finwe wrote: At level 101 Spidey gets even on 52 yellow dmg like Patch. Mine was unfortunately already over that point
noobpotato wrote: Not sure why people are dismissing 4/4/5 so easily 5 yellow has saved me so many times in PvP and PvE Sure 5 green and 5 red are both insane together, but 5 green requires 6 open - which is not always available. Also if you haven't cleared pink you might screw yourself in the butt (unless you're running spidey) 5 red is also really nice, but taking advantage of Patch's icon being on everything will most likely mean that Patch is in front tanking - and gimping either is not ideal.
mechgouki wrote: Okay guys, I need some advice on my Patch. My first Patch is already at 5/3/5. My second Patch is now 3/5/3. For my secondary Patch, which build is more recommended? 5/5/3 or 3/5/5? 4/5/4 seems to be a very poor choice. I wonder is 5/5/3 or 3/5/5 more recommended for a secondary Patch.
mechgouki wrote: Thanks, I am now seriously considering 3/5/5. 5/5/3 seems too squishy. I cannot agree with you, 4 in red seems to be a very bad choice. The damage is only worth a damn at Lv5, and you either raise it to 5 or leave it at 3. Having it at 4 doesn't make it good. The 5/3/5 is nice. Only problem is the enemy strike tiles is really sometimes too much to handle. I personally prefer Green over Red, as 14 AP is too much, 9 AP is easy.
Kamahl-FoK wrote: Allies I've found that work well, cover a majority of the color pie, don't force you to under-level a character, while letting Wolverine's red do a buttload of damage: <snip> Sidenote: I'm sad Psylocke has red as her primary, because if she didn't, I'd totally run her for her black alone instead of, say, Punisher. The immediate attack tile is super useful, and only needs two matches. Also Black Panther would be great, but yellow is his primary damage, and would encounter the same issue as Peter Parker.
Phaserhawk wrote: mechgouki wrote: Thanks, I am now seriously considering 3/5/5. 5/5/3 seems too squishy. I cannot agree with you, 4 in red seems to be a very bad choice. The damage is only worth a damn at Lv5, and you either raise it to 5 or leave it at 3. Having it at 4 doesn't make it good. The 5/3/5 is nice. Only problem is the enemy strike tiles is really sometimes too much to handle. I personally prefer Green over Red, as 14 AP is too much, 9 AP is easy. You can aruge leaving 4 in green and maybe 4 in yellow, but you are right if you have 4 into Red you may as well go 5 because 4 is poor AP to damage ratio here are the evaluations. 5/5/3---Max damage, but you are squishy due to strike tiles coming back, and you suck in long matches 5/3/5---More defensive than 5/5/3, you rely on your green, but you have basically nerfed your red and you really only have one active skill now. red dmage assuming 9 tiles per color 1 color (9 tiles):891 dmg, 2 color (18 tiles):1782, 3 color (27 tiles) 2673 3/5/5---The most defensive approach (IMO the best build) you still get all the direct max damage from green but you lose some damage from the strike tiles, however, you take less on the return, in addition, your red works very well even if you only have 1-2 sets of colors of tiles, assuming you always have 9 of each color at any time. 1 color (9 tiles):1944 dmg, 2 color (18 tiles):3888, 3 color (27 tiles) 5832.
Phantron wrote: I've been running 3y for a long time and 5y is way overrated. He is pretty much never going to die in PvP unless he takes a one hit kill move or your entire team is wiped out even at 3y. It's totally irrelevent on PvP defense because he'll either die in one turn when he's the last guy left or he'll get stunlocked. It matters for PvE more but an awful a lot of PvE guys have one hit kill moves at level 230 too. Looking at the enemy lineup, regen will only come into play if you're fighting against Moonstone (Gravity Warp) or The Hood (Intimidation), and Gravity Warp is generally defended by Spider-sense. Everything else either does too much or too little for healing factor to really matter.
NorthernPolarity wrote: Phantron wrote: I've been running 3y for a long time and 5y is way overrated. He is pretty much never going to die in PvP unless he takes a one hit kill move or your entire team is wiped out even at 3y. It's totally irrelevent on PvP defense because he'll either die in one turn when he's the last guy left or he'll get stunlocked. It matters for PvE more but an awful a lot of PvE guys have one hit kill moves at level 230 too. Looking at the enemy lineup, regen will only come into play if you're fighting against Moonstone (Gravity Warp) or The Hood (Intimidation), and Gravity Warp is generally defended by Spider-sense. Everything else either does too much or too little for healing factor to really matter. Is this comment based off of how Spidey's yellow would heal Patch to full anyways? I'm wondering if not going yellow on him would require to health pack Patch a lot more frequently, making him not as good for sustained play sessions if you aren't running Spidey with him (post-nerf, for instance).
Phantron wrote: NorthernPolarity wrote: Phantron wrote: The only way this pattern breaks is if your Patch is tanking more than half of the colors because he's much stronger than the rest but then such a team is extremely vulnerable to Spiderman so it's got other problems too. Also, as long as there are any non prologue events going on, if you need a heal with Patch, just take him to an all goons 230X3 mission. Unless you screwed up, he'll pretty much always emerge out of a fight with 100% health even without any healing, and you get some PvE points at the same time too.
NorthernPolarity wrote: Phantron wrote: The only way this pattern breaks is if your Patch is tanking more than half of the colors because he's much stronger than the rest but then such a team is extremely vulnerable to Spiderman so it's got other problems too. Also, as long as there are any non prologue events going on, if you need a heal with Patch, just take him to an all goons 230X3 mission. Unless you screwed up, he'll pretty much always emerge out of a fight with 100% health even without any healing, and you get some PvE points at the same time too.
Phantron wrote: The only way this pattern breaks is if your Patch is tanking more than half of the colors because he's much stronger than the rest but then such a team is extremely vulnerable to Spiderman so it's got other problems too. Also, as long as there are any non prologue events going on, if you need a heal with Patch, just take him to an all goons 230X3 mission. Unless you screwed up, he'll pretty much always emerge out of a fight with 100% health even without any healing, and you get some PvE points at the same time too.