Phantron wrote: I don't see why you'd have 5 in his green and think his regen even matters. It easily overpowers his own regen
Sandmaker wrote: Phantron wrote: I don't see why you'd have 5 in his green and think his regen even matters. It easily overpowers his own regen Because his green isn't something you fire off the moment you get 9 green ap. If the board isn't right, or if the opponents have too much health left, sometimes you just have to hold onto the green and use him to soak match damage and eat opposing abilities. And not every ability in the game does 6k+ damage, in fact most don't. Most of the time the abilities you let slip through are in the 2-3k range. Having yellow at 5 guarantees that you have a net positive healing, which means you can continuously eat these abilities without much consequences. The amount of health packs that it saves over multiple matches is tremendous. Personally I don't see why you'd even bother using Patch at all if not for his true healing. The ability (along with Daken's heal) currently define the longevity game. They let you to play almost indefinitely, while using as little health packs as possible. Having yellow at 3 detracts from that.
Phantron wrote: Seriously, are these discussions always about how to fight stuff 100 levels lower than you in PvP or PvE?
Sandmaker wrote: Phantron wrote: Seriously, are these discussions always about how to fight stuff 100 levels lower than you in PvP or PvE? No, these discussions are about what people actually see in game, what they expect to face, and what they realistically use Patch for. Now that magneto's nerfed nobody goes around shield hopping with patch hoping his BR gets him through the fight against a 270 x-force, or 166 sentry/hood. Here is what people use Patch for: In pvp, patch is used to get you through the first 30 fights in pvp, where you face all sorts of teams, the large majority of which are not maxed out Sentry/X-force. At a very generous 1000 total damage per fight, your team is still eating 30k damage. That is 3 health packs at the very least. Patch lets you get through that damage with zero to one. 5 yellow lets you do this reliably, 3 does not. In pve, 5 yellow lets you deal with the ridiculous match damage you get from higher level opponents. You run him to clear through the entire easy sub, and half of the hard sub, so that you have the health-packs to push through the hardest nodes. There's no point talking about what he can/can't do against top tier opponents, because without magneto his green/red is not top tier. You use him for his regen, or you don't use him at all.
Phantron wrote: People wimp out way too much with Patch for yellow. Patch is hard enough to kill as is with 3 in yellow for all normal gameplay purposes. You want 5 in yellow because at some point when your roster becomes more developed it is increasingly impossible for Patch for own enough colors for TBTI to be useful unless he's major boosted/featured, so you might as well cut your losses early. But if Patch is major boosted a level 256 red 5 TBTI can often take out a level 395 enemy, who is going to otherwise laugh at your regen. It's just such scenarios don't happen very often and you can't build a character around the expectation that he's always going to be major boosted/featured. This also applies to PvP as his regen is more than enough for anything except fighting guys that can instantly kill you (Sentry, X Force) and in that case his regen also doesn't matter, but for the same reason as your roster gets stronger you'll find it increasingly difficult for Patch to own 3 or more colors and when you can no longer own 3 or more colors your TBTI can't kill someone at 100% health reliably and at that point you might as well go with regen instead.
ark123 wrote: Lets not pretend that it's too hard to lose if you spit out 4 tiles for the opponent too early.
Leugenesmiff wrote: I think I'm going to stick with 4/4/5. 4 enemy strike tiles usually aren't a problem to clear enough of them if I use BR early before I can kill everyone and a fourth for me keeps my strikes potent if they clear one of mine. I like being able to use BR early if it presents itself as a good move and having to worry about 6 enemy strikes is a pain. The reduction to his red doesn't bother me that much since I've either got a better red or by the time I get 14 red AP it does enough damage. Thanks for the tips. Going to go sell yet another green Patch cover.
Spoit wrote: Leugenesmiff wrote: I think I'm going to stick with 4/4/5. 4 enemy strike tiles usually aren't a problem to clear enough of them if I use BR early before I can kill everyone and a fourth for me keeps my strikes potent if they clear one of mine. I like being able to use BR early if it presents itself as a good move and having to worry about 6 enemy strikes is a pain. The reduction to his red doesn't bother me that much since I've either got a better red or by the time I get 14 red AP it does enough damage. Thanks for the tips. Going to go sell yet another green Patch cover. That seems like the worst build possible, since every single one of his skills has a massive boost with it's 5th cover
HairyDave wrote: Having run 5/3/5 for a while before picking up an extra red and repeccing, 5/3/5 was definitely the more fun build, even if it is a little more risky. Four strike tiles just doesn't quite do enough damage when you really need it too - the number of times I've left opponents on less than 200 health is surprising.