As per title. P3 Kerrigan turned out to be much better than I originally anticipated. However, I need some suggestions on where to put upgrade points.
Group 1:
My gut feeling is between Kerrigan attack damage vs energy regen, I’d probably choose energy regen, just because more energy = more spamming Kinetic Blast and Crushing Grip. Kinetic Blast is better than Leap Attack in my opinion, but Crushing Grip isn’t as good as Psi shift… But by allowing Crushing Grip to be spammed more repeatedly, it makes up the shortfall.
Group 2:
19 in immobilization wave, then rest in unit gas cost. I choose 19 in immobilization wave because it can kill units like Siege tanks outright, which to me makes the mop up much less hassle. Then rest can go into unit gas cost to save me a bit more gas.
While it is true that Kerrigan’s units tend to be gas heavy, but most of the time I tend to get to end game with 199/200 or 200/200 supply with plenty of resources to spare (usually a few thousand mineral and 1-2 thousand gas in bank), so not putting all 30 points into unit gas cost isn’t too much of a bit deal to me.
Group 3:
This is the one that I can’t really decide.
Upgrade cost allows me to effectively “double upgrade”, but having extra attack in Kinetic blast and additional Kerrigan attack speed is something that is very attractive to pass up too. I need people to help me to make a decision on that.
Group 1 is energy regen unless you’re trying to do some kind of speedrun where the slightly higher dps output of the attack damage is more valuable than range. Only time that breaks down is p2.
Group 2 is really up to you. I generally prefer to be able to delete bases with immo wave, but unit gas cost is also a very powerful option. Also if you have any gas left make more omega networks. There honestly is no such thing as too many nydus worms unless you’re against propogators.
Group 3 is really a matter of what breakpoints do you care about. 1 point and you can double tap hybrid destroyers and triple tap air hybrid with kinetic blast. 10 points and crushing grip kills combat shield marines. 17 points and kinetic blast can 1 shot colossi and reavers, plus it will 2 shot shuttles and motherships. 20 points and you can 1 shot an archon. Personally I am very big on Kerrigan hero solo so I go full Kerrigan mastery, but I also know how strong the upgrade mastery is.
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Yes to the latter.
If you aren’t focusing on Kerri as P3, then you should be choosing P1 for army focused gameplay. So it goes to reason to double down on Kerri boosts 
My choice is full energy regen (heroes were never meant for slapping things, its their abilities which make them really good), gas cost (immobilization wave doesn’t really need that much of a damage, mutas or whatever other units you have will swipe everything while stun is still there, so no big deal) and research reduction (fast upgrades for Kerri and army give much more value to my playstyle than pitiful 30% of ability damage).
Generally, I think, masteries focused on Kerri are for solo hero playstyles or speedruns which were never a thing for me. In the long run stronger army almost always outweights hero’s impact in the game.
10/20 on set 3. You can offset evolution time by building another evo chamber, and gas costs are compensated by Assim Aura buff.
My counter argument against that would be my army would just be as upgraded as yours by mid-game in most co-op maps, just not as early as yours.
So the end result is you get a fully upgraded army with Kerrigan doing less ability damage (and less attack speed)
30/0 P3 barely auto attack with it no point for dmg for me
30/0 P3 it hard to position kerrigan because no leap for immo wave unless use worm in the middle of the base but even so i still love her army much more so yeah
29/1 Set 3 are not just cheap upgrade but it also fast too so you can have 3/3 and all tech up in no time can even play variety of unit if you like that ( i do )
I never liked the immobilization wave damage mastery and the unit gas cost reduction is just soooooooo good.
If you will micro-manage kerrigan a lot then get the energy regen and ability damage.
If you use kerrigan mostly as an early game attack-move tool while massing up an army then go for attack damage and cheaper research.
When your army becomes strong Kerrigans damage output will not matter anymore.
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I really doubt that reliably getting to 200 supply of 3/3 3/0/3 Muta/Broodlord or 3/3/3 Ultra/Hydra/Nydus at ~15:00 mark is what an average co-op player can do without any points in resource reduction mastery, even on P3. But maybe you can.
Besides, as I already said, when you’re 200/200 Kerri’s damage becomes irrelevant in great scheme of things. She’s just there to throw IW before engaging something dangerous and to tank a bit of damage occasionally. And without resource reduction mastery it will be much slower.
Yes and no. Even with a 200/200 army, I still find it is hugely beneficial that I can 1 shot KO (Kinetic Blast) some of the priority targets such as Reavers (before they get to fire their first scarab), Collosi (before they get a chance to fry first 1-2 lines of my ground forces), High templars (before they get to cast those annoying storms).
To me, less reavers / high templars / thors / disruptors / etc… means less army cacualties, which in term translates into less need to spend resources to replenish lost units
not that it matters since I always end up with a few thousand minerals and 1-2K gas unspent despite the lack of unit Gas reduction cost, but I feel more comfortable losing less units and concentrating on controlling Kerrigan than trying to frantically controlling an army while trying to minimize casualties…
So usually, when an enemy wave spawns, I just 1 shot KO the more dangerous units using Kerrigan before I even bother to move in my army, and then my army just mops up whatever that is remaining.
I tend to find using this approach, I lose like 5% of my army, where as if I charge in with my army to face enemy army straight away, I frequently end up losing 30-40% of my forces. Again, not that it really matters beause there are so much resources available for me to rebuild the lost units, but I just find it less hassle to have to rebuilt half of my army after each fight.
Well yes, but its not like Kerri without mastery can’t do the same job. Reaver/Disruptor/Coloss/Thor (and of I remember correctly Thors are not one-shot even with mastery) don’t spawn 1-2 at a time to be easily sniped. I either throw IW if available or use Crushing Grip to stun multiple targets which will be easily swiped by units after. And in small numbers these units are not dangerous.
For sniping spell casters regular Kinetic Blast is more than enough.
I strongly disagree there. Ground army Kerri benefits WAY more from worms than from malignant creep, and air Kerri benefits from assimilation aura doubling and nothing else. So p3 seems like the natural choice for Army Kerri too.
I just meant P1 is a clear army focused prestige. Of course you can always make an army with any.
Not too bad actually. Tanks usually spawn in very large numbers (I have seen close to 10 at a time), which is why I have IW with +19 points, so IW just instantly destroy all the tanks on screen, period.
As for other units such as Reavers, Colloss, Disruptor, Lurkers, etc… They usually come in 5-6 with each groups, so I generally park my army a distance behind Kerrigan and keep my finger on “Q” key, and I basically go: press Q → KO 1st Reaver → press Q —> KO 2nd Reaver —> press Q —> KO 3rd Reaver (with mastery I can throw off 3 of them before having to wait for energy regen) —> back track a few steps → press Q —> KO 4th Reaver —> back track a few more steps → Press Q —> KO 5th Reaver —> F2 + A for mop up.
Also since Kerrigan gets a temp HP boost as she deals damage, the constant Kinetic Blast would keep her HP high and keep her from dying.
Thor has high enough HP to survive 1 hit from Kinetic Blast, but Thors usually spawn at most 2 or 3 at a time, so that’s manageable.
Machines of War have like 10-12 Thors in late waves.