***** Wolverine (Old Man Logan) *****

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  • Quebbster
    Quebbster Posts: 8,070 Chairperson of the Boards
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    Just got two more yellows, bringing him up to 2/4/0... I Think it may be Worth to start my fivestar transition soon... A red or two certainly wouldn't hurt though.
  • Polares
    Polares Posts: 2,643 Chairperson of the Boards
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    Danman2008 wrote:
    Is he worth leveling without a redflag.png ? I have a 4/3/0...

    Short answer: YES
    Long answer: Probably yes. He is good enough to level him, specially if you already have some maxed 4s. If on the other hand you are still playing with 3s, then I would probably wait.
  • Banjo
    Banjo Posts: 59 Match Maker
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    Finally got a black, so now at 1/3/0. Actually feels like I might be able to use a 5* for more than just match damage vs goons now.
  • Banjo
    Banjo Posts: 59 Match Maker
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    Enjoying using my 1/3/0 OML with Prof X atm. Using Prof X as the special tile battery when OML is transformed is handy!
  • MennoKnight
    MennoKnight Posts: 44 Just Dropped In
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    Banjo wrote:
    Enjoying using my 1/3/0 OML with Prof X atm. Using Prof X as the special tile battery when OML is transformed is handy!

    I'm at 0/3/0, 14 days from the daily resupply black. Looking forward to being in your situation!
  • HxiiiK
    HxiiiK Posts: 195 Tile Toppler
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    I finally got my OML at 5/1/3, after the yellowflag.png cover has been avoiding me for so long. His healing isn't too good, but at level 300 he heals ~800 per turn so that's pretty good if I juggle him back and forth to heal.

    Going to try to see if I can level him more. Between the 4*s champing and him I'm really iso8.png starved
  • BlackSheep101
    BlackSheep101 Posts: 2,025 Chairperson of the Boards
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    His regen will get better as you level him. My level 345 only has 1 yellow and heals for over 1100 per turn. Your 5 black will make him scary, and I'd level him as high as you can, to the exclusion of every other character.
  • OzarkBoatswain
    OzarkBoatswain Posts: 692 Critical Contributor
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    I recently got a third black cover (3/1/2), and wow, that second form of black does a ton of damage -- at level 345 it does around 10k damage. If they nerf OML I suspect it would be the most likely power to get changed, following by the healing.
  • Mitchjewitz
    Mitchjewitz Posts: 84 Match Maker
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    I don't know why it bothers me but all the posts on OML's forum seem to be "I have this many covers, do I level now?" Instead of tactics, useful teammates, and tricks that are associated with OML. I enjoy reading through the chars forums and learning how different chars and powers work together. If y'all want advice on leveling and stuff go to roster help under tips and tricks. Same goes for PX: all I read about is how their winfinites were ruined.
  • Vhailorx
    Vhailorx Posts: 6,085 Chairperson of the Boards
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    Maybe it's because the OML doesn't require complex tactics or teambuilding?

    (1) take OML
    (2) add any teammate (preferrably one that makes attack tiles and/or has cheap abilities)
    (3) make black and yellow matches.
    (4) Win
    (5) if winning at stage 4 is difficult, then transform and win for real

    The most complicated question about him is when to spend precious iso making him functional.
  • Orion
    Orion Posts: 1,295 Chairperson of the Boards
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    Instead of tactics, useful teammates, and tricks that are associated with OML.

    Fine. I love using him with boosted Carnage. Fire off OML black and have Carnage give you some attack tiles to double-dip with those massive strike tiles. Also, you don't have to really worry about Carnage red damaging OML since he'll completely heal the next turn.
  • Polares
    Polares Posts: 2,643 Chairperson of the Boards
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    Orion wrote:
    Instead of tactics, useful teammates, and tricks that are associated with OML.

    Fine. I love using him with boosted Carnage. Fire off OML black and have Carnage give you some attack tiles to double-dip with those massive strike tiles. Also, you don't have to really worry about Carnage red damaging OML since he'll completely heal the next turn.

    But this works the other way around too which makes this combo dangerous , OML goes really well with Carnage but also against Carnage! And while the other team brings Carnage, you can bring Jean and remove the other team attack tiles while you still get your own icon_razz.gif

    Anybody who can create attack tiles works with OML. IF would also be a very good teammate if he wasnt a 3, cheap powers, black generation, cascade potential and free attack tile. But If dies so fast against 4-5 teams... We need a 4 or 5 IF icon_razz.gif
  • Ctenko
    Ctenko Posts: 218 Tile Toppler
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    Polares wrote:
    Orion wrote:
    Instead of tactics, useful teammates, and tricks that are associated with OML.

