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Königstiger Skills/Perks


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Nekomancer #1 Posted 03 April 2012 - 12:33 AM

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I finally have Repair on 100% on my Königstiger and am thinking about which skills/perks i should choose now.

At the moment i am thinking about:
Commander: Jack of all trades
Gunner: Snap Shot
Driver: Smooth Ride
Radio Operator: Situational Awareness
Loader: Safe Stowage

What are your opinions?

KleinerTiger #2 Posted 03 April 2012 - 01:39 AM

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My KT Crew has Repair at 100% and the following new skills:
Sixth Sense
Snap Shot
Clutch Braking
Situational Awareness
Adrenaline Rush

Cliunwolf #3 Posted 03 April 2012 - 06:51 AM

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Giving the sixth sense to HT is nonsense ;)
because they are usually the first line and then constantly in contact with the enemy.

Danny17 #4 Posted 03 April 2012 - 09:36 AM

    Lance-corporal

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These are the perks I choose for my KT

Commander: Eagle Eye
Gunner: Deadeye
Driver: Off road driving
Radio Operator: Situational Awareness
Loader: Safe Stowage

KleinerTiger #5 Posted 03 April 2012 - 09:47 AM

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View PostCliunwolf, on 03 April 2012 - 06:51 AM, said:

Giving the sixth sense to HT is nonsense ;)
because they are usually the first line and then constantly in contact with the enemy.

It's not essential, but it can be useful nonetheless. Saved my hide from arty strikes a few times already.

RickardSteiner #6 Posted 03 April 2012 - 10:07 AM

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Currently my Tiger II has 100% Brothers in Arms (plus vent) and 95% repair. If you plan on keeping the tank and don't mind the perk not being active for a while, I would suggest getting Brothers in Arms, then think about getting other perks. That's my two pennies :)

Nekomancer #7 Posted 03 April 2012 - 11:06 AM

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Brothers in Arms only works when all crew members are alive and since they get hurt a lot, i don't think it's worth it.

eduran84 #8 Posted 03 April 2012 - 11:27 AM

    Lance-corporal

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You already have repair as a first skill, so you can skip points 1 and 2, but for everyone else who's looking for advice starting at the first skill:

1. Decide if you want to take BiA. It's like adding extra Vents to your tank, so if you are using these you'll like BiA, too. Should you pick BiA, take it as your first skill, otherwise it'll take ages until it activates.

2. Some form of Repair is recommended. Get it as a second skill, or even as first skill on some crew members if you pass on BiA.

3. Other skills worth using on a KT:
- Recon and Situational Awareness: more View Range is always good
- Smooth Ride and Snap Shot: accuracy on the move is invaluable in a front line tank
- Safe Stowage: KT is prone to ammo rack damage when shot at from the side.

4. Skills I don't like:
- Clutch Braking / Off-Road Driving: You are a heavy, get used to being slow/sluggish. These skills won't make this weakness go away.
- Jack of All Trades: only kicks in after your second crew member dies ( 1st Aid kit to heal the first one) and a crewmember at 50% is still not all that useful.
- Mentor: 10% XP sounds nice, but in reality it translates into the crew being 2-3% ahead of your commander. Not noticeable.
- Camo: Tiger tanks are visible across the map, doubling near-zero camo is still near-zero.
- Dead Eye: 3% more crits (as in 3 out of 100 hits), maybe even for 0 damage? No, thank you very much.
- Sixth Sense: You are a front line tank when you are high in the list and a sniper/support when further down. In the first case you will be spotted and you know it, armor is there to protect you. In the second case you should be far enough back and the enemies are shooting your front line anyways.
- Firefighting: Get an extinguisher
- Radio Skills: Tier 9 radio has more range than you could ever need.


