decisions.

vindictive

A skill that requires 100% learning to work. The enemy tank will be exposed to light for 2 seconds more. It sounds good, but in fact it’s nonsense. There is a limitation on the viewing angle (10 degrees in front of the gun), which is very narrow.

In addition, the time the enemy spends in the light changes randomly, so it is problematic to control the operation of the perk.

Master Weaponsmith

A gunner skill that reduces the spread of a damaged weapon by 20% when fully learned. In fact, it allows you to shoot effectively if your gun is damaged, but there is nothing left to repair it with. In other cases, the damaged weapon is usually repaired all at once with a repair kit.

On tanks where the gun gets damaged frequently, it may make sense to research a gunsmith. You can also pay attention to this perk on tanks that often trade a tower. In this case, enemy shells often damage the gun.

Sniper

A controversial perk that increases the chance of critical damage to enemy modules. Requires 100% study and gives a final bonus of 3%. But there are problems here. Firstly, the chance of causing critical damage by modules in world of tanks is generally unknown to ordinary players. So it is difficult to judge the importance of this characteristic.

Don't forget that tank tracks are also modules, so the perk can result in more frequent hits on the tracks. But, again, it is impossible to reliably verify this. In theory, a sniper will help small-caliber rapid-fire guns, but it’s difficult to download something definitive.

Smooth rotation of the tower

A good perk that starts working immediately. Reduces gun spread when rotating the turret by a maximum of 7.5%. Personally, I really like this gunner ability; I feel it well in battle. There will never be too much accuracy and speed of fire in World of Tanks. Now the game is often won by the one who shoots faster and rolls into cover.

Driver mechanic

The richest tanker in perks. In fact, the driver does not have any useless perks; on the contrary, there are a lot of interesting ones. So here you have to choose, sometimes even the thought arises of not learning the general perks for the driver.

Ram master

The skill starts working immediately, in full form, increases damage to enemies from ramming by 15%, and reduces damage to your tank when ramming by 15%. A fun perk, especially on heavy and fast tanks. But although the ram itself looks fun, its effectiveness should not be overestimated. Moreover, the driver has a lot of interesting and more universal abilities.

King of off-road

Significantly improves the tank's maneuverability on poor soils. As a result, on sticky soil your car will move and turn more confidently. Let me remind you that the dynamic characteristics of any tank depend not only on the parameters of the engine and chassis, but also on the resistance of different types of soil.

It is precisely this latter characteristic that the off-road king improves. The bonus is quite noticeable; many, not without reason, consider this driver perk to be one of the best, one of the most useful. This perk is especially noticeable on heavy tanks that get stuck on poor soils.

Smooth ride

And again, a very useful perk aimed at improving shooting accuracy. Smooth running reduces dispersion by 4% when the tank is moving. Essentially, this improves gun stabilization, which is useful for virtually any tank. Whether 4% is a lot or a little is another question, especially since the driver has many other interesting perks.

If I speak my personal opinion, then it is the choice of driver perks that is the most difficult and controversial. Smooth movement can also be adopted if you do not have enough accuracy during the game right away and immediately after the tank stops.

Cleanliness and order

The perk simply reduces the chance of a tank engine catching fire by 25%; the perk must be learned by 100% for it to start working. This ability needs to be properly explained, otherwise some people misunderstand the mechanics of its work.

The perk essentially simply reduces the chance of an engine fire. For example, like many Germans, on a tiger it is 20%. If the driver examines cleanliness and order, then it will become 15% (20% * 0.75 = 15%).

Don't forget that you can set fire to a tank through the tanks. Cleanliness and order do not affect this. Let me remind you that you can set fire to the engine simply by hitting this module with a certain chance, which is written down in the engine characteristics. Cleanliness and order will reduce this chance.

The tanks will be set on fire if the health of this module is completely depleted. The cleanliness and order of the driver will not help the tanks. Light up with the same success as without this perk.

Still, in the current conditions, a fire extinguisher is quite enough; they don’t set fire twice so often. I can recommend the cleanliness and order perk if you are really tired of being often set on fire through the engine, otherwise it is easier to choose other perks.

