turul wrote: Furry Friends 11 Squirrel Girl commands her army of squirrels to swarm her foes and get all up in their business. Places 3 Green 3-turn Countdown tiles that deal 137 damage. (PASSIVE) At the beginning of each turn, destroy a random basic tile for each Furry Friends Countdown tile. Level 2: 219 dmg Level 3: ?? Level 4: ?? Level 5: ??Max Level: 4 3-turn Countdown tiles doing 1583 each
GrumpySmurf1002 wrote: turul wrote: Furry Friends 11 Squirrel Girl commands her army of squirrels to swarm her foes and get all up in their business. Places 3 Green 3-turn Countdown tiles that deal 137 damage. (PASSIVE) At the beginning of each turn, destroy a random basic tile for each Furry Friends Countdown tile. Level 2: 219 dmg Level 3: ?? Level 4: ?? Level 5: ??Max Level: 4 3-turn Countdown tiles doing 1583 each When is the 137 damage supposed to be dealt? (or the 1583 at level 4?). I was only half paying attention when I cast it, but I didn't see any initial burst of damage at casting, and only tile damage when the CD's went off. I'm wondering if I'm bugged.
Phaserhawk wrote: When is the 137 damage supposed to be dealt? (or the 1583 at level 4?). I was only half paying attention when I cast it, but I didn't see any initial burst of damage at casting, and only tile damage when the CD's went off. I'm wondering if I'm bugged.
Nonce Equitaur 2 wrote: January 21 is Squirrel Appreciation Day. Now you know why she was bumped ahead of Gambit.
thanos8587 wrote: so who else is using the fat girl for an easy score then dumping her (after the event ends)?
Phaserhawk wrote: Anyone else thinking her yellow is 5 cover material? I'm truly bouncing around between a 5/3/5 build and a 5/5/3 build. Purple is situational and Green is high risk/ high reward, you drop 11 AP to watch your Cd tiles destroy a guy, or get destroyed themselves and do nothing. I'm really leaning towards 5/5/3 though and pairing her exclusively with Patch. Her yellow can negate all of his strike tiles he gives the enemy and purple can then obliterate them, not to mention she becomes very strong in PvE Daken nodes as she can one shot him as well, not to mention any Bullseye node as she collects purple and essentially putting damage tiles on the bored with his passive protect. From what I see on green, there is a damage increase at lvl 4, and then a dmg increase and an extra tile at level 5, but the damage increase is not as much as it would seem as it's off put by getting an extra tile. To get her yellow to work is fairly easy since most people target characters one by one leaving guys at full health for her to trigger full protect tile strength, which as anyone can see, pretty much invalidates attack damage and a lot of skills. I ask myself this in PvP, if I saw a squirrel girl, do I care about her green going off? No because I have 3 turns to blow her out of the water. Do I care about her purple, sometimes, it's still about 2.5K damage without any special tiles on the board, do I care if she gets yellow off for full 4 protect tiles thus delaying the game? Absolutely I do not want that happening, throw in a Luke Cage and you could have a team that is litterally untouchable.
