Spoit wrote: _fulu_ wrote: Spoit wrote: I'm having trouble figuring out how you do 2k damage a turn with attack tiles, with only 600 coming from strike tiles, since even maxed, his attack tiles are only marginally stronger than his strike tiles...and you get 3 of them per green cast As I said, I had 4 molotovs pumping out tiles, 2 each turn. I had 16 out at one point, and it was only increasing most turns unless I had to match one. My point is, the strike tile is applied to every tick of the attacks, so to get a what, 1.4k to 6k ratio, you'd need it to have only a single strike tile being what, only 50 or so?
_fulu_ wrote: Spoit wrote: I'm having trouble figuring out how you do 2k damage a turn with attack tiles, with only 600 coming from strike tiles, since even maxed, his attack tiles are only marginally stronger than his strike tiles...and you get 3 of them per green cast As I said, I had 4 molotovs pumping out tiles, 2 each turn. I had 16 out at one point, and it was only increasing most turns unless I had to match one.
Spoit wrote: I'm having trouble figuring out how you do 2k damage a turn with attack tiles, with only 600 coming from strike tiles, since even maxed, his attack tiles are only marginally stronger than his strike tiles...and you get 3 of them per green cast
Phaserhawk wrote: Yeah, this is one guy that actually has a big potential of builds. In PvP I don't see his Red being nearly as effective as PvE just due to the fact you won't be seeing ridicuolus HP's from anyone, although, Lightning round it would come in handy. I like the AoE on Black, but the more I think about it, even if the damage from the black tiles was 2x more, it's too slow. I mean lets say you drop your black and it's lvl 5 vs a green lvl 5. next turn I do 113 damage due to my black, but from green I just got 3 tiles that let me do 312 damage for matches. I think 3/5/5 is optimal. The green is too good, and that 40% in Red really helps in some missions with guys with big HP, Black after lvl 3 you get the max damage from the AoE the rest is just for the countdown tiles, it's just nice to have a slow burn for them to deal with, which is what i't's mean for, Dr. Doom is better anyway at this, if you plan on doing this passively get him.
adamLmpq wrote: I really like the fast growing burn from the maxed out Molotov ability. It has won me plenty of matches where I was barely hanging on by stun-locking with spirderman
Fallenloki wrote: I'm already have 4/5/3 punisher. What's better 5/5/3 or 4/5/4?
someguy wrote: Again guys, 3/5/5 is likely the best build given Frank's current skills. 5 in green is a must. It's arguably his best skill all-around and the one you will use most often. Doesn't matter that he has a random chance to destroy some of his own strike tiles, they are still the strongest in the game (at least until new Wolverine comes out, maybe), and even with multiple uses, you will end up, net-net, with more strike tiles than you started with. 5 black is *not* a must. 5 black takes 1 off the countdown timer of the red tile. As far as I can tell, that's all it does. It does not seem to increase the damage of the initial Molotov toss which is the real value of the skill. The countdown tile is still not a game-changer and as I explained extensively, you need to babysit / micromanage the board before you can even think about putting out your countdown tile. Also, to get the most out of this skill, you will want to have used the green at least once to get the strike tile bonus damage on the Molotov toss. Which, incidentally, is somewhat of another downside to the black. To get the most effect out of the black ability, you cannot use it early! 5 red is not a must, but it's better than 5 black. Killing high-health enemies at 40% health is very nice. As mentioned, 30% vs. 40% isn't a huge difference in practice but it can be a difference maker up against ridiculous PVE enemies (level 240 Ares). This is coming from a L110 5/5/3 Frank player. I regret my choice of build, but nowhere near enough to rebuild him from scratch. 5 in black isn't that bad but not really worth it. 3 in red is fine but 5 is better. 5 in green is mandatory IMO.
mouser wrote: Read through the entire thread, and the more I think about it I've also come to the conclusion that 5 red is mandatory. I think some of the earlier posts in the thread oversimplify the benefit as just being 1k-2k on the really big HP enemies. The critical thing to me is that translates into the ability to use it 1 or more turns earlier. It also provides an extra safety margin in the PVE battles against 200+ level teams where you can grind one target down to 40% health (or higher if you have other attacks in reserve), then start grinding the next target knowing that you have the kill in pocket if the first target reaches AP threshold on a dangerous skill. Those are both very valuable things to have in the big PVE boss fights where my experience has been that a single turn is frequently the difference between winning and losing. I'm not sure what Frank's long term popularity will be in PVP contests. But I can see a long future as a utility guy in PVE for certain. Planning to do my Frank up as 3/5/5 unless I find some new compelling reason to change that soon. Which is unfortunate as mine is currently at 3/3/2 and the only cover I have in storage is a black one.
entropic01 wrote: mouser wrote: Read through the entire thread, and the more I think about it I've also come to the conclusion that 5 red is mandatory. I think some of the earlier posts in the thread oversimplify the benefit as just being 1k-2k on the really big HP enemies. The critical thing to me is that translates into the ability to use it 1 or more turns earlier. It also provides an extra safety margin in the PVE battles against 200+ level teams where you can grind one target down to 40% health (or higher if you have other attacks in reserve), then start grinding the next target knowing that you have the kill in pocket if the first target reaches AP threshold on a dangerous skill. Those are both very valuable things to have in the big PVE boss fights where my experience has been that a single turn is frequently the difference between winning and losing. I'm not sure what Frank's long term popularity will be in PVP contests. But I can see a long future as a utility guy in PVE for certain. Planning to do my Frank up as 3/5/5 unless I find some new compelling reason to change that soon. Which is unfortunate as mine is currently at 3/3/2 and the only cover I have in storage is a black one. I agree and have a 3/5/5. I'm shocked you have the fewest in red though. Red is by far the most common cover. I've sold at least 5 of them. For people with high level Punishers, how are you liking him. To be perfectly honest, my 3/5/5 lvl 90 is kind of disappointing right now. He's obviously playing the sustained damage role with strike tiles and cocktail alongside my 90 spidey and 100 mag but I find just using wolverine in his place is more effective. Does he start to take off more at higher levels than 90?