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stayontarget201's avatar
5 years ago

Pilot Power

What character traits affect pilot power?
Level, gear, abiliites,stars,zetas?
Im trying to figure out what to do to characters i wont use in the game but will use their ships

16 Replies

  • Let's put it this way. ALL speed additions come from crew power, not ship upgrades.

    Ship speeds gets at least + 60 for the vast majority of ships, including CapShips.

    Is a zeta worth 1/60th of the total crew power? As it turns out, it's very very close.

    Therefore 1 zeta gets you +1 speed except in a few corner cases. In those corner cases when you're very, very close to your next +1 and you're zeta'ing the pilot of a particularly fast ship, it's possible to get +2 from a single zeta. On the other hand, with slower ships if you're particularly far away from the next +1 speed it's theoretically possible to get +0.

    That said, if you get +0 from a zeta, you've put yourself incredibly close to the next plus one speed and upgrading a couple mods to 6-Dot or adding just a single gear piece should put you over the top.

    So... is it worth it to zeta a pilot just for ship speed?

    As it turns out, head to head matchups with Negotiator can easily turn on which Nego gets to AoE first (because they get assists from their ships while Dazing the other side which then can't assist the enemy Nego and thus severely limits opposing damage). Sure, it's possible to come back from going 2nd, but you're much better off going first. So taking GK all the way to r7 and adding the zeta and giving him a full complement of 6-Dot mods is sure as heck worth it because it's not uncommon for your victory to turn on your Nego's ship speed.

    On the other hand, if your pilot is g12 and you're not interested in that pilot's zeta, there's PLENTY of room for speed improvement without dropping the zeta.

    In general, I find CapShips you plan to run maxed in head-to-head matches are worth a zeta that doesn't help you in squad much (Holdo, for instance). Other ships, especially reinforcements and/or ships that can gain TurnMeter aren't worth a zeta strictly for ship performance.

    And, yes, I know that it affects more than speed, but turn order is still more important than 3% more health & protection Whatever you get from adding a zeta, I seriously doubt it's a full 3%.
  • Omegas and Zetas do the same thing for ships. The skill ability level 8 is all that matters. The link Kisakee provided has the details you need although there are other discussions with more details.

    Only add a zeta if you want it for the character or really need to max out a ship. It’s not a worthwhile investment and is not guaranteed to add one to speed.
  • In the day and age of relics, if you want to use their ships for anything other than staring at them, you need to take the pilots to relic. Back before relics, you could stop at g11 just to make sure you unlocked all the abilities. This is no longer enough though if your facing a r7 piloted ship.

    With that said, there are 2 ships where you don't need to do this. Plo for negotiator and cass for rebels. Both are reinforcement ships for a single purpose which is fullfilled on their first turn. For cass, I would take pilots to g11 for the ability unlock. For plo you can leave fairly low. G8 or g9
  • "Aandien;c-2159893" wrote:
    In the day and age of relics, if you want to use their ships for anything other than staring at them, you need to take the pilots to relic. Back before relics, you could stop at g11 just to make sure you unlocked all the abilities. This is no longer enough though if your facing a r7 piloted ship.

    With that said, there are 2 ships where you don't need to do this. Plo for negotiator and cass for rebels. Both are reinforcement ships for a single purpose which is fullfilled on their first turn. For cass, I would take pilots to g11 for the ability unlock. For plo you can leave fairly low. G8 or g9


    Mal says hi.
  • Everything about a crew member affects ship power and speed, the higher power a crew is, the better. Except mods are different. For mods dots are all that matters. To max your crew you need 6 dot mods. Doesn't matter what mods, or if they even make sets. Just dots.
  • The boost from Mods goes up with Dots, not Color. Assuming all else equal.

    I guess you could get some sort of negative hit if your character GP went down?

    This is all assuming that the actual "Crew Power" # has anything to do character GP.

    I'm not sure if it does or not or if it is strictly a total of all the individual points you get from each Gear, Ability, Level, & Mod.

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