" wrote: Here are the overall changes that we made for Galactus on run 2. Please use this thread for comments.Ability changes - Galactus will now place fewer Countdown tiles in later rounds, with those tiles also lasting longer. At maximum, he'll be placing 2 tiles that last for 2 turns instead of up to 4 tiles with 1 turn. - Countdown tiles placed by Galactus now deal ~50% more damage each when they go off. So while there are less of them, you'll want to focus more on them in later rounds. - Cosmic tiles created by Countdown tiles going off have been reduced slightly in later rounds to a maximum of 4. - AP gained per Cosmic tile destroyed by Galactus has been greatly reduced. Now he gains a static 1 AP per tile, meaning he needs a full 28 (minus cascade gathered AP) to use his Wrath.Mission changes - Eliminated the steady rise in scaling that occurred in earlier rounds. - Galactus Minion nodes now have an Anniversary token in place of their old Standard token drop - Galactus Boss nodes now have a +All AP Boost in place of the Crit Multiplier Boost - Personal progression reward tiers have been reduced starting at tier 3 by around ~14%-24%. That Legendary Token should be *far* more achievable now, especially with the difficulty changes above.Essentials Black Panther, Cyclops (Classic), Gamora, Hawkeye (Any), Hulk (Indestructible), Luke Cage, Squirrel Girl, Steve Rogers (Any), Storm (Any) Overall, this is going to make the Galactus rounds more based on damage taken from Cosmic tiles for players with rosters that don't have quite as much health, but leave Cosmic Wrath to be a real threat in later rounds. That being said, even if a player completely fails to take down any Cosmic tiles on the first run in a later round, it's not an instant Cosmic Wrath as it was before. In test, this allowed for *greatly* increased roster variability in earlier rounds and a still very wide roster choice in later rounds. Some strategies that worked before will remain the same (sap Galactus's AP, massive board shake, etc), others aren't so board luck based. Edit: Added essentials for this run. Squirrel Girl needs to go against Galactus. It's canon.
Azoth658 wrote: Destroying Galactus easy in these early rounds but I call a tiny kitty situation as I cleared a pin and Galactus has remained locked what a waste!
Erndiese wrote: Quick question: I am in an alliance but haven't entered this event yet. Per alliance chat, we are in round 3. If I join the event now, will I receive the rewards for the rounds already completed? I don't want to miss out but want to start contributing. Tia, E
djpt05 wrote: So what are some good strategies for the later rounds?
Tatercat wrote: djpt05 wrote: So what are some good strategies for the later rounds? One strategy that worked well in Boss Rush, and didn’t require 4* characters, was 3*Hulk/3*Storm/Kamala. If you got them champed, set them to this: Hulk: 3/5/5 (as long as the black is 5, whatever with the first two) Storm: 5/5/3 Kamala: 5/5/3 Generate green for Storm to use her Lightening Strike. Don’t use Green for anyone else, just let Hulk tank until this gets going. Have Kamala only do her purple to generate more green. The idea is with Storm’s Lightening Strike to keep firing it, doing board shake and collecting AP and to keep the ball rolling, not giving Galactus a turn. This should hopefully destroy all his countdowns as you go. Fire Storm’s yellow as you go too for more board shake and preferably BEFORE you fire her green, to increase your chance of getting colored AP. Meanwhile Kamala will keep healing to keep you strong. Warning: this is a slow fight, and can take time to get going. But if you do, there’s a very good chance to keep it rolling along to slowly whittle him down with Big G barely getting any turns. I was amazed how well this worked in Boss Rush when my 4* teams had failed. If you do have 4*’s, The one I plan on using in Round 7 & 8 is Ghost Rider + Iton Fist + someone to tank black for GR (I use OML, but that’s not an option for everyone.) Its all about the Penance Stare (5 covers so its 200% damage back), IF generating black for GR, the tank taking the damage to fuel it. It’s health pack costly in nature, usually IF doesn’t survive the fight, but it got it done everytime on the last run of this event (and Civil War)
johnmcclane wrote: So on round 7 I got a wave mission: 2 waves, from l57 to level..347
Alfje17 wrote: johnmcclane wrote: So on round 7 I got a wave mission: 2 waves, from l57 to level..347 Got a Hulk wave mission from Lv61 to Lv353 in round 6, I'm guessing the second wave is Rulk
johnmcclane wrote: Alfje17 wrote: johnmcclane wrote: So on round 7 I got a wave mission: 2 waves, from l57 to level..347 Got a Hulk wave mission from Lv61 to Lv353 in round 6, I'm guessing the second wave is Rulk Mine it was Venom (Eddie)
itsmahvelbaby wrote: merry christmas i cant be the only one who experiences this: i KO galactus, go to a node, beat that node and want to fight galactus again BUT galactus is locked! this happens sometimes two times in a row. my mates in the alliances say the same thing. we cant play galactus although we SHOULD be able to. very hard to clear rounds that way do other people get this problem, too?
Tatercat said: Hulk: 3/5/5 (as long as the black is 5, whatever with the first two) Storm: 5/5/3 Kamala: 5/5/3 Generate green for Storm to use her Lightening Strike. Don’t use Green for anyone else, just let Hulk tank until this gets going.