** Magneto (Marvel NOW!) **
Comments
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I tried him out a couple of times and then sold him for my 550 HP. I keep 4 2* on my roster for DDQ and I am going to try out Ms Marvel. No real reason why other than I have been in 3* land for enough time that I never gave her a shot to see if she was any good. Worse case I will sell her for 1/4 the ISO and bring on another 2*. 2* drop like candy in PVP anyway.0
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I'd say roughly on a compatibility scale of 0-10:
CStorm 10 => 9 harder to take out high pve enemies
Daken 3 => 2 red generation randomly takes out strike tiles
Wolverine 4 => 6 more red is good in long run
Hawkeye 8 => 8 generates slightly less crits, but is decent for a red battery.
Cap America 8 => 8 better for 3*, not as good for 2* since red is so weak.
Thor/Ares 8 => 6 generates less overall AP.
Moonstone 3 => 4 still overlaps on red/purple.
Torch 3 => 4 More red is good, however inferno is still an AP suck.
IM35 7 => 6 (honestly don't have IM35 anymore).
3*
Cyclops 3 => 9 Double red generation + blue clearing works wonders for board polarity
Mystique 10 => 9 the combo still works, but is much weaker.
Daredevil 5 => 8 red generation helps ambush. Can trigger it with line clears. Both blues are pretty weak.
4*
Fury 6 => 5 loss of blue for demolition hurts
Thor 6 => 5 harder to pick up charged tiles.
The Cyclops/Mystique/MNMags combo looks pretty sick once it gets started.0 -
mpiter wrote:I am not sure about what you mean by consistent but I think he is more versatile now.
That is essentially what I meant. He brings more utility to the table for his team, thus makes them win more consistently.0 -
GothicKratos wrote:makes them win more
eh....0 -
Not bad at all. He let me do this:Ares and his goons had reached an annoyingly high level
So I decided to use this
Both cyclops and DD were not at full health to start
The match ended like this
Yes, I went with the DD triple crotch kick.
Was able to use this team three times in a row before match damage took down cyclops.
Not as good as he was before, but still fun to use.0 -
HIs polarity shift can also increase Moonstone's Photon Blast damage since her attack does damage base on the number of red tiles on the board.0
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GothicKratos wrote:mpiter wrote:I am not sure about what you mean by consistent but I think he is more versatile now.
That is essentially what I meant. He brings more utility to the table for his team, thus makes them win more consistently.
You can't be serious... If you're talking Stormneto, it's very much weaker and prone to bad turns. Due to red being on a countdown it's not as effective as blue -> you need to clear easy red matches to guarantee a hit. Due to having less blue you keep less of the other team in a stun lock. The limit of their combined power against non-goons before was about 4.5 Windstorms + 1.5 Magnetic Fluxes. Anything requiring more than that would probably fail due to match damage. Now the limit of their power is closer to 2.5 Windstorms + 1.5 Magnetic fluxes.
I agree that Magneto is now slightly more versatile in that you can focus partially on red generation. When the change was announced, I was really hopeful that it would only be a sideways change and even argued that it wasn't that bad of a nerf, but saying he's better? No tinykitty way. He comes close to former CStorm compatibility with Rags or Cyclops, but those are 3* characters. Perhaps his defense is slightly better (due to dumb AI), but his offense has taken a hit in multiples of what he has gained. He's still generally the last character I down.0 -
Is the 2 star mags that bad?
No.
He is still a decent character. He isn't a waste of a slot like Bullseye, Moonstone or Bag man.
But for most people, he just doesn't serve any purpose anymore.
MNMags' main purposes were:
1. Stormneto
2. Winfinite
3. 4hor battery
4. team up tile donation to use as a 4hor battery.
His change made all 4 purposes, essentially, underwhelming.
So, as a character, he isn't that bad. But every purpose he served is gone now. So, with no purpose, he'll melt away into obscurity.0 -
I've been using Magneto as a blue battery before the change, now he has more of a viability of his own and plays nicely with red users or can fuel his own devastating red in a pinch. I say it's a change for the better.
