Arclight wrote: So is his black draining ap every turn they deal damage or only upon activation?
soenottelling wrote: Anyway, what I wanted to point out (sorry if someone mentioned it already, I didn't read more than the last 3-5 comments) is the timing of green. That is, the move activates each turn at the BEGINNING of the turn. This is important because, unlike attack tiles, it will be getting a separate dip on strike tiles compared to attack tiles (which are all lumped together regardless of where they come from). So while doom demon+human torch get one dip total, human torch green and demons get 2 seperate dips. Negative apply too though, as you will be having more def tile dips to deal with as well.
WolfmanX25 wrote: soenottelling wrote: Anyway, what I wanted to point out (sorry if someone mentioned it already, I didn't read more than the last 3-5 comments) is the timing of green. That is, the move activates each turn at the BEGINNING of the turn. This is important because, unlike attack tiles, it will be getting a separate dip on strike tiles compared to attack tiles (which are all lumped together regardless of where they come from). So while doom demon+human torch get one dip total, human torch green and demons get 2 seperate dips. Negative apply too though, as you will be having more def tile dips to deal with as well. Not only that. I played a match with him in SHIELD training, and if you have two countdowns down, they activate seperately, so with multiple greens out, you get strike tile bonus damage for each one. Torch+LDaken will be one hell of a dangerous combo.
morphy wrote: WolfmanX25 wrote: soenottelling wrote: Anyway, what I wanted to point out (sorry if someone mentioned it already, I didn't read more than the last 3-5 comments) is the timing of green. That is, the move activates each turn at the BEGINNING of the turn. This is important because, unlike attack tiles, it will be getting a separate dip on strike tiles compared to attack tiles (which are all lumped together regardless of where they come from). So while doom demon+human torch get one dip total, human torch green and demons get 2 seperate dips. Negative apply too though, as you will be having more def tile dips to deal with as well. Not only that. I played a match with him in SHIELD training, and if you have two countdowns down, they activate seperately, so with multiple greens out, you get strike tile bonus damage for each one. Torch+LDaken will be one hell of a dangerous combo. Why would you want 2? Each will suck 1ap per turn, and your first timer would have 5 green ap less to inflict damage
soenottelling wrote: Arclight wrote: So is his black draining ap every turn they deal damage or only upon activation? By Odin's beard no...just on activation. If I had to place him on a tier list instantly just based on assumed max stats and what little I played with a 1/1/1.... I would put him somewhere around psylocke. Like her he has one very solid skill (black for psy, red for torch) and two more uncertain skills. Psy's red is pretty bad ap/damage ratio if you don't already have strike tiles down...set it up and its pretty good. I feel the same way about torch's black and green skills. They are above average, but neither will likely be great defensive moves and green is too strong to be wasted on torch's green unless you het a boatload of green pretty quickly. If you think about it, the green is just an odd version of something like doom's demon. And when I say odd, I mean it as "bad different." Much rather spend 10-12 ap straight up to get a strong DOT move than to get something that ends up costing the same by turn 5-6 but requires me to have a ton of ap stored to be good. I mean, you need 12+ ap to make the green do any real damage and all it takes is one tile placement to ruin the whole move...plus getting multiples down doesn't really make the move all that much better (as you lose 5 ap to drop the new one and you lose ap twice as fast...better quick damage, but worse over a couple turns unless you are really stocked up on green). The black is a solid "demon" style.move. 8*maybe 150-180 each at max is pretty chunky damage.for only 10 ap. That said, the damage is still close to what demons do for 12 black ap. Would you rather it cost 2 more black ap or take 1/3 of 3 colors? I am.going with the extra 2 black. Every black shouldn't be compared to **** panther, so kitty klaw aside, the black.is still pretty good...it just needs some special setting up or a willingness to lose out on some ap. And sure, you can try to rush to 10 black, but trying too hard for one color is almost never a good idea (well..post red rag world). The moves/damage puts him above psylocke...the low hp drops him to about even. Anyway, I will probably go 5/5/3, 5/4/4, or possibly 4/4/4 and whatever I get first as the last. I feel I would use the green the least though, so I am probably looking at 5/5/3 as my most likely build. If that green was yellow I would jump him on a tier list and consider using him, but it still doesn't change THAT much. Anyway, he overlaps with with strike tile generators a bit too much for my liking, though he oddly probably works best WITH strike tile generators at the same time. Id say the way to play him would be to use him as if he didn't even have a green and only.drop it if you have put some strike tiles down or (if you use thor) your main green user has been downed or is in some way not as effective anymore (only 1 enemy left vs. Thor). Punisher/magneto/torch would probably work pretty well although it wouldn't have yellow. You would basically just select which color is your best choice at the time. High hp character with below 40%? Punisher red. Lots of strike tiles out? Mag red (if a 5/4/4 or a 5/5/3 build). Most other times? Torch red. No strike tiles down? Punisher green. Bunches of strike tiles down? Torch green. Need some "now" damage or have a lot of ap stored? Punisher black. Low on ap? Torch black. Something else I want to point out....(seperate post so ppl don't skip it because its important to note this)
Phaserhawk wrote: So how do the tiles count green? If I start my turn with 1 tile out, and I have 10 Green AP, does it take 1 first then base damage off of 9AP, or does it look at AP first, then take 1 green, basing damage off of 10 AP?
Rorex wrote: Also wanna find out what happens to the tile when you can't pay the upkeep. Will post my results later today
ihearthawthats wrote: Storm and Hulk activate before subtracting. I don't have any reason to believe this will be different. And if you have 1 AP left, it'd be silly to eat it up and not do anything.
Rorex wrote: Phaserhawk wrote: So how do the tiles count green? If I start my turn with 1 tile out, and I have 10 Green AP, does it take 1 first then base damage off of 9AP, or does it look at AP first, then take 1 green, basing damage off of 10 AP? So did some testing and the damage is done based on available AP then the 1 Ap is removed. So in the cases with more than one tile out with say 9 AP the first goes off for the max the second goes off for 8, the third for seven and so on. It does also work with intimidation but you have to pay the AP cost of 1 per tile again. So the upkeep is when it goes off not a the start of the turn. Also as Hail Mary just said the Tile remains oin the board even if you can't pay the upkeep. Which may mean the strategy is to get multiple out then generate AP.