I am almost every day first place in Admiral without instant damage crew.
which crew do you run and which ship?
Bounty with Duras Sisters, Surak, Ru'afo and BR Bashir.
I tried Attack Speed and couldn't get it to work as well as you are. Congrats on that. Do you have to be picky about who you battle? Are there any combinations that you avoid?
This build is focused versus T’Ong with instant damage aka most ships in top 1k. It is very forgiving in skirmishes and allows me to do other things in the same time.
I am almost every day first place in Admiral without instant damage crew.
which crew do you run and which ship?
Bounty with Duras Sisters, Surak, Ru'afo and BR Bashir.
I tried Attack Speed and couldn't get it to work as well as you are. Congrats on that. Do you have to be picky about who you battle? Are there any combinations that you avoid?
This build is focused versus T’Ong with instant damage aka most ships in top 1k. It is very forgiving in skirmishes and allows me to do other things in the same time.
Thank you for sharing. It's pretty good info for players who have those mega event legendaries.
I can tell you from a Krayton perspective, I actively seek out H.M.S. Bounties, for what that's worth.
Do you look for ships with instant-damage crew or does it not matter? I have joined the Krayton Krewe for Skirmishes but not yet in the arena...I like having the cloak to avoid other peoples’ instant-damage crew. I’ve run enough Skirmish battles with the Krayton to know that even when you have Killy, William Morgan Sheppard, Saboteur Garak, and the EMP blast it is highly possible for all of them to miss and you just sit there eating damage for the next several seconds until the Power Surge is ready to go again. In the arena, that’s about the time Killy, T’Kuvma, and the rest will start their attacks and those are hard to come back from.
That’s why I stopped using the likes of Kal-if-fee Spock, Commando Crusher, and Mirror Phlox in the arena years ago, since they would always seem to miss while opponents’ instant-damage crew seemed to never miss.
I can tell you from a Krayton perspective, I actively seek out H.M.S. Bounties, for what that's worth.
Yes, it's easy pickings to beat the cloaks with a Krayton. But tough to defend. It's an interesting dynamic.
Not all cloaks are created equal. The Bounty has Security, Science, Engineering, and Medicine seats. The T'ong has Command, Security, Diplomacy, and Engineering seats. Based on the seats alone the Bounty is much easier prey as the likelihood of beastly crew selection is greatly diminished (although admittedly the very recent addition of Saboteur Garak complicates this). The other reason I actively hunt the Bounty is that it is one of the ships for which schematics are very easy to find, so players with overall weaker crew tend to run with the Bounty; if you see a level 10 T'ong, look out, that is an experienced player and their crew is likely beastly.
I can tell you from a Krayton perspective, I actively seek out H.M.S. Bounties, for what that's worth.
Do you look for ships with instant-damage crew or does it not matter? I have joined the Krayton Krewe for Skirmishes but not yet in the arena...I like having the cloak to avoid other peoples’ instant-damage crew. I’ve run enough Skirmish battles with the Krayton to know that even when you have Killy, William Morgan Sheppard, Saboteur Garak, and the EMP blast it is highly possible for all of them to miss and you just sit there eating damage for the next several seconds until the Power Surge is ready to go again. In the arena, that’s about the time Killy, T’Kuvma, and the rest will start their attacks and those are hard to come back from.
That’s why I stopped using the likes of Kal-if-fee Spock, Commando Crusher, and Mirror Phlox in the arena years ago, since they would always seem to miss while opponents’ instant-damage crew seemed to never miss.
Honestly, I don't care about it at all. The Krayton can go off BEFORE their ship can, so I win before their Killy has even come off cooldown.
I can tell you from a Krayton perspective, I actively seek out H.M.S. Bounties, for what that's worth.
Yes, it's easy pickings to beat the cloaks with a Krayton. But tough to defend. It's an interesting dynamic.
Not all cloaks are created equal. The Bounty has Security, Science, Engineering, and Medicine seats. The T'ong has Command, Security, Diplomacy, and Engineering seats. Based on the seats alone the Bounty is much easier prey as the likelihood of beastly crew selection is greatly diminished (although admittedly the very recent addition of Saboteur Garak complicates this). The other reason I actively hunt the Bounty is that it is one of the ships for which schematics are very easy to find, so players with overall weaker crew tend to run with the Bounty; if you see a level 10 T'ong, look out, that is an experienced player and their crew is likely beastly.
