Unstable ISO-8 Rerun 4/1 - 4/7
Comments
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Lyrian wrote:gamar wrote:Cryptobrancus wrote:MTGOFerret wrote:Okay not entirely sure how useful Torch will be at 141 but he certainly looks to be fun.
Any spoliers for those of us at work who can't go look till later?
Colors Red > Black > Green, 665 Health
level 1 powers:
Fireball 8 Red
177 damage, destroys 2 red tiles
level 2: 248 damage
Inferno 10 Black
Converts up to 8 basic color tiles into 12-damage attack tiles, but depletes team's blue, purple, and yellow AP by 30 percent
level 2: 17 damage
Flame Jet 5 Green
Creates a green countdown tile that activates every turn, doing 14 damage for every green AP the team has (max 126 damage a turn). Tiles cost 1 Green AP each turn
level 2: 20 damage for each green AP, max 176 damage per turn
He seems like a Patch clone, almost, in the sense that he is going to force team composition around him to be effective. He won't play nice with others with that percentage AP drain for support colors.
Also... Countdown on green? Hold AP to maximize damage? Flame Jet seems to be a 3*** version of Ares's Onslaught that is continual beyond a single turn, but punishes the player if they spend green APs on other abilities. From the wording, I think that the maximum effectiveness of Flame Jet increases with additional covers, as at 1 Green max damage is achieved with a paltry 9 Green AP.
Also note that the Red doesn't specify whether the destroyed tiles generate AP - if not, you reduce your chance of casting a second time.0 -
I forgot how much I love a buffed C Storm. Every mission that lets me is going to be Mags Marvel Now, C Storm and Punisher.0
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Dreylin wrote:Also note that the Red doesn't specify whether the destroyed tiles generate AP - if not, you reduce your chance of casting a second time.
The helpful hints in this game says unless an ability says it does not generate AP, destroyed tiles generate AP.
Granted, there are plenty of exceptions to this helpful hint, but going by what the game says, it should generate AP.0 -
A single 2* cover is given for placement reward, just like PvP
A second 2* cover could be obtained via alliance rewards.0 -
MTGOFerret wrote:Knock3r wrote:Should we start taking bets for how long until the first person asks how long the refreshes are, before refreshes actually happen? Another 20 posts?mechgouki wrote:If memory serves, during the last Red ISO, the missions switch over after every 12 hour interval. There are no subs.
Did I remember correctly?
Is it still the same situation here?
What is the bracket size btw?
Well that was fast. That's why momma told me not to be a bettin' man.0 -
Lyrian wrote:gamar wrote:Cryptobrancus wrote:MTGOFerret wrote:Okay not entirely sure how useful Torch will be at 141 but he certainly looks to be fun.
Any spoliers for those of us at work who can't go look till later?
Colors Red > Black > Green, 665 Health
level 1 powers:
Fireball 8 Red
177 damage, destroys 2 red tiles
level 2: 248 damage
Inferno 10 Black
Converts up to 8 basic color tiles into 12-damage attack tiles, but depletes team's blue, purple, and yellow AP by 30 percent
level 2: 17 damage
Flame Jet 5 Green
Creates a green countdown tile that activates every turn, doing 14 damage for every green AP the team has (max 126 damage a turn). Tiles cost 1 Green AP each turn
level 2: 20 damage for each green AP, max 176 damage per turn
He seems like a Patch clone, almost, in the sense that he is going to force team composition around him to be effective. He won't play nice with others with that percentage AP drain for support colors.
Also... Countdown on green? Hold AP to maximize damage? Flame Jet seems to be a 3*** version of Ares's Onslaught that is continual beyond a single turn, but punishes the player if they spend green APs on other abilities. From the wording, I think that the maximum effectiveness of Flame Jet increases with additional covers, as at 1 Green, max damage is achieved with a paltry 9 Green AP.
Bonus thought: Because Flame Jet is a CD tile, could the ability be "stacked" via multiple CD tiles to increase damage at the expense of a higher Green AP burn rate?0 -
Lyrian wrote:gamar wrote:Cryptobrancus wrote:MTGOFerret wrote:Okay not entirely sure how useful Torch will be at 141 but he certainly looks to be fun.
Any spoliers for those of us at work who can't go look till later?
Colors Red > Black > Green, 665 Health
level 1 powers:
Fireball 8 Red
177 damage, destroys 2 red tiles
level 2: 248 damage
Inferno 10 Black
Converts up to 8 basic color tiles into 12-damage attack tiles, but depletes team's blue, purple, and yellow AP by 30 percent
level 2: 17 damage
Flame Jet 5 Green
Creates a green countdown tile that activates every turn, doing 14 damage for every green AP the team has (max 126 damage a turn). Tiles cost 1 Green AP each turn
level 2: 20 damage for each green AP, max 176 damage per turn
He seems like a Patch clone, almost, in the sense that he is going to force team composition around him to be effective. He won't play nice with others with that percentage AP drain for support colors.
Also... Countdown on green? Hold AP to maximize damage? Flame Jet seems to be a 3*** version of Ares's Onslaught that is continual beyond a single turn, but punishes the player if they spend green APs on other abilities. From the wording, I think that the maximum effectiveness of Flame Jet increases with additional covers, as at 1 Green, max damage is achieved with a paltry 9 Green AP.
And the Tile is on green so you can't match it to increase your green stockpile. The green doesn't impress me unless it has some kind of change in higher colors - but I could be wrong, a cost of only 5 is nothing to sneeze at.
The red, on the other hand -Fireball - 8 Red AP
Human Torch does 177 damage, destroys 2 red tiles
level 2: 248 damageAdamantium Slash - Red 12 AP
Wolverine rips the enemy to shreds, dealing 180 damage.
Level Upgrades
Level 2: 216 damage.
Extremely low health, though0 -
Extremely low health makes a of case or keeping Johnny and sue together.0
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So... many... goons.0
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Anyone see scaling yet?0
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NorthernPolarity wrote:Anyone see scaling yet?
Edit: I haven't even touched the Juggs/Venom node and they're at level 104. Venezuela Showdown I did twice and they're at level 116.0 -
NorthernPolarity wrote:Anyone see scaling yet?
I haven't even looked at the other levels, the fights are over too fast0 -
I beat the intro battle and nothing else yet. I have a handful of 230 goon battles though. Anyone else seeing 230's as well?0
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Bacon Pants wrote:I beat the intro battle and nothing else yet. I have a handful of 230 goon battles though. Anyone else seeing 230's as well?0
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So you get a super pumped-up complimentary LazyCap for the initial battle in this event. Am I the only one who still thought he was pretty useless? Being required and being useful are sadly not synonymous.0
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His red hit like a **** beast it took out all the goons in no time0
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Unstable Iso-8: One time node to activate other nodes.
Nodes by point order (small to large) as of 4-1-14:
Greenland Ops
Bullseye
Relationship Issues
Gulf Transport
Seized by Customs
Government Raid (Requires Lazy Cap)
Cold Combat (Requires Lazy Cap)
Venezuela Showdown
I think this is the first time a node for a non required 3* has more points than the required ones. That I can remember anyway. This could allow the players who didn't get Lazy Cap a chance to compete for the Torch.0 -
Torch seems off stylistically without Red/Yellow/Black powers0
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