Virtuoso

The perk increases the tank's turning speed in place and starts working from the beginning of learning. When fully researched, the tank will turn 5% faster. This perk directly increases the maneuverability of the tank. It will be easier to change the direction of movement, it will be easier to turn the body under enemy shots.

Personally, I like this perk; I install it on many tanks. But it would be more correct to choose it on machines where it is critical to improve maneuverability. Since there is a serious choice between a virtuoso and an off-road king, but this aspect is on www..

Charging

The loader’s set of personal perks cannot be called unambiguous. On the one hand, they can be very useful under certain conditions. On the other hand, these same conditions do not occur so often.

The downside is that all the personal perks of the loader are only effective when studied 100%, which makes it difficult to study them consistently. After all, then the perks open oh so slowly.

Although the loader often also performs the functions of a radio operator on many tanks, so you can take radio interception instead, the only useful perk of a radio operator, but we will also look at his abilities in detail in this article.

Intuition

Intuition allows the loader to quickly change the type of projectile. That is, you loaded an armor-piercing weapon, and an armored enemy crawls out in front of you. We immediately choose silver gold. If intuition works, then there will be no need to reload again; the required projectile will be loaded immediately.

The probability of such success is 17%, the plus is that if you have two loaders, you can strengthen your intuition by learning this perk for both loaders. Let me remind you that the other perks in the game do not add up their value.

You won't be able to cheat the game, intuition only changes the type of ammunition, it does not speed up reloading. But let’s figure out whether intuition is needed at all? How often do you have to change the type of ammunition?

In fact, no. The fact is that most of the guns in the game do not require frequent changes of shells. Often reloading is not that long, so you can just wait for standard charging; changing the type of ammunition usually does not require a rush.

Perhaps intuition will come in handy on tanks, where all types of shells are used, and reloading is very long. But apart from the E 100, I can’t immediately remember anything, and even in this case, changing shells is not at all necessary.

Sometimes it’s easier to use a more powerful and versatile type of projectile. And intuition itself does not always work, so you cannot rely on it in contact combat. It seems that the perk can be useful, but in too limited situations.

Desperate

Gun reload time is a critically important indicator on any tank, which should be increased in every way. The Desperate perk speeds up reload time by 9%, which is a serious improvement. But don’t rush to rejoice, now there will be a list of restrictions.

Firstly, this perk will only work with 100% study, but it’s just inconvenient, nothing more. What’s more important is that reloading will be reduced only if your tank has less than 10% hit points left.

We get an interesting picture. The Desperado can literally save the tank during a firefight, because you can fire the final shot first. And even now in the game it often happens that a tank has a crumb of health left, instead of being completely destroyed.

On the other hand, it is difficult to successfully fight with the last points of strength and it happens infrequently. However, I personally consider this ability useful and interesting, however, on tanks without armor you can find a more useful alternative.

Non-contact ammunition rack

Again, you will need to learn the perk to 100%. It increases the strength of the ammunition rack (AM) by 12.5%. Let me remind you that in world of tanks, any internal module has its own health, and all projectiles have a damage parameter by module. As usual, these characteristics are not publicly available.

Many players misperceive the mechanics of the non-contact ammunition rack (CPU). This comes not only from the meager description of the perks in the game client, but also from ignorance of the game mechanics. Meanwhile, the topic of BC is very important.

Damage to the ammunition doubles the gun's reload time, critically reducing the tank's effectiveness. But blowing up the BC completely ends the game; you can be killed with one shot, even if there are still a lot of strength points left.

So, the ammunition can be damaged (yellow state) by any hit with damage. That is, it doesn’t matter how much strength the ammunition removed from the projectile. If you hit it, there is a chance of damage (crit). If they get into the BC area, they can cause damage. A non-contact ammunition rack will not help here.

A BC explosion occurs if its strength drops to zero. In some tanks it is weak, located in vulnerable places and often explodes, especially from enemy large-caliber shells with high module damage.