I can see the reasoning here. I also think that there will be vets like me that don’t find it so hard to fill those seats with good bonus crew:
That’s just out of my crew, and with skipping anyone with super long initialize times (which even at 10-12 seconds might not be a problem depending on the timing of the cloak). I am sure there are many legendaries other old-timers have that could be added to this list.
I run ISS Enterprise with Killy and Fury Kes, Admiral Janeway, and recently swapped the Commandant for Mademoiselle de Neuf because it always felt like a coin flip to get Killy to hit. If you activate her the instant she lights up, she beats the T’Ongs cloak and half the time insta-kills it. If she misses, the second the other crew light up I use Commandant/Kes and often would still miss 3 times, hence the swap to M d N. I still target T’Ong exclusively, fighting a Krayton with my set up is a death wish. Cubes are also easy picking, and less work without the cloak.
I agree with the other folks that don’t want to run the standard set up, I like being different. Almost never ranking in below 2000 each day, can easily get to Sub 500 without effort.
I run ISS Enterprise with Killy and Fury Kes, Admiral Janeway, and recently swapped the Commandant for Mademoiselle de Neuf because it always felt like a coin flip to get Killy to hit. If you activate her the instant she lights up, she beats the T’Ongs cloak and half the time insta-kills it. If she misses, the second the other crew light up I use Commandant/Kes and often would still miss 3 times, hence the swap to M d N. I still target T’Ong exclusively, fighting a Krayton with my set up is a death wish. Cubes are also easy picking, and less work without the cloak.
Good point about the Cubes - they can be okay to use on offense but are terrible on defense. The T’Ong and Bounty cloaks activate before the Laser Cutting Beam goes off (never mind the effects of the Krayton’s Power Surge) and then the abysmal evasion rating makes them sitting ducks for the rest of the battle.
I actually started wit the Krayton, and hovered around rank 14000. I am a Vip0 and a fairly new player, so beastly crew members were not an option. Now I airlocked RPC , but kept Saboteur Garak for voyages.
I run the T'Ong with Killy, Fury Kes, O'Brien and Ardra. I have been seeing a lot of Kraytons being ran because of the timer reduction and insta-damage. However, I still win about 75% of battles. The other 25% are done before I can do anything--just watch ship 'splode. I don't put much stock in the arena besides dailies, but this setup works to keep me under 1500 and get to 1 without much effort.
I hope they rebalance the Commander and Captain divisions though. Those two might just be the stalest part of the game, imo.
I hope they rebalance the Commander and Captain divisions though. Those two might just be the stalest part of the game, imo.
+1. I run one battle each in Commander and Captain. In the Commander division, I hang out anywhere between ranks 600 and 2500, depending on how closely I pay attention to the timing of activating the cloak. In the Captain division I usually end up somewhere between 2500 and 3500...I rarely win that one battle a day but I also apparently rarely lose on defense. Both are interminably boring and only are tolerable because the battles are quick, one way or the other.
I found that adding Saboteur Garak to my Krayton has significantly improved my defense. Before then I'd bag the top spot at my leisure but I'd easily slip 1500 places overnight, now I am typically staying about the same rank.
The more I think about this, the more I think that you gotta have 2 teams.
One, when you play, for climbing the ladder.
One, when you dont play, for not diving too fast. A defensive one, with good timings when auto triggered.
Krayton (ever since rebalancing)
- Mirror Spock for Accuracy at 1s
- Locutus for Attack at 1s
- Krayton cooldown reduction
- Killy because she's hot at 4s
- RPC for 400% damage at 4s
- Krayton 350% damage at 4s
Battle is over at 5s (win or lose; before you cloak) with 95% success rate. I rarely fall out of top 1,100 so defense seems respectable.
I am willing to bet your ship is one that will destroy my Bounty before I have a chance to cloak.
If I see Locutus on krayton i usually look for other ships to battle. But add accuracy like Spock or Scotty and I will never pick that ship to fight.
I’ve started to wonder about a strategy that would involve changing ships and crew to optimize AI defense (passive play) while using a different ship and crew for active play. I’m able to win most battles with my Bounty, but drop when I’m inactive because the AI doesn’t play my ship and crew like I’d play them in battle. I see a lot of Bounties and K’tongs until right before the end of Arena play and then I’m surrounded by Kraytons. Maybe I’m just late to the party on this one...
