Captain Killy Special.
Mirror Cartman
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She was the best money I spent in game, and I paid full price for her.
At £7.44 if you spend any money in game, spend it on her if you don't already have her.
At £7.44 if you spend any money in game, spend it on her if you don't already have her.
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Comments
I picked her up for my alt. Sure would have like to have her before that skirmish, though.
More intriguing to me is the offer for The Keeper. I admit that I have used my immortal Keeper less frequently these days than when I first pushed for immortalization. However, anyone needing a MED/SCI boost for voyages, SCI help in the Gauntlet, or even could use help for MED/COM or SCI/COM voyages is likely to get some benefit from having their own Keeper.
The Keeper on the other hand I have at 2/5. On the fence, for the sake of getting closer to completion yes, but (s)he is on like position 50 of my citation list, so these could be totally wasted 10 $. Hmmm I will sleep over it.
It's nice that we now have the option to sleep on it.
Very much this. I love the longer offer duration.
Even among all the MED/SCI options I have among my Exobiologists, The Keeper still comes in behind only Amanda Rogers and Torpedo Surgeon McCoy - Bones and his OP MED score is the only other one to get close to those three. And that’s with being a proficiency-heavy crew. Even at 1/5*, a Keeper could still be quite awesome for many players.
Fun Bones facts from looking at my bonus crew spreadsheet:
-Bones is going to be my #1 SEC/MED option by almost 700 points over Mirror Phlox.
-Bones is #3 for COM/MED behind my twin Reverend Phloxes.
-Bones has a higher ENG/MED score for this event than Amanda Rogers does (granted, those are her second and third skills).
-Bones is my #5 DIP/MED option after the two Rev Phloxes, Crell Moset, and a 4/5* Vahar’ai Saru.
-Bones’ bonus MED score is higher than a skill combo score for the following: Mountaineer Spock’s COM/ENG, M-113 Creature’s DIP/SEC, and LtC Jadzia Dax’s DIP/ENG.
Also, this event has me sorely lacking in bonus crew for COM/SEC (Gladiator Spock’s bonus SEC is only a little ahead of High Roller Sisko and Rescue Steam Uhura’s combined non-bonus scores), COM/ENG (only Mountaineer Spock is well ahead of Laborer Kirk and Amelia Earhart), and SEC/ENG (Gladiator Spock again is just a hair past Ba’ul and Bounty Hunter Mudd). We’ll see how the seats shake out...you’d think we’re in for a heavy dose of MED, SCI, and DIP but I will never forget the conspicuous lack of Romulan engineers from the Vulcan/Romulan mega.
I actually looked at my event shuttle pairs, and at 2/5 (I currently have him at 1/5), Keeper does not break top 20 for Sci/Med seats for me. And I have not factored in Pappa La Forge, Larkin or the share yet.
Event Crew, Garth/Killy/Sarek/Kirk. Whichever 400% Sledgehammers match the seats.
Last weekend was Baby Q, then Worf. With Garth, Killy and Sarek, IIRC.......
If we are trying to break the tie between the crew in this logjam, Killy is the clear winner. IMO it goes...
Killy > RPC > Garth
Killy breaks all ties for skirmishing because she has ENG as a skill, meaning she is much easier to seat. That is why she is better than RPC; the edge is only minor, but worth mentioning.
Garth is slightly worse than both because his passives are lower. Again, that is splitting hairs but worth mentioning.
Fair points, but Garth was a recurring legendary, so many players have him at 4/5* or immortal, which increases his Attack. Killy & RPC reside at 1/5* for me, and I never use RPC, ever. YMMV
If you want to go strictly on the +Attack, Garth is clearly worse. At 5/5 he adds +8. Killy and RPC at 5/5 give +10. I left that out of consideration because based on my Skirmish setup I'm not using my finishers to boost my attack, but if the +Attack is a consideration for folks, then that makes Killy even stronger IMO.
For folks who got Garth from the mega they can get by without Killy or RPC, but for those who want the best option and have $10 to spend, Killy is absolutely, 100%, THE best finisher.
What operating system?
Edit- Let me buy finally. Keeper did fine. I literally bought Killy as it crashed. The thank you box appeared on my desktop. Hilariously, I got Killy, but the LTO doesn't know that. The offer is still active.
I now choose not to spend, but thanks for pointing out the differences in their +Attack. 🖖
Garth's total passive score is higher than the Commandant's. Also more focused in the crits, which is worth noting, as most crew have higher passive acc and eva; so you could say you're getting more bang for your buck with Garth's passive distribution on top of pure numbers.