Here, in theory, a non-contact ammunition rack can help. But, again, it is very difficult to assess the effectiveness of the perk, since the exact parameters of the strength of the BC in the game are unknown. Yes, with this perk the tank’s BC will be stronger, but will this boost be enough?

Personally, I install non-contact ammo racks on those tanks that, in my opinion, are too often blown up by detonating the ammunition. But I am aware that there is an element of simple faith that the perk will help. It is difficult to really assess its effectiveness. If the tank's ammunition rarely explodes, the perk can be considered useless, since it does not reduce the chance of damaging the module.

Radio operator

The most unfortunate tanker in the world of tanks. Not only does no one treat him when he is concussed, but only one personal perk is useful. The problem here is precisely that the communication radius in the game does not affect anything. The maps are small, even with a dead radio operator and a broken walkie-talkie there will be no problems in battle.

Radio interception

The only useful radio operator perk that starts working immediately. With 100% study, radio interception increases the tank's visibility by 3%. A useful skill; there is never too much visibility on any tank. The exception is blind armored vehicles; for all others, it is advisable to maximize their viewing range.

The idea is that you will detect enemies more often, which will affect not only your survivability, but also the accrual of silver and experience for the battle, since you will fire according to your reconnaissance, also helping your allies.

With all my might

The perk requires 100% learning, but it is already useless. After destroying the tank, you will shine on enemies for an extra 2 seconds. In the current realities of the game, you can’t count on your allies to support you with fire, so an extra 2 seconds won’t change anything.

Inventor

A crazy perk that improves the parameters of a radio station. No benefit at all. There is no point in studying.

Repeater

Improves the parameters of allied radio stations. Even more nonsense, there is no benefit from the perk. Studying is contraindicated; it is better to choose more useful general perks.

Perks are overrated

I want to talk about the fact that the benefits of perks are often overestimated. In fact, only a few perks are critical to the game. All the others improve the characteristics of the tank and the comfort of the game, but the magnitude of these bonuses is very modest.

Yes, perks are a useful thing and their choice should be made wisely. But their importance should not be overestimated. You can play well and effectively with two full perks, or even one perk is enough.

A qualitative breakthrough is provided by only a few perks, which are worth downloading in any case. So many complex perk alternatives are not really complex.

Which perks to choose?

You can start philosophically by noting that perks should be chosen in accordance with the characteristics of the tank, with your playing style. But, like all wisdom, the recommendation is correct, but useless. Most players will not be able to personally evaluate all the perks on all tanks; this requires a lot of time and gold.

So, first of all, we’ll examine the commander’s sixth sense. This rule is mandatory; there are simply no exceptions in world of tanks. We choose repair as the first perk for everyone, and we definitely give it to the commander after the light bulb. There are exceptions to this. Light tanks and artillery do not need repairs. LT take camouflage, arte can be upgraded to combat brotherhood (if the commander is without a light bulb) or also camouflage.

The second perk already gives some variability. Here you can either go into disguise, or you can choose personal perks. In fact, both directions are worthy of life. Perhaps only the driver has very interesting personal perks.

One way or another, for the gunner we take a smooth turn of the turret, for the radio operator radio interception, for the driver to choose the king of off-road, a virtuoso, a smooth move. The loader can take a desperate or a disguise, depending on the tank. The fact is that a tank without armor quickly goes into the hangar if it has few hit points left.

The third perk can be dedicated to disguise or personal perks. It depends on which path you initially chose. However, the loader and radio operator are already running out of useful personal perks (there is only one of them each), so we boldly take the camouflage there.

You can take a sniper as a gunner, but here you have to wait for 100% research, and the third perk is not quickly researched. So the gunner can also take camouflage. In general, I recommend not to forget about camouflage, in my opinion, a very useful skill. While many personal perks give a ridiculous or very limited bonus.

On the fourth perk you will have to reset it, it seems to me. The fact is that it will take a long time to be researched, so in its place you need to take perks that begin to take effect from the start of study.

Now let’s look at the main questions that plague tankers when choosing perks, and only then we’ll talk about resetting perks.

Off-road king or virtuoso?