    Fine. I love using him with boosted Carnage. Fire off OML black and have Carnage give you some attack tiles to double-dip with those massive strike tiles. Also, you don't have to really worry about Carnage red damaging OML since he'll completely heal the next turn.

    But this works the other way around too which makes this combo dangerous , OML goes really well with Carnage but also against Carnage! And while the other team brings Carnage, you can bring Jean and remove the other team attack tiles while you still get your own icon_razz.gif

    Anybody who can create attack tiles works with OML. IF would also be a very good teammate if he wasnt a 3, cheap powers, black generation, cascade potential and free attack tile. But If dies so fast against 4-5 teams... We need a 4 or 5 IF icon_razz.gif

    Oooh Orson Rand. But Swap his Green Power for a yellow that can Heal him, and make a joke about his Age.

    Leave Purple and Black the Same.
  • Pongie
    Pongie Posts: 1,410 Chairperson of the Boards
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    I normally boost some ap when I'm doing hops with my 4* team, but I assume with oml there no point in boosting black, yellow or red?
  • atomzed
    atomzed Posts: 1,753 Chairperson of the Boards
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    Pongie wrote:
    I normally boost some ap when I'm doing hops with my 4* team, but I assume with oml there no point in boosting black, yellow or red?

    Yes, there is no point in boosting his Ap, since you need 9 black and 12 yellow before you can transform Him. Too Long for hops.
  • sc0ville
    sc0ville Posts: 115 Tile Toppler
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    Hey, maybe someone should update OML's stats on his character thread... that might be useful to people.

    The description that's currently on the first page is lies.
  • hopper1979
    hopper1979 Posts: 564 Critical Contributor
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    Oh boy this change hut him even more than I thought it would.  Not going to rehash what has already been said but he is a lot squishier.  At least he has true healing still but that is about the best think I can say about this change.  I guess the 6 cost for his yellow is nice.  They should have lowered the cost to activate his attacks from 10 yellow and 7 black so you can compensate for his decreased toughness.  Oh well he still has his uses and it is not as bad as the X-Force nurf but it hurts because he is my only usable 5 star.
  • Quebbster
    Quebbster Posts: 8,070 Chairperson of the Boards
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    IceIX said:
    Wolverine (Old Man Logan) icon_wolverinepng
    5 Star Rarity (Epic) Wiki Link
    At Max Level: HP: 42480 Tile Damage: 554/485/67/73/79/624/314/4.0x

    Living Legend - 9 blacktilepng AP
    Logan keeps his anger in check, letting his reputation strike fear into his enemies. Create 2 strength 272 Black Strike tiles and end the turn.

    If the team has 12 or more Yellow AP, also replace all of Wolverine's powers with new powers.
    Level Upgrades
      Level 2: Creates 3 strength 207 Black Strike tiles. Level 3: Creates 3 strength 233 Black Strike tiles. Level 4: Creates 3 strength 259 Black Strike tiles. Level 5: Creates 4 strength 207 Black Strike tiles.
    Max Level
      Level 3: Creates 3 strength 937 Black Strike tiles. Level 4: Creates 3 strength 1041 Black Strike tiles. Level 5: Creates 4 strength 833 Black Strike tiles.


    ALT: Still Sharp - 7 blacktilepng AP
    Wolverine unleashes his pent-up anger, giving up any strategic advantages in favor of a direct assault. Deals 2486 damage to the target and destroys 2 friendly Special tiles, dealing 660 damage for each tile destroyed (Destroyed tiles do not generate AP.)
    Level Upgrades
      Level 2: Deals 2983 damage + 2 Special tiles for 792 damage each Level 3: Deals 3480 damage + 3 Special tiles for 924 damage each Level 4: Deals 3978 damage + 3 Special tiles for 1056 damage each Level 5: Deals 4475 damage + 4 Special tiles for 1188 damage each
    Max Level
      Level 3: Deals 13992 damage + 3 Special tiles for 3717 damage each Level 4: Deals 15990 damage + 3 Special tiles for 4248 damage each Level 5: Deals 17989 damage + 4 Special tiles for 4779 damage each

    Die Hard - yellowtilepng Passive
    (PASSIVE) Logan's healing factor keeps him standing, but ain't quite what it used to be. At the start of the turn, Wolverine restores 219 health for each team member still in the fight.
    Level Upgrades
      Level 2: 263 for each team member. Level 3: 307 for each team member. Level 4: 350 for each team member. Level 5: 394 for each team member.
    Max Level
      Level 3: 1233 for each team member. Level 4: 1410 for each team member. Level 5: 1586 for each team member.

