Kerrigan and Zagara Improvement
I am writing this because as only commander who has no Panel I want them to make the commanders more powerful to compensate.
If it is too extreme, I’ll re organise the numbers.
I have uploaded two videos regarding Mastery 3.2 improvements in Youtube.
The video was made to demonstrate what I have envisioned, making Kerrigan more befitting as “One Woman Army” than “Woman leading an army”.
Some Functions are not entirely accurate because I could not properly make correct settings. But I tried to make it as accurate as possible.
1. 30 Points on Energy Regeneration (Killer in Ground)
2. 30 Points on Attack (Killer in Air)
3. Mastery 3.2 From 30% to 45% (Abilities and Attack Speed only)(Balance)
Balance Kereigan’s Third Mastery set
You have two Mastery in 3rd power set.
3.1. Super fast and cheap research
3.2. Kerrigan increase in ability attack and Attack speed
The 3.1 is the wayyyy better choice because you save tons of Money and time upgrading your units!
For All ground upgrade + Kerrigan + Hydralisk upgrades you get whopping 2475 Mineral and gas ( 990 with full mastery). You can make powerful army quickly and cheaper
Can you add Multiplicative Improvement on
Kerrigan’s Carapace - 200 > 260CP 30% to 39% absorbtion
Fury - 50% to 65%
Chain Reaction - 25% to 32.5%
Heroic Fortitude - 200 > 260HP tp +130% regeneration
Ability Efficiency - 20 to 26% spell cost and cooldown decrease
Queen of Blades - Energy Regeneration 50% to 65%
Please have a look at CHAIN REACTION
Lot of people disagree on me with this but I am serious on wanting to tell the developers to consider…
- Have Chain Attack do spell damage (armour value decreases her attack)
- Have Chain Attack SHOULD recover Carapace
- Have Chain Attack correspond to Kerrigan’s current attack 25% or 30% (+ Mastery 3.2 increase - would be nice).
- Psionic Dash + Leaping Attack
- Have Psionic Dash decrease damage by 20% or 35%. (Heavy powerered units like immortal and thor smash Kerrigan AS SOON As she enters into them).
- Have Leaping Attack doable without vision and allow Kerrigan to evade any attack during it (I thought one of the reason this ability exists is mobilizations and evasion).
- Restore Kerrigan’s Range to 6
- Her fury should last twice as long
- Kerrigan’s Carapace depletes slower -5 per sec to -3 sec
Through Experiment, Increasing Mastery value of 3.2 from 1% to 1.5% also yields worthy effect.
- Her Baneling Attacks benefit from All Baneling Upgrades (it doesn’t)
Zagara Baneling - 132 Damage (264 Structure) (Each Baneling)
Zagara Corpser Roach (Full Mastery) - 210 HP and 34.8
Zagara Mastery 3.1 (Roach Health and Attack)
Affects Drop Pods damages. I usually for for Fury because it has much higher overall damage output.
Infested Drops also attack Air and does bonus +50 Damage to Structures
Roaches are now Corpsers and deal +20% more damage
Have Zagara get Regeneration Acid (useful of friendly Zerg commanders)
Zagara’s Medusa Spine target 2 more enemies.
+ Have Corruptors benefit from Scourge Gas reduction upgrade.
I have run some tests within editor for Kerrigan.
I tweaked Kerrigan’s Mastery 3.2 so it also can affect other things like Fury, Carapace, Chain reaction etc by (so 30% is increased to 39% and 200 is increased to 260).
Look at the Original Post above.
The synergy from Tweaking was tremendous and yielded incredible effects. While it still isn’t safe for Kerrigan to go alone or get too wild but it made me feel that I spent my mastery point well enough.
These Experiments are done in CoA, in Brutal difficulty against zerg (I was unable to do Protoss and Terran becuase of Editor errors)
30 point on energy regeneration
Great synergy of Kerrigan’ Carapace maximum and absorbtion values and Queen of Blades and Ability efficiency upgrades.
Even with heavy beating (Ultralisks, Lurkers etc), her quick use of abilities kept her alive (but moderately damaged but she fully healed in 10 seconds or so). Dedicating 30 energy makes her powerful ground dealer
30 point on Kerrigan attack
Great synergy of improved Fury and Chain Reactions. I also set her range back to 6 from 3
Kerrigan’s already impressive speed improved to 0.51 per shot while Chain reaction dealt over 22 damage. While mowing through swarms of mutalisks and broodlords, her Carapace soared almost as fast she was damaged. Dedicating 30 Damage makes her great Anti Air dealer.
In conclusion, having Mastery 3.2 of applied to other Kerrigan’s other passive abilites and upgrades made 3.2 well worthy of investment. What is more interesting is, 3.2 showed even more amazing synergy with Mastery set 1.
If I wanted to made Kerrigan more of a solo Commander like Dehaka, I would have much obliged to choose improved version Mastery 3.2.
This still doesn’t make Kerrigan into a Xel’Naga but 3.2 does make her into a true one woman Army.