For those who don't have RPC or Killy.
As someone who has Garth, Killy, and RPC, Killy sees the least use of the three.
Regarding seating...
When skirmishing, seating is (seemingly) irrelevant. When a crew is placed in a slot that they don't have a matching skill for, their passives do not visibly darken and there is no message that the passive are inactive.
When in arena, Ardra should be sitting in the ENG spot on the Krayton if you're trying to preserve passives and optimize for defender mode.
So this is a wash.
Regarding passives...
killy - accuracy: 600 crit bonus: 225 crit rating: 195 evasion: 350
rpc - accuracy: 400 crit bonus: 50 crit rating: 108 evasion: 325
garth - accuracy: 300 crit bonus: 200 crit rating: 185 evasion: 225
Killy does have an edge, but not much of an edge depending on which passives a player is optimizing for. Between RPC and Garth, it's a wash unless one is favoring certain passives.
But wait, there's more!
RPC & Killy do get a +2 attack boost over Garth. But they also both incur a -3 Evasion that Garth does not have. We don't really know how passives compute, but we do know -3 is likely more than offsetting the evasion passive bonus.
It's also worth noting that the consensus appears to be that a burst attack crew does not get their own attack boost, only attack that is already active prior to activation. So perhaps for players post-Garth mega, there is reason here to favor Killy or RPC. But if you have a 4 or 5 star Garth coming out of that mega, you need 2 or 3 stars on Killy or RPC to match Garth's attack boost.
Ideally, a skirmish or arena lineup should have a high attack boost applied before any burst damage. So in isolation, an immo'd RPC or Killy would be better than immo'd Garth, however that benefit really only pays off if there's another burst damage crew to take advantage of the higher attack boost.
So do you want a miniscule edge on accuracy or a major edge on evasion?
Advantage: Garth
Last, but not least:
killy - initialize: 6s duration: 6s cooldown: 10s
rpc - initialize: 6s duration: 6s cooldown: 10s
garth - initialize: 6s duration: 8s cooldown: 10s
In the brave new world of sped up battles and auto triggers, Garth's extra 2s of attack boost is clutch.
Advantage: Garth
...All this is to say, the preferences between the three are largely immaterial. But for my setup, Garth is more important than RPC or Killy since I want to minimize the evasion hit more than anything else.
If anything, the ship ability breakdown looks like this:
Garth > Killy > RPC > Fury Kes > Redjac Jaris
In terms of overall utility, I'd take Kes hands down (weakest passives be damned!). Garth and RPC are better voyagers, so absent having any of the big three, I'm hard pressed to find a meaningful reason to strongly favor any of them. Jaris is the best voyager of all, but has the least traits and boosts accuracy instead of attack.
Killy is only worth $10 if you don't have any other burst attackers or if you want to add a vanity star. If there are no more DISCO events, that was the last thing that really distinguished Killy as an overall more desirable card. Fact is, she's a weak voyager with a hazy future event potential, and only a (marginally) better ship battle option if you didn't get Garth from the mega.
With the way Skirmishes are now we are talking about milliseconds between them. In the Arena I beat 10 Killies every day with my Garth and get beaten back by her and all the others several times but I would with her too due to the ship setup (Valdore & too lazy to change the ship for passive battles).
Killy or one of the other two were must-haves prior to the Skirmish change. Now they are meaningless if you have any 6 or even 8 sec. unconditional 400% hammers. With 3x speed the differences are barely notable and only relevant if you aim for top 25 I guess. I am not that dedicated so I really do not mind. For my roster Killy would have only been a dead crew slot with zero chance of citation.
So I take the oranges in this case.
Fast Attack Bonus - Insta - Insta - VIP-boost
As i am lucky to have a decent roster for this .. ( and got lucky on a 3steak crate) .. it wass the following in this skirmish.
Locutus - Garth5 - Garth2 - Groomba
I also believe the handicap from Killy to make her less desirable ...
That said .. in my decently evolved roster .. killy still goes on voyages often enough..
As mentioned above ... class seating are not relevant in skirmish .. i tested this myself pre-auto ... i did not see any increased killspeed or survivability .. or " total skirmish duration" from a match-set .. always easily picking the reward box without needing a heal between encounters.
IIRC this was the case in the very first skirmish , but this was one of the things dropped by the dev's as changing crew between encounters is/was still a big pain .. (less now with the searchfilter)
Exactly, if you are worried about a minus to evasion from your finisher, you are not doing something right.