Alexraven wrote: I'm having alot of luck running Maxed AWolvie, Maxed OBW, and level 84 Cstorm againt 140ish Mags/IM/Don. Targeting Mags first and prioritizing Blue/Green/Red in that order. Build up enough for windstorm and switch to IM before firing to stun. Go back and finish off Mags, then back to IM, and save Don for last. Getting strike tiles out from Wolvie's green makes OBW do ridiculous damage...
optimiza wrote: Anyone have a 5 red Cap Marvel by chance???
GrimSkald wrote: raisinbman wrote: GrimSkald wrote: raisinbman wrote: I thought maybe that 3*Mag getting nerfed would make that node easier. I thought wrong. Trouble is CMags was never OP as played by the AI. What made him OP was that you could place his blue protect tiles (and thereby create potentially near-infinite chains of crits,) and spam his red. The AI places the blue randomly and never casts the same power twice in a turn. The CMags nerf actually made him a better defensive character because his red packs more punch and his blue is fairly consistent... I understand all of that. An OP character is still OP even if underutilized by AI. All I know is I'm not going to do a node where 3*Mag can output 3k+ dmg so easily He's not really OP - what made him OP was the way he was used. Since they changed him, he can't be abused. What makes this node so damn tough is that you have a blue/yellow/black feeder and some very high level characters. It's actually kind of ridiculous. I wiped out on twice now.
raisinbman wrote: GrimSkald wrote: raisinbman wrote: I thought maybe that 3*Mag getting nerfed would make that node easier. I thought wrong. Trouble is CMags was never OP as played by the AI. What made him OP was that you could place his blue protect tiles (and thereby create potentially near-infinite chains of crits,) and spam his red. The AI places the blue randomly and never casts the same power twice in a turn. The CMags nerf actually made him a better defensive character because his red packs more punch and his blue is fairly consistent... I understand all of that. An OP character is still OP even if underutilized by AI. All I know is I'm not going to do a node where 3*Mag can output 3k+ dmg so easily
GrimSkald wrote: raisinbman wrote: I thought maybe that 3*Mag getting nerfed would make that node easier. I thought wrong. Trouble is CMags was never OP as played by the AI. What made him OP was that you could place his blue protect tiles (and thereby create potentially near-infinite chains of crits,) and spam his red. The AI places the blue randomly and never casts the same power twice in a turn. The CMags nerf actually made him a better defensive character because his red packs more punch and his blue is fairly consistent...
raisinbman wrote: I thought maybe that 3*Mag getting nerfed would make that node easier. I thought wrong.
Phantron wrote: CrookedKnight wrote: I beat Magneto with Falcon, but it involved boosting Red/Yellow/Green/Black for a quick dose of AWolvie strike tiles and then a whole lot of Espionage cascades fueled by Inspiration. Wouldn't have worked with a bad board. Nothing is impossible but Falcon really excels in a long drawn out match, but you're not going to outlast Magneto backed by Don. It's just the wrong kind of game for him to excel at. Whether Magneto is downed in the first 10 turn or so pretty much decides the whole fight.
CrookedKnight wrote: I beat Magneto with Falcon, but it involved boosting Red/Yellow/Green/Black for a quick dose of AWolvie strike tiles and then a whole lot of Espionage cascades fueled by Inspiration. Wouldn't have worked with a bad board.
mouser wrote: It's doable. Event is 156 hours long. Hours / Sub 0-36 Sub 1a 24-60 Sub 2a 48-84 Sub 3a 72-108 Sub 1b 96-132 Sub 2b 120-156 Sub 3b That would have all subs ending at the same time of the day though which D3 doesn't usually do with that many subs. So there would probably be a 12 hour shift in the start times between the 2nd and 3rd or 3rd and 4th. Could have the last sub end with 12 hours left and only leave the main bracket nodes for the end.
papa07 wrote: Can someone update these times as they become available? With 26 hour subs, I intended to enter about the midpoint of Sub5 on Monday, but since Calvinball rules are in effect this time, I have no idea when the right time to get in will be. Appreciate all help. Thanks.
JVReal wrote: Family Reunion VII sucks. Don, CMags, IM35 Don feeds mags and IM who spam defense tiles before I'm halfway done with Don. My Falcon is only 0/1/1 and when I finally get his own defense tiles on the board, it's a 1 pt battle for AP, where Mags and IM are double dipping by being fed by Don and moving the board. Both spam more defense tiles, IM sets off all his attacks because he's got nothing better to do. Feels unbalanced to me, what do you guys think? This is my first time playing Thick as Thieves. Recommended team for taking them down? I'm still a fairly new player. I know I have to take Don first, then IM, then Mags, but I can't spam AP attacks as fast as they can.
Phantron wrote: papa07 wrote: Can someone update these times as they become available? With 26 hour subs, I intended to enter about the midpoint of Sub5 on Monday, but since Calvinball rules are in effect this time, I have no idea when the right time to get in will be. Appreciate all help. Thanks. The subs are 36H not 26H like usual, at least based on a sample of one sub so far. It sure doesn't look like another sub is going to run concurrently since it's 8H left for the first sub and nothing else has popped up yet. Looking at the time it'd be impossible to squeeze 6 36H subs in the remaining time staggered by 24H, so either there will be less subs, or later subs will be shorter, or the later sub will be staggered closer together.
DrStrange-616 wrote: Alexraven wrote: I'm having alot of luck running Maxed AWolvie, Maxed OBW, and level 84 Cstorm againt 140ish Mags/IM/Don. Targeting Mags first and prioritizing Blue/Green/Red in that order. Build up enough for windstorm and switch to IM before firing to stun. Go back and finish off Mags, then back to IM, and save Don for last. Getting strike tiles out from Wolvie's green makes OBW do ridiculous damage... Awesome. That worked. I didn't get off windstorm until near the end, but I still beat the node and it's been kicking my butt. Thank you!