Colossus and cStorm non-boosted gameplay video against same AP-fed Ares node, not overscaled yet though: http://m.youtube.com/watch?v=EYVVKrqnkAc0 -
As others have pointed out, the new Mag is no longer as effective for a Stormneto combo. However, if you are inclined to go strictly 2* teamups, there are still some nifty combos---mag/hawkeye/astwolf, mag/hawkeye/moonie, mag/hawkeye/ares. The polarity ability can still trigger speedshot, and thus Hawkeye is mnmag's right hand man. The third slot requires a red user, and Moonstone is oftentimes overlooked. Her photon blast relies on the NUMBER of red tiles on board in damage calculation, and this ability plays really well off mag's red tile generation.0
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i went from having TWO MagNowTos in my roster to One and 300 .
That is all you need to know about the NERF.0 -
Running with Blade in this PvE, Polarity Shift now increases your chances of triggering The Thirst. Therefore I'm finding MagStorm + Blade particularly effective for me at the moment.0
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optimus2861 wrote:Running with Blade in this PvE, Polarity Shift now increases your chances of triggering The Thirst. Therefore I'm finding MagStorm + Blade particularly effective for me at the moment.
Yeah. I'm using the same thing for esssentials over 3Hor / Hood lol0 -
I'm finding that on goon nodes, I like him better as feeder for LCap than I do Cyclops. Didn't expect that.0
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The only reason I liked the previous pink skill more was because you could eliminate goon tiles much easier.
Creating multiple 4 match chains to destroy the timer tiles.
Plus you could design intentional cascades much easier.0 -
aesthetocyst wrote:Cap is the goonkillin' king! Slow, but reliable. Usually pair with falcon and OBW .... hard to imagine replacing either of those with MnMags tho.....who was your third?0
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I think we agree on mostly everything daibar. I did not write that Mag was better than before. I have no opinions about it. I presently think that he is much less effective in what justified his existence before his update, i.e., feeding blue for other characters such as Storm. But his red gain opens many other possibilities making him more versatile. As I explained in a post on page 11, combining his red and purple, and Storm's green AP generators can often start a chain of AP generation that can almost sustain itself with very few moves after starting his purple. That is a new use that we did not have before with Mag in 3/5/5. I do not know if it makes him a better or worst character than before, that is why I always speak about "update" and not about "nerf" of "buff".
You are right, a 1-turn countdown is less effective than a direct hit. But except against characters that can increase countdown, I do not think that it is a huge issue because clearing the obvious red chains is often fast and rarely causes the death of team members.
I do not understand what you meant by "4.5 Windstorms + 1.5 Magnetic Fluxes" and what the paragraph that came with it is supposed to mean.
We agree that his defense is slightly better today but still too bad to be used in PVP due a dumb AI. That is why we still keep him as the last or last but one character to be killed. That was also the case before. But I am not sure about a big hit in his offense in PVE. Before the update, I was focused with Stormneto on purple, then blue, then green. I based my attacks on Storm blue fed by Mag. Now I am focused on purple, then blue, then red because as soon as Polarity Shift is triggered I can often start Storm blue quickly followed by Mag red that would feed AP for other attacks including other AP generators. I almost always succeed in killing of a team with a comparable level of mine using Stormneto + Hawkeye in 2 or 3 moves after the first Polarity Shift. To me, the main issue of that team is their low HP that prevents to use them more than once or twice in a row. I like both Mag, the previous and the current one.0 -
I wouldn't hate the change to Roidneto (magneto now) so much if he could change team up tiles and charged tiles to blue. But as he is right now 9 times out of 10 he's useless. Also since the change I haven't been able to build up a teir 5 iron hammer and fire it off without it being accidentally matched away.
Because of this I won't me buying any more coins, this was a bad change, and directly hurts mid level and new players in both PVP and PVE.
The butthurt would be less if we could also change stupid TUT to blue but I just don't see that happening, so the wallet is closed.0 -
I happen to like the changes done to Magneto. Granted, he was better before in regards to synergy with classic storm, but now he actually has some stand-alone power.0
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Stormneto is still super effective. The only difference is the team is more multi-faceted now.
Through actual play, Storm would almost always be able to get WS off after polarity shift pre-nerf AND after nerf, it doesn't matter that you lose two of those blues for additional matches, they went towards starting the loop over a second time, but how often do you really need to do WS twice? If I'm fighting something 'that' strong, I usually have better (3*) options. But now, I get to use MMags red power WAY more. Before it was a rnadom luxury, now its actually part of the gameplan, so honestly - I actually look at it as a BOOST, MMags has gone from purely an assist, to a second damage dealer. Even if using him as a battery for a 3* team he shines through even brighter.
- Unreall0
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