Houtro wrote: Why squirrels sound like the vampires urges from Blade? Are they evil squirrels? Any difficult finding squirrels sounds!?https://www.youtube.com/watch?v=8b-2TFrx3fg
NorthernPolarity wrote: Phaserhawk wrote: Anyone else thinking her yellow is 5 cover material? I'm truly bouncing around between a 5/3/5 build and a 5/5/3 build. Purple is situational and Green is high risk/ high reward, you drop 11 AP to watch your Cd tiles destroy a guy, or get destroyed themselves and do nothing. I'm really leaning towards 5/5/3 though and pairing her exclusively with Patch. Her yellow can negate all of his strike tiles he gives the enemy and purple can then obliterate them, not to mention she becomes very strong in PvE Daken nodes as she can one shot him as well, not to mention any Bullseye node as she collects purple and essentially putting damage tiles on the bored with his passive protect. From what I see on green, there is a damage increase at lvl 4, and then a dmg increase and an extra tile at level 5, but the damage increase is not as much as it would seem as it's off put by getting an extra tile. To get her yellow to work is fairly easy since most people target characters one by one leaving guys at full health for her to trigger full protect tile strength, which as anyone can see, pretty much invalidates attack damage and a lot of skills. I ask myself this in PvP, if I saw a squirrel girl, do I care about her green going off? No because I have 3 turns to blow her out of the water. Do I care about her purple, sometimes, it's still about 2.5K damage without any special tiles on the board, do I care if she gets yellow off for full 4 protect tiles thus delaying the game? Absolutely I do not want that happening, throw in a Luke Cage and you could have a team that is litterally untouchable. Are you still trying to optimize for PvP? I thought we had this discussion before: her build is going to matter massively more for you in the heroic PvEs that shes featured in when she actually plays a major role on your team as opposed to her PvP (both of which happen at roughly the same frequency) where all shes going to do is be a glorified punching bag while xor does all the work. She's not good enough to be in any A teams as xor support, so the only time where her build actually matters is in the heroics where you can't xor guys down. As for her build, I dunno. I'm leaning 3/5/5 because defense tiles generally suck, and ending the turn sucks. Defense tiles lose a lot of value after they are able to prevent all match damage, and SG's tiles at 3 yellow should do that just fine. Purple is going to be great in heroics against all the bullseye / daken nodes, and green is clearly her best ability. I need to finish coding up the AI update for my simulator before I can give some numbers on how many tiles you can expect to survive before being able to quantify how good green is, but yeah. Also note that since green gives you AP, its more like lightning storm with the potential for damage at the end, instead of being all about the damage: the AP generation is still sweet.
Phaserhawk wrote: Wait....her green generates AP? So the tiles you randomly blow up, you get the AP for that? If that's true then yes, I will reevaluate my thought on build. Playing her with Patch, I'm starting to like the purple so I will for sure max that, and as you said it's a nice counter to Daken and Bullseye nodes. The question then is if green does generate AP, then it's a no brainer 3/5/5. If green only gets you AP off a potential cascade then I"m not sure.
Phantron wrote: Phaserhawk wrote: Wait....her green generates AP? So the tiles you randomly blow up, you get the AP for that? If that's true then yes, I will reevaluate my thought on build. Playing her with Patch, I'm starting to like the purple so I will for sure max that, and as you said it's a nice counter to Daken and Bullseye nodes. The question then is if green does generate AP, then it's a no brainer 3/5/5. If green only gets you AP off a potential cascade then I"m not sure. Green generates AP for the random tile(s) destroyed each turn.
NorthernPolarity wrote: Are you still trying to optimize for PvP? I thought we had this discussion before: her build is going to matter massively more for you in the heroic PvEs that shes featured in when she actually plays a major role on your team as opposed to her PvP (both of which happen at roughly the same frequency) where all shes going to do is be a glorified punching bag while xor does all the work. She's not good enough to be in any A teams as xor support, so the only time where her build actually matters is in the heroics where you can't xor guys down.
Phaserhawk wrote: Phantron wrote: Phaserhawk wrote: Wait....her green generates AP? So the tiles you randomly blow up, you get the AP for that? If that's true then yes, I will reevaluate my thought on build. Playing her with Patch, I'm starting to like the purple so I will for sure max that, and as you said it's a nice counter to Daken and Bullseye nodes. The question then is if green does generate AP, then it's a no brainer 3/5/5. If green only gets you AP off a potential cascade then I"m not sure. Green generates AP for the random tile(s) destroyed each turn. Wow, it doesn't say that and I didnt' pay attention. Well, 5 green then for sure and probably 5 purple then so 3/5/5 here I come. I was buidling her on PvE potential. I was looking at it from going against a level 395 where a strong shield would help you live longer, but since green generates AP it's her best skill. So then I would say 3/5/5 or 5/3/5 as the 2 best builds. I could make arguements for both, but I want to Patch combo her so I"ll go 3/5/5 now.