In Commander and Captain, if you don't run these setups, you just put a target on yourself for everyone to attack you.
In Admiral, Killy is the BOSS. If you see two Killy's... run. She can be in any ship and be a viable threat. Then, you just work with whatever crew you have to support her.
2 Killys are easy to beat. You just cloak on both of them and they do not touch you if you time your cloak right and then you counter attack the crud out of them. Mainly in arena you just want an accuracy person that you can pair with your attack people. Good attack people in admiral are Locutus, T'kuvma, Killy, Assimilated Tuvok, Rura Penthe Reed and the Duras Sisters merge card.
Doesn't Killy trigger at 4s (or close to it) in a Krayton? There's no ship that cloaks at 4s. Your strategy sounds good for any other ship, but not the Krayton, unless it behaves in some way that I do not understand.
The Krayton only reduces cooldown times, not initialize times.
I've seen it reduce Initialization. Apparently that is a type of cooldown.
"The truth is like a lion; you don't have to defend it. Let it loose; it will defend itself."
I run a T'Ong with T'Kuvma, Frank Hollander, Suus Mahna Sarek, and Phlox. Cloak first. When that wears off, everybody else is ready. Then, it's T'Kuvma (ATK), Phlox (ACC), Sarek, and Hollander (EVA), followed by the T'Ongs insta-damage. 5 straight insta-damage takes out anybody. The superior hull points can withstand almost anything. I've made over 110 1st-places with this setup.
T'mir, cloak, Ardra, Garth, T'Kuvma. Magnetic pulse and Advanced Tactical Maneuver if necessary. Look for big hitters to cancel out with cloak and then blast them to smithereens.
I use the Krayton (yes, sorry) with Locutus, Mirror Spock, Captain Killy and Garth of Izar. I can usually keep my top purrcentage to the next day (good AI defense) and get back to the top 100 area if I drop into the 500s or even 800s over night.
"Everything about the Jem'Hadar is lethal!" - Eris (ST-DS9 Episode 2x26 "The Jem'Hadar")
i have wondered why kraytons speed up ability affects initialization . cooldown and initialization are two different categories on abilities.
as for evasions usefulness, i definitely notice a difference with a 20 evasion vs 15 or 16. however, even with 20 evasion i get blasted out of the universe by a krayton with no crew with accuracy. i think thats pretty bogus. and i think its because those killy garths can activate at 4s . i have laborer spock maxxed out but sometimes i dont click him fast enough.
can we do something about speed up "cooldown" timers not affecting initialize timers, please
i have wondered why kraytons speed up ability affects initialization . cooldown and initialization are two different categories on abilities.
as for evasions usefulness, i definitely notice a difference with a 20 evasion vs 15 or 16. however, even with 20 evasion i get blasted out of the universe by a krayton with no crew with accuracy. i think thats pretty bogus. and i think its because those killy garths can activate at 4s . i have laborer spock maxxed out but sometimes i dont click him fast enough.
can we do something about speed up "cooldown" timers not affecting initialize timers, please
That would upset a lot of people and make the ability useless. Battles generally don't last longer than the first volley of abilities. Cooldown reduction would be useless if it did not affect initialization speed.
Comments
This build is focused versus T’Ong with instant damage aka most ships in top 1k. It is very forgiving in skirmishes and allows me to do other things in the same time.
Thank you for sharing. It's pretty good info for players who have those mega event legendaries.
Yes, it's easy pickings to beat the cloaks with a Krayton. But tough to defend. It's an interesting dynamic.
Do you look for ships with instant-damage crew or does it not matter? I have joined the Krayton Krewe for Skirmishes but not yet in the arena...I like having the cloak to avoid other peoples’ instant-damage crew. I’ve run enough Skirmish battles with the Krayton to know that even when you have Killy, William Morgan Sheppard, Saboteur Garak, and the EMP blast it is highly possible for all of them to miss and you just sit there eating damage for the next several seconds until the Power Surge is ready to go again. In the arena, that’s about the time Killy, T’Kuvma, and the rest will start their attacks and those are hard to come back from.
That’s why I stopped using the likes of Kal-if-fee Spock, Commando Crusher, and Mirror Phlox in the arena years ago, since they would always seem to miss while opponents’ instant-damage crew seemed to never miss.
