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.
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
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?
MTGOFerret wrote: Okay not entirely sure how useful Torch will be at 141 but he certainly looks to be fun.
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.
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? And we have a winner
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?
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?
jozier wrote: The only 4 star in the tourney is yellow X Force
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.
Fireball - 8 Red AP Human Torch does 177 damage, destroys 2 red tiles level 2: 248 damage
Adamantium Slash - Red 12 AP Wolverine rips the enemy to shreds, dealing 180 damage. Level Upgrades Level 2: 216 damage.
NorthernPolarity wrote: Anyone see scaling yet?
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?
Konman wrote: 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.