Jump to content


  • Please log in to reply
10 replies to this topic

mpf1959 #1 Posted 16 March 2018 - 04:20 PM

    Warrant Officer

  • Player
  • 16738 battles
  • 876
  • Member since:

What constitutes a "good" crew? In terms of percentage, number of perks/skills etc? How long, typically, is it to make a good crew?



Spurtung #2 Posted 16 March 2018 - 04:30 PM

    Major General

  • Player
  • 64827 battles
  • 5,900
  • [GW-UP] GW-UP
  • Member since:

Depends what you want to use it for.


A LT crew meant for scouting needs camo trained, BiA, recon, situational awareness, 6th sense. Only after should you worry with snap shot, smooth ride, off-road driving,...

If you want it set for shooting on the move you need to prioritize different skills and equip different things, for example.

"Good crew" depends on vehicle and function you want to give it.



XP needed doubles for every skill, so if the same gains maintained like the 1st, when the 3rd is completed you'd have 7 skills (1+2+4). Since it doesn't, you can already guess it takes quite a bit to develop a crew, so pick the right first 3 skills because past that the training will happen slowly.



*for reference:

"You will need roughly 210,064 exp from 0% to 100% of First skill".

To complete 3 skills you'll need roughly 1,470,448 XP. The XP will only count towards skills after the major qualification hits 100% (on its own, not counting bonuses like BiA, ventilation, food).

Edited by Spurtung, 16 March 2018 - 04:37 PM.

Geno1isme #3 Posted 16 March 2018 - 04:31 PM


  • Player
  • 43376 battles
  • 8,174
  • Member since:

Well, depends on the tank and its crew layout. A six-man heavy-tank or arty crew where nobody has a secondary role is almost maxed at 2-3 skills already, a three-man light tank crew can still improve even if they already have 4 skills.

Generally, less than two full skills = rather bad, four skills or more = pretty good.

As for how long it takes, that varies a lot based on what you play, how good you are, what bonuses you get (premiumaccount, boosters, events, ...), crew layout and more. The first skill takes about 210k XP to go from 0 to 100%, second skill twice that much, third skill already 840k and so on.

firelars4 #4 Posted 16 March 2018 - 04:34 PM


  • Player
  • 44833 battles
  • 108
  • Member since:

For a good crew I'd say you need at least 2 skills/perks. I'd go for 6th sense on pretty much every tank. go for camo on light tanks for the other crew members and for repairs on heavy tanks. Brothers in arms is good as a second skill or if you want, you could retrain the crew to get BIA.


How long it will take to get a good crew depends on how much XP you get in battle. http://forum.worldof...my-crew-to-100/


you can also use this website to calculate http://www.planetwot.com/Crewxp/

Edited by firelars4, 16 March 2018 - 04:36 PM.

Edweird #5 Posted 16 March 2018 - 05:24 PM

    Second Lieutenant

  • Player
  • 9800 battles
  • 1,055
  • Member since:

i would say 3 skills as a minimum depending on the type of vehicle,


it takes may 1-300 battles depending on vehicle premium time and any crew boosters,


The trick is to reset after your crew hit say 160% then equip BIA, or better still use gold and dont take the penalty!


Brothers in arms is a must


in any tank



Edited by discontinued, 16 March 2018 - 05:29 PM.

Lycopersicon #6 Posted 16 March 2018 - 05:31 PM


  • Player
  • 10610 battles
  • 3,570
  • Member since:

With second skill on its way, I would consider the crew good. If it is a medium tank, then perhaps third.


8126Jakobsson #7 Posted 16 March 2018 - 05:36 PM


  • Player
  • 67756 battles
  • 3,526
  • Member since:

BiA, repairs, camo and 6th/snap/smooth/safe

That's four and a good start 

Sfinski #8 Posted 16 March 2018 - 05:40 PM


  • Player
  • 32016 battles
  • 2,687
  • [-PJ-] -PJ-
  • Member since:
3 skills. 4 on lights and meds. Heavies can manage with 2 even. 

gunslingerXXX #9 Posted 16 March 2018 - 08:19 PM


  • Player
  • 11191 battles
  • 2,112
  • Member since:

For me, mosty f2p with not alot of time to play and the desire to play multiple lines at once, a finished 2nd skill (often BIA) is considered a good crew. 


Edit: and for your second question, it takes forever... especially when retraining for credits and resetting for BIA when 140%.


Choose the personal mission girls wisely!


Edited by gunslingerXXX, 16 March 2018 - 08:53 PM.

mpf1959 #10 Posted 17 March 2018 - 05:29 PM

    Warrant Officer

  • Player
  • 16738 battles
  • 876
  • Member since:
Thanks to all. From what I have read here, I think I have a crew on their way towards being good! 

AvalancheZ257 #11 Posted 18 March 2018 - 12:43 AM


  • Player
  • 3973 battles
  • 230
  • [3WCST] 3WCST
  • Member since:



The basic skills for each crew member is first. So Sixth Sense for the Commander (duh), and usually then Snapshot/Smooth Ride/Situational Awareness for faster tanks and Snapshot/Smooth Ride/Safe Stowage for heavy tanks. Thats just a template though, certain tanks will need special considerations for crew skills.


Generally the second and third skills are BIA and Repairs or Camouflage for Heavies and Mediums/Lights respectively. Get BIA as the second skill if Repairs/Camo are not vital to the tank, or get Repairs/Camo first if it IS vital to the tank. 


After those 3 there are usually few worthwhile skills left, unless you have a small crew. Then is typically picking up the less useful but not useless skills like Recon/Armourer/Clutch Braking/Safe Stowage or Situational Awareness (if you picked the other one first). 


Its rare for a crew to have more than 4 skills if you grind a lot of tank lines, and beyond the first 4 skills the time taken for the subsequent ones are ridiculously long for relatively useless skills. 

1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users