In fact, both perks are very good. The King of Off-Roads significantly improves the tank's behavior on soft soils, while the Virtuoso improves overall maneuverability. So, in fact, this choice should not cause any heavy thoughts. Whatever you choose, you won’t go wrong. However, the king can be considered a more universal perk.

Is a military brotherhood necessary?

My opinion regarding the military brotherhood cannot be called unambiguous. The usefulness of this ability cannot be denied, but the price is very high. In my opinion, the combat brotherhood makes sense for those tankers who have already achieved three full perks to explore. Then it makes sense to reset perks and redistribute.

I believe that it is during this period that the choice of other perks becomes limited, so that the benefits of BB will be greater. However, this perk is most effective and noticeable when used simultaneously with a fan and additional soldering. The pure effect of the BB may not be noticed in battle.

Perk reset

The system of skills and abilities is built in such a way that it will not be possible to effectively first learn perks that require 100% study, and then easier-to-manage abilities that work immediately.

And it will take a very long time to wait for 100% learning already on the third perk, so it is impossible to effectively use the crew’s additional abilities without resetting them. The most basic example is the military brotherhood. This perk actually requires resetting old perks, otherwise the wait for its research will be very sad and long.

We will not consider free reset of perks at all, it is irrational. There are only two ways: reset for silver and reset for gold. In the first case, the crew will lose 10% experience, in the second, you will lose 200 gold.

I regret to note that there are actually no alternatives to resetting perks for gold. Perks require too much experience, so even a 10% loss will be very significant. I cannot recommend resetting perks for silver; you will lose a lot of valuable crew experience.

So I can only recommend taking advantage of promotions during which you can reset crew perks at a 50% discount. Naturally, the number of these same discharges needs to be minimized, as well as your monetary losses. So think about the overall perk structure of your crews in advance.

Total

It is with the help of the crew that the combat characteristics of the vehicle can be increased when other reserves have already been exhausted. So perks become quite important in the later stages of the game, helping you play even better.

Despite the fact that the bonuses from perks often do not seem too serious, with proper training of an experienced crew, the total amount is quite a good help in any battle. Well, some perks are simply necessary; they can be considered a mandatory set for any tank.

In the article, I gave not so much a dry description of additional abilities, but rather their real impact on the battle, on the behavior of the tank, including personal comments, which, I hope, will help you decide on your own choice.

As we know, when mastering the main specialty to 100%, our crew opens a menu of skills

As we know, when mastering the main specialty up to 100%, our crew opens a menu of skills and abilities (click on +), however, many inexperienced players do not quite understand what to choose and therefore, this article will help you in choosing the right skills and abilities, so Let’s consider the most optimal assembly options for various types of equipment.

Let's start with a general description of what each skill and ability is and its need to be studied.

● Commander. The commander has some of the most useful sets of perks and skills, so choose them wisely.

1. The sixth sense, or in common parlance “light bulb”.

Allows the commander to detect whether our tank is illuminated, but it is worth remembering that the light appears after 3 seconds of being illuminated by the enemy. One of the most useful perks, we definitely download it to the commander first.

2.Jack of all trades.

This skill allows the commander to master the specialty of an incapacitated crew member. With 100% study - 50% of the skill of the shell-shocked crew member. Useless perk, download at the very end.

3.Mentor

Gives additional experience to all crew members except the commander.
With 100% study gives 10% to experience. Also not a very useful skill, we’ll leave it for the end.
Skill. Works as you learn.


4. Eagle Eye

An extremely useful perk for big-eyed STs and LTs to make their review even better. With 100% study it gives 2% to our review, +20% for damaged observation devices. It also gives an additional effect if you have optics, a stereo tube and radio interception skills.
Skill. Works as you learn.

5.Expert

Allows you, when aiming a sight (even an artillery one), to see which modules are damaged by the enemy and to see the shell-shocked crew. It is worth remembering that it starts working when you hold the enemy in sight for 4 seconds. A very ambiguous perk, it’s not for everyone; if you upgrade it, it’s definitely at the end.
Skill. Valid with 100% study.