    ALT: Old Habits - 8 yellowtilepng AP
    Wolverine takes on all his enemies at once, his berserker rage fueled by the chaos of the brawl. Wolverine deals 440 damage to the enemy team, plus an additional 311 damage for each enemy still in the fight.
    Level Upgrades
      Level 2: 440 + 373 for each team member. Level 3: 610 + 373 for each team member. Level 4: 610 + 477 for each team member. Level 5: 781 + 477 for each team member.
    Max Level
      Level 3: 2455 + 1499 for each team member. Level 4: 2455 + 1915 for each team member. Level 5: 3140 + 1915 for each team member.

    Reluctant Hero - redtilepng Passive
    (PASSIVE) Logan does his best to avoid a fight, but can't help getting pulled in by the people he cares about. When an ally fires a power, if there are fewer than 5 friendly Strike tiles, Logan loses 725 health and creates 2 strength 78 Red Strike tiles.
    Level Upgrades
      Level 2: Logan loses 621 health and creates 2 strength 78 Red Strike tiles. Level 3: Logan loses 621 health and creates 2 strength 85 Red Strike tiles. Level 4: Logan loses 621 health and creates 2 strength 91 Red Strike tiles. Level 5: Logan loses 621 health and creates 2 strength 98 Red Strike tiles.
    Max Level
      Level 3: Logan loses 2499 health and creates 2 strength 338 Red Strike tiles. Level 4: Logan loses 2499 health and creates 2 strength 364 Red Strike tiles. Level 5: Logan loses 2499 health and creates 2 strength 390 Red Strike tiles.
    ALT: Finish the Fight - 8 redtilepng AP
    Battered and beaten, Wolverine moves to put an end to the battle, mercilessly plunging his claws into the opponent. Deals 2176 damage. If Wolverine has less than 40% health, deal an additional 1813 damage.
    Level Upgrades
      Level 2: Deals 2642 damage + 2072 if under 40% health Level 3: Deals 3110 damage + 2332 if under 40% health Level 4: Deals 3238 damage + 2848 if under 50% health Level 5: Deals 3368 damage + 3107 if under 60% health
    Max Level
      Level 3: Deals 12497 damage + 9371 if under 40% health Level 4: Deals 13013 damage + 11448 if under 50% health Level 5: Deals 13537 damage + 12490 if under 60% health

    Dev note: Once the character goes into their alt abilities, they can't return to the original set for the rest of that battle. So make sure you've got in all the healing you want to pack in before you fire off that Black ability.
    Dev note 2: Changes from preview version (here for reference)
      - Switched Logan to Assault tier, giving his color strengths a boost. - Changed base Red to add Strike tiles on ability use instead of direct damage. - Updated base Black for better Strike tile gen balance.


    Old versions of the Powers preserved for posterity. New versions from the update thread:


    Wolverine (Old Man Logan) Update:
     
    Living Legend
    The strength of the Strike tiles has been made weaker (more so at lower levels of the power).


    Die Hard
    The healing is reduced and the power now only counts other allies when calculating how much health to restore.


    Reluctant Hero
    No Change
     
    Still Sharp
    Base damage reduced.


    Old Habits
    The cost of the power is reduced to 6 Yellow AP. The damage is reduced to compensate the change in cost.


    Finish the Fight
    No Change
  • Quebbster
    Quebbster Posts: 8,070 Chairperson of the Boards
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    Summing up the Changes for a level 450 OML:

    Living Legend used to be 3 strike tiles at strength 937 (total 2811) at level 3 and 4 strike tiles at strength 833 (total 3332). Now level 3 creates 3 strength 583 strike tiles (total 1749) and level 5 creates 4 strength 645 strike tiles (total 2580).

    Die Hard used to heal 3 * 1233 (3699) every turn at level 3 and 3 * 1586 (4758) at level 5. Now it heals 2 * 1089 (2178) at level 3 and 2*1400 (2800) at level 5.

    Still Sharp used to deal a maximum of 13992 + 3x3717 (25143) at level 3 and 17989 + 4x4779 (37105) at level 5. Now it does 12125 + 3x3277 (21956) at level 3 and 13747 + 4x3716 (28611) at level 5.

    Old Habits used to deal a maximum of 2455 + 3x1499 (6952) at level 3 and 3140 + 3x1915 (8885) at level 5. Now it does 2029 + 3x989 (4996) at level 3 and 2602 + 3x1275 (6427) at level 5.

  • OneLastGambit
    OneLastGambit Posts: 1,963 Chairperson of the Boards
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    To anyone below 5* tier the nerf doesn't look too bad. But in the 5* context that's quite rough. In particular his heal + his low health makes him pretty weak these days.