Not all cloaks are created equal. The Bounty has Security, Science, Engineering, and Medicine seats. The T'ong has Command, Security, Diplomacy, and Engineering seats. Based on the seats alone the Bounty is much easier prey as the likelihood of beastly crew selection is greatly diminished (although admittedly the very recent addition of Saboteur Garak complicates this). The other reason I actively hunt the Bounty is that it is one of the ships for which schematics are very easy to find, so players with overall weaker crew tend to run with the Bounty; if you see a level 10 T'ong, look out, that is an experienced player and their crew is likely beastly.
Honestly, I don't care about it at all. The Krayton can go off BEFORE their ship can, so I win before their Killy has even come off cooldown.
Cloak and recover shields/hull then unload as they're usually out of offense and generally don't have any defense.
Not as good on the defense side, but with 4-5 matches I can stay in the top 1% or 5% depending when I play my rounds.
I can see the reasoning here. I also think that there will be vets like me that don’t find it so hard to fill those seats with good bonus crew:
Security - Rura Penthe Kirk, T’Kuvma, The Clown, Ushaan Shran, Rura Penthe Reed, Rura Penthe Commandant, Undercover O’Brien, Enemy Lines Sisko, Leland, Vulcan Executioner
Science - Lieutenant Chekov, 1701 Jadzia, Locutus, Valeris, Tsunkatse Seven, Degra, Klingon Janeway
Engineering - Killy, Saboteur Garak, Mirror Mayweather, Captain Scott, Survivalist Kirk, Krenim Guest Paris
Medicine - Crell Moset, DF Paris, Mirror Phlox, Defensive Phlox, The Keeper
That’s just out of my crew, and with skipping anyone with super long initialize times (which even at 10-12 seconds might not be a problem depending on the timing of the cloak). I am sure there are many legendaries other old-timers have that could be added to this list.
I agree with the other folks that don’t want to run the standard set up, I like being different. Almost never ranking in below 2000 each day, can easily get to Sub 500 without effort.
Good point about the Cubes - they can be okay to use on offense but are terrible on defense. The T’Ong and Bounty cloaks activate before the Laser Cutting Beam goes off (never mind the effects of the Krayton’s Power Surge) and then the abysmal evasion rating makes them sitting ducks for the rest of the battle.
I hope they rebalance the Commander and Captain divisions though. Those two might just be the stalest part of the game, imo.
+1. I run one battle each in Commander and Captain. In the Commander division, I hang out anywhere between ranks 600 and 2500, depending on how closely I pay attention to the timing of activating the cloak. In the Captain division I usually end up somewhere between 2500 and 3500...I rarely win that one battle a day but I also apparently rarely lose on defense. Both are interminably boring and only are tolerable because the battles are quick, one way or the other.
Edit: typo
One, when you play, for climbing the ladder.
One, when you dont play, for not diving too fast. A defensive one, with good timings when auto triggered.
I am willing to bet your ship is one that will destroy my Bounty before I have a chance to cloak.
If I see Locutus on krayton i usually look for other ships to battle. But add accuracy like Spock or Scotty and I will never pick that ship to fight.
I've seen it reduce Initialization. Apparently that is a type of cooldown.
In the one year since that was erroneously stated, I was corrected, learned a lot, and am now the reason that this statement...
...is true.
I still say evasion is a myth. Never does anything for me
I run a T'Ong with T'Kuvma, Frank Hollander, Suus Mahna Sarek, and Phlox. Cloak first. When that wears off, everybody else is ready. Then, it's T'Kuvma (ATK), Phlox (ACC), Sarek, and Hollander (EVA), followed by the T'Ongs insta-damage. 5 straight insta-damage takes out anybody. The superior hull points can withstand almost anything. I've made over 110 1st-places with this setup.
as for evasions usefulness, i definitely notice a difference with a 20 evasion vs 15 or 16. however, even with 20 evasion i get blasted out of the universe by a krayton with no crew with accuracy. i think thats pretty bogus. and i think its because those killy garths can activate at 4s . i have laborer spock maxxed out but sometimes i dont click him fast enough.
can we do something about speed up "cooldown" timers not affecting initialize timers, please
That would upset a lot of people and make the ability useless. Battles generally don't last longer than the first volley of abilities. Cooldown reduction would be useless if it did not affect initialization speed.