● Gunner. A set of stupid perks, except for the smooth rotation of the tower.

1. Grudge

Allows us to additionally see the enemy for 2 seconds in a sector of 10 degrees. Not a very useful perk, suitable only for passive light, so that your team can hit the enemy more in extra time.
Skill. Valid with 100% study.

2. Master gunsmith

Allows you to reduce the spread of a damaged weapon. At 100% study it gives -20% to the dispersion of a damaged weapon. It is enhanced by the presence of a vertical stabilizer. An almost stupid perk, we’ll leave it for last.
Skill. Works as you learn.

3.Smooth rotation of the tower

Reduces spread when turning the turret by 7.5%. Extremely useful for ST, LT and TT. With a vertical stabilizer installed, the effect is enhanced.
Skill. Works as you learn.

4. Sniper.

Increases the chance of causing damage to the crew or module by 3% at 100% research. Does not work for high explosive shells Useless perk
Skill. Valid with 100% study.

● Driver. A set of perks, as a rule, to improve the driving performance of the tank and improve shooting on the move. Extremely useful for LT and ST.

1. Virtuoso

A useful perk for tanks with a low turning speed. With 100% study it gives +5% to the tank's turning speed. It is strengthened with additional lugs, Lend-Lease oil, 100 and 105 octane gasoline and a tightened speed controller.
Skill. Works as you learn.

2. King of off-road

Reduces soil resistance when moving. A useful skill for ST and LT, as well as for tanks with very poor maneuverability. It slightly enhances the dynamics of the tank as a whole. Strengthens with additional lugs. Gives us +10% to cross-country ability on soft ground and +2.5% on medium ground with 100% study.

3. Ram Master

A wonderful perk for tanks such as the E50M, KV-4.5, etc., which allows you to reduce damage to your tank and increase damage to the enemy tank when ramming. With 100% study, it gives +15% damage to the enemy tank by ramming and reduces damage to our tank by -15%
Skill. Valid as you learn

4.Smooth running

This perk reduces the spread when shooting on the move. It is enhanced by the presence of a vertical stabilizer. Suitable for all types of equipment. At 100% study it gives -4% to movement dispersion.
Skill. Valid as you learn

5. Cleanliness and order

Reduces the likelihood of engine fire (does not affect tanks!) by 25%. Useful for tanks with a high percentage of engine fire. (the likelihood of a fire can be seen by examining the engine in detail in the hangar). Intensified by the presence of an automatic fire extinguisher.
Skill. Valid with 100% study.



● Radio operator. One of the least useful skills, it is extremely easy to make a choice.

1. With all my might

Allows our radio operator, who is not disabled when the tank is destroyed, to report the location of enemy tanks for another 2 seconds. Useless perk.
Skill. Valid with 100% study.

2. Inventor

Increases communication range. With 100% study it gives +20% to radio communication range. An extremely stupid perk. Into the furnace.
Skill. Works as you learn.

3. Radio interception

A useful perk that increases the visibility of our tank by 3% with 100% research. It is enhanced by the “eagle eye” perk and in the presence of optics, a stereo tube. We highly recommend it for sharp-eyed STs and LTs.
Skill. Works as you learn.



4. Repeater

Increases the communication range of allies within the radius. With 100% study, it gives +10% to the communication range of allies. Again, an extremely useless perk.
Skill. Works as you learn.

● Loader. The loader has the smallest set of perks; you don’t even have to choose much.

1. Non-contact ammunition rack.

Increases ammo rack durability by 12.5%. A necessary skill for tanks with weak ammunition (for example, Soviet ST T-44 and T-54). Strengthens when there is a wet ammo rack
Skill. Valid with 100% study.

2. Intuition

Gives a 17% chance to instantly change the projectile (for example, from an armor-piercing to a high explosive) from the moment the projectile begins to reload. Useful for tanks, where we often change the type of shells, such as E100, ob.261, etc.
Skill. Valid with 100% study.

3. Desperate

Reduces gun reload by 9.1% when the durability of our tank is less than 10%. A controversial skill, not for everyone. Strengthened by the presence of a gun rammer.
Skill. Valid with 100% study.