Personally I am using the following setup (Crew on 2x 100% + 35%):

BiA as first skill on everyone
Commander: Repair, Recon
Driver:    Smooth Ride, Repair
Gunner:    Steady Hands, Repair
Loader:    Safe Stowage, Repair
Radio Op:  Repair,       Sit. Awareness

Cliunwolf #9 Posted 03 April 2012 - 01:11 PM

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View Posteduran84, on 03 April 2012 - 11:27 AM, said:

...but for everyone else who's looking for advice...

sry, but this is nonsense and bad advices from WoT inexperienced player. Learn something about the game and then give some advice OMG!

sword_of_Damocles #10 Posted 03 April 2012 - 03:52 PM

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My tiger2 crew skills/perks so far
100% repair skill for all and
commander:100% recon + 81% mentor
gunner:100%snap shot+ 81% armorer
driver:100% preventative maintenance+81% off road driving
radioman:situational awareness+relaying 81%
loader:100%safe stowage+ 81% adrenaline rush

As far as i am concerned repair skills is a MUST for every tank.All other is depended in each player playstyle

Danny17 #11 Posted 03 April 2012 - 04:06 PM

    Lance-corporal

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I must say Safe Stowage is a must for myself personally I always seem to have my Ammo rack damaged but since I have gave my Loader this skill it has yet to happen.

The KT is prone to its Ammo rack getting damaged right its not just me getting unlucky :P?

Meogron #12 Posted 03 April 2012 - 09:26 PM

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Actually clutch breaking is good choice it makes KT turn very fast on spot so you can defend better against single flanker such as t-44 or pershing.

jeff_peters #13 Posted 08 April 2012 - 11:56 AM

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View PostMeogron, on 03 April 2012 - 09:26 PM, said:

Actually clutch breaking is good choice it makes KT turn very fast on spot so you can defend better against single flanker such as t-44 or pershing.

This skill only works when you are moving forward or backward and turning. Not when you are standing and turning.

Dibuk #14 Posted 08 April 2012 - 01:24 PM

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Why do people diss BiA? It's like another Vent, also use medpack.

But Storm said it's bugged (and will not be fixed) you don't lose your bonus if a crewmember is wonded - I have not tested it properly yet though.

I went Repair + BiA on most of my heavys, then random lolskills.

eduran84 #15 Posted 08 April 2012 - 02:09 PM

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View PostDibuk, on 08 April 2012 - 01:24 PM, said:

But Storm said it's bugged (and will not be fixed) you don't lose your bonus if a crewmember is wonded - I have not tested it properly yet though.

I tested it (crosshair with a reload timer) and it stays active with dead crew members. I love the BiA/Repair combo on my E-75 and it should work just as well on the KT.

Nectaria #16 Posted 08 April 2012 - 07:57 PM

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Repair + Brothers in Arms is what my crew uses...BiA isn't 100% yet so no idea if works or not.

Dibuk #17 Posted 08 April 2012 - 08:08 PM

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View PostNectaria, on 08 April 2012 - 07:57 PM, said:

Repair + Brothers in Arms is what my crew uses...BiA isn't 100% yet so no idea if works or not.

It works, and do wonders for reload time with vent and rammer.

Dundonian #18 Posted 09 April 2012 - 02:49 AM

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BIA only works when they hit 100% as far as I know, unless anyone can confirm otherwise? and your crew doesnt loose the bonus if any die atm.

Personally I went with repairs on all crew to 100% since no tracks can have you wiped out in seconds if you run into a tricky postition, then I did

commander:   Sixth Sense                 > for german tanks this is by far the best perk since you know to move if your sitting sniping
gunner:      Clutch Braking              > better movement and speed ftw
driver:      Deadeye                     > everytime you damage you have a chance to do critical dmg is again a big help
radioman:    situational awareness       > view range ofc gg
loader:      safe stowage                > less ammo rack damage

My crew atm are all at 95% skill in the above catagories atm, and then I will probably go for BIA

Remember crews can have 5 different Skills each in total but ofc it will take a long time to get hence it is good to keep your crews and transfer them to new tanks.

I have no idea what would be the best crew setup for each vehicle but id like to know:P