Rufous

Do character abilities tie into ships? : r/SWGalaxyOfHeroes

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{
  "post": {
    "title": "Do character abilities tie into ships?",
    "selftext": "So right now I’m trying to get a 6\\* executrix, but I’m not able to beat the challenge. i know that gear level and character level help the ship, but after that I’m kind of confused. My tarkin  has 177 speed but the ship is only 133, my tie silencer has pretty low max health despite g12 KRU with a zeta. So how do I beat this challenge? will upgrading uniques help the ship or do they not apply?",
    "url": "https://www.reddit.com/r/SWGalaxyOfHeroes/comments/p9rmwr/do_character_abilities_tie_into_ships/"
  },
  "comments": [
    {
      "body": "The GP of the pilot is tied to the gp of the ship. Gear level is also tied to ship abilities but it stops at XI. \n\nThe pilots actual stats are irrelevant though. A fast pilot doesn't mean a fast ship. If putting health mods on Gar Saxon for example makes him crazy slow as a character and even more useless in a squad but gives him higher gp then it's a lot more useful to do that. \n\nI can't actually remember that challenge, as soon as I was able to get him to five I got him to six almost immediately and by accident. \n\nI had the required ships starred but only the three starters were strong. The key ship with Tarkin is Tie fighter, use Tie Fighters turn meter ability as your first move. The one that gives it dodge because it gives turn meter to the capital ship every time it dodges and you want to get your reinforcements and abilities off first.\n\nEdit: seriously, focus on keeping Tie fighter alive and using its dodge ability to give Executrix time meter, a tank to keep the pressure off Tie fighter is vital."
    },
    {
      "body": "Anything that increases Galactic Power will increase the stats of your ship. Levels, Gear, Relics, Stars, Ability levels (including zetas), and Mods will all increase the effectiveness of your ship. If character GP goes up, the ship is getting better.\n\nEDIT: Mods aren’t a direct GP -> Ship stats, check the reply to my comment",
      "replies": [
        {
          "body": ">If character GP goes up, the ship is getting better.\n\nThis is not universally true, specifically concerning mods.\n\nMod Tier (E,D,C,B,A) increases both character GP and ship GP while doing absolutely nothing to a ship's combat relevant stats.\n\nMod Rarity (e.g. 5dot -> 6 dot) and Mod level will actually increase combat relevant stats and not just GP.",
          "replies": [
            {
              "body": "I actually didn’t know that, thanks!"
            }
          ]
        }
      ]
    },
    {
      "body": "Yes, ships benefit from ability upgrades on their pilots. Also make sure to throw some mods on them even if you don't use those pilots in battles. Some random 5 dot mods will suffice, 6 dot mods give more benefit though."
    },
    {
      "body": "[deleted]",
      "replies": [
        {
          "body": "Ship speed depends on the combined GP of its pilot(s) and the ship itself. \nEverything that boosts GP helps, like leveling Character and ship abilities, applying zetas, gearing up, equipping mods (only the quality of the mods matters in this regard, not their stats).",
          "replies": [
            {
              "body": "Is the same thing applied to capital ships?",
              "replies": [
                {
                  "body": "Yes."
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "Character ability levels increase ship stats (including zetas). So do character level, stars, gear level, mod level (should all be 15) and mod rarity (dots). Use 5-dot mods until gear 11 and try to switch to 6-dot mods at g12. What doesn't matter though are the mod stats and mod tier (color). Meaning grey, blue and gold mods yield the exact same ship stats even though the ship GP changes."
    },
    {
      "body": "Think so, more developed crew members are higher stats on ships… omega zeta and mods as well"
    }
  ]
}