P.s. All these perks DO NOT stack if multiple crew members have them! (for example, desperately pumped up for 2 loaders does not stack, so don’t forget this and take more useful perks).

Now let's look at the skills and abilities available to all crew members. It is worth knowing that the effectiveness of these skills is taken into account from the average indicator of the crew that owns this skill (for example, if you have upgraded repairs for 2 out of 4 crew members, then the increase in repair speed will be 50% and not 100%).

1. Repair

Probably the most useful perk for any type of vehicle, with the exception of art. Increases the speed of repairing damaged tank modules. Strengthens with a large repair kit or tool box. With 100% study it gives +100% to the repair speed. First of all, upgrade for almost any vehicle.
Skill. Works as you learn.

2. Camouflage.

Reduces the visibility of our tank. It is enhanced by the presence of a camouflage network. An extremely useful perk for stealth tanks, tanks, and artillery. With 100% study it gives +100% to the tank's stealth.
Skill. Works as you learn.

3. Fire fighting

Increases the speed of extinguishing a fire during a fire by 100% with 100% pumping for the entire crew. It will be necessary for fire-hazardous tanks or if you like not to carry a fire extinguisher with you. We upgrade only on tanks that are burning like a Christmas tree or as a last resort.
Skill. Works as you learn.

4. Combat brotherhood

Beginners often get confused with this perk, because... REQUIRES UP TO 100% STUDY OF ALL CREW MEMBERS FOR ITS OPERATION. Increases in the presence of improved ventilation, chocolate, pudding with tea, extra ration, a box of cola, strong tea, an improved diet and onigiri (for each nation, respectively). When fully studied, it gives +5% to all basic skills, additional skills and abilities.

Heavy tanks (TT)


Commander: Sixth sense, bb, repair, eagle eye.
Gunner: Repair, bb, smooth rotation of the turret, camouflage.
Loader: Repair, bb, camouflage, desperate.
Driver: Repair, bb, king of off-road, master of ramming.

(bb-combat brotherhood, at the personal discretion of each).

Medium tanks (ST)


Commander: Sixth sense, bb, eagle eye, disguise
Gunner: repair, BB, camouflage, smooth turret rotation
Loader: repair, bb, camouflage, desperate
Driver mechanic: repair, bb, off-road king, smooth ride or disguise
Radio operator: repair, bb, radio interception, camouflage.


(For the last perks it is strictly your choice, depending on your technique).

Light tanks (LT)


Commander: Sixth sense, camouflage, eagle eye, repairs, bb.
Gunner: Camouflage, repairs, smooth rotation of the turret, BB.
Loader: Camouflage, repair, desperate, bb.
Driver: Camouflage, repair, off-road king, bb.
Radio operator: Camouflage, repairs, radio interception, BB.

(Combat brotherhood is at the personal discretion of each person).
(For the last perks it is strictly your choice, depending on your technique).

Tank destroyer


Commander: Sixth sense, camouflage, BB, repair.
Gunner: Camouflage, repairs, bb, fire extinguishing.
Loader: Camouflage, repair, bb, desperate.
Driver: Disguise, repair, bb virtuoso.
Radio operator: Camouflage, repair, bb, radio interception.

(If the PT is huge, the first perk instead of camouflage is upgraded to repair).
(For the last perks it is strictly your choice, depending on your technique).

ART-SAU


Commander: Sixth sense, bb, camouflage, repairs.
Gunner: Camouflage, bb, vindictive, repair.
Loader: Camouflage, bb, intuition, repair.
Driver: Disguise, bb, virtuoso, king of off-road.
Radio operator: Masking, bb, repair, radio interception.

(For the last perks it is strictly your choice, depending on your technique).

All skills and abilities go sequentially for leveling up, but you can change them in places if you consider it necessary or if they suit your specific technique, because... It is impossible to choose the same perks for all tanks. It is also worth remembering that each next skill requires 2 times more experience than the previous one, we treat this wisely.

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 take effect 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.
Mechanic driver. 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 learn is 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.

Share: