Teke184 wrote: On the blue, it's 8 sets of tiles (16 tiles), NOT 8 tiles. This could get powerful if you can take out countdowns and protect tiles in addition to strike and attack tiles, as Sentry spams countdowns, Falcon and Magneto spam protect tiles, etc. Combine it with the passive black and it really gets fun. I'm thinking 5/3/5 right now, but that could change if/when Ice ever reveals what the powers are at each of the 5 levels.
Ben Grimm wrote: Doctor OctopusManipulation: Power Cost 11 Dr. Octavius reaches out with his mechanical arms to use controls and devices, smashing enemy plans easily. Swaps 8 pairs of random tiles, destroying any swapped enemy Attack tiles and dealing 110 damage for each tile destroyed. At Level 2: Also destroys enemy strike tiles At Level 3: ???? At Level 4: ???? At Level 5: ????Insult to Injury (Passive) Doctor Octopus casually delivers a scathing monologue about his superior intellect while his metal arms continue their assault. Whenever you make a match that includes enemy special tiles, add a Black Attack tile to the board of strength 27. At Level 2: Creates strength 32 Attack tiles At Level 3: ???? At Level 4: ???? At Level 5: ????Armed and Dangerous: Power Cost 12 The fury of Doctor Octopus is unleashed as his metal arms strike, constrict and mangle all his opponents at once. eals 82 damage to all enemies, then stuns a random enemy for 1 turn, reduces enemy AP in their strongest color, and destroys a random enemy Countdown tile. At Level 2: Deals 164 damage to the enemy team. At Level 3: ???? At Level 4: ???? At Level 5: ????
aeijei wrote: IMO going 5/5/3 will counter Sentry bombers. But who knows. Skill descriptions aren't complete yet.
NorthernPolarity wrote: aeijei wrote: IMO going 5/5/3 will counter Sentry bombers. But who knows. Skill descriptions aren't complete yet. Doc Oct's skills cost 11 and 10, compared to the 7 and 8 of Sentry, meaning that Doc Oct is a pretty poor counter to Sentry on defense since you're never getting the AP / AI timing to cast these. On offense, its goodish insurance vs Sentry, but then again, bursting sentry down with X-Force is probably a better plan.
Pwuz_ wrote: NorthernPolarity wrote: aeijei wrote: IMO going 5/5/3 will counter Sentry bombers. But who knows. Skill descriptions aren't complete yet. Doc Oct's skills cost 11 and 10, compared to the 7 and 8 of Sentry, meaning that Doc Oct is a pretty poor counter to Sentry on defense since you're never getting the AP / AI timing to cast these. On offense, its goodish insurance vs Sentry, but then again, bursting sentry down with X-Force is probably a better plan. I'm skeptical that enough players have a fully covered X-Force to offer that as a universal counter to Sentry. I'm betting there will be more fully covered Doc Ocks by Halloween then there will be X-Force. There is of course the overlap there, and I doubt many players with a fully covered X-Force will not have a fully covered Doc Ock.
CrookedKnight wrote: I really doubt anything is ever going to counter an un-nerfed WR effectively. A move that trumps WR would be either so cheap and effective as to be broken itself, or so specific to WR that it's useless against anyone but Sentry, which I doubt any developer would want. The only thing that's going to end Robert Reynolds' reign at the top is a rebalance.
vudu3 wrote: CrookedKnight wrote: I really doubt anything is ever going to counter an un-nerfed WR effectively. A move that trumps WR would be either so cheap and effective as to be broken itself, or so specific to WR that it's useless against anyone but Sentry, which I doubt any developer would want. The only thing that's going to end Robert Reynolds' reign at the top is a rebalance. cMags' Coercive Field does a pretty good job. It only costs 9 yellow AP so it's not too difficult too hard to get if you're prioritizing yellow matches. At level 5, it puts out 477 worth of protect tiles. That will completely null WR + 6 Daken strike tiles and reduce WR + Sacrifice to 371 damage per countdown tile. If we assume that 12 CD tiles go off that's 4,452 damage per teammate--not great, but not a game ender. At level 3 the ability drops 280 worth of protect tiles which will stop WR + 2 Daken strike tiles and limit the above WR + Sacrifice scenario to a total of 6,816. Again, not great but someone like Thor is still going to be left with over 3,000 HP.
IceIX wrote: Posted the pre-release stats for him in the OP.