Trisul wrote: ark123 wrote: I don't understand why people are so in love with the patch doom concept. The best thing about zerker rage is that it comes out after 3 green matches. You're really going to wait the x turns (where x is the number of purples on the board, plus as many as fall in from the match) before you fire off a 9 ap ability? People really, REALLY hate those black purple strike tiles. I think the principle is that it doesn't have to cover every tile. Even if, say, 3 are open, you can feel pretty good about 6 strike tiles for 3 of theirs.
ark123 wrote: I don't understand why people are so in love with the patch doom concept. The best thing about zerker rage is that it comes out after 3 green matches. You're really going to wait the x turns (where x is the number of purples on the board, plus as many as fall in from the match) before you fire off a 9 ap ability?
NorthernPolarity wrote: I tried out Patch Doom a little bit in PvE, and I don't see it: it takes forever to saturate the entire board with trap tiles.
hurcules wrote: NorthernPolarity wrote: I tried out Patch Doom a little bit in PvE, and I don't see it: it takes forever to saturate the entire board with trap tiles. Try this: - Prioritise blue matches to get Technopathic strike (3 turns) - Now prioritise green matches for BR(3 turns) - If the board does not have enough blue and black, match a few black or purple. - When you see there are at least 2 potential cascade matches as a result of Technopathic Strike, hit BR followed by TS on enemy. Ususally by this time quite a few traps would have clogged up purple tiles - Unleash Demons with the new black if you have enough.
Red Panda wrote: Diabolical finisher.
FaustianDeal wrote: Ever since Patch came back from his sabbatical in the Disney Vault the downside of Berserker Rage keeps getting mitigated. * Daredevil came out of the vault with a Purple power that will rip up a few of the those tiles and hit the enemy team. * Loki came back out of the vault with a retooled Black. (listed for completeness - this isn't an improvement) * Doom comes out of the vault with a power that ties up purples to mitigate the risk * Now we get Squirrel Girl. Fully leveled Squrrel girl will do 6,728 damage firing purple. That assumes 8 enemy tiles, if you scale it back to the 6 they are going to get from you popping Berserker Rage you are still looking at 5,650 damage before you add your strike tile damage to the equation. They get to keep the tiles; but the "they" in that sentence probably refers to a line of downed enemies. That's a rough 1-2.
BBTBob wrote: I find that there is great synergy with **Wolvie, Blade and classic Spider-Man. Their passives overlap perfectly! Maybe this is old news but I've only been playing for 60 days and the team seems solid as an attack or defense team. If I could get a damn yellow cover for Patch I would quickly switch him in! Is there already a consensus on this team?
Kriegerbot wrote: Could someone explain to me why 5/3/5 is the ideal build and not 4/4/5?
As for the patch/hulk combo, I think someone said that 4green can trigger hulk's anger. Wouldn't having two colors, leading to usable skills, make patch more usable outside of the combo? Or does it take 5 green patch/hulk to end battles quick enough for shield hops?
Kriegerbot wrote: Could someone explain to me why 5/3/5 is the ideal build and not 4/4/5? I've been using patch/loki and find 4 red to be invaluable in downing big targets. Match dmg and fire green to eliminate the support, then red and matches to finish off the beefy dps. Also great to have the option not to expose loki, unless I have to. Ideally, I match 9 greens and 11 blacks for zerker's and trickery. But at least half the time, when I'm fighting unboosted, the board is not ideal and I have to fire zerker's without trickery, then at least I can TBTI to shorten the battle significantly or collect red so at least I can tank with patch to blunt the strike tiled enemy matches. Let's say I use 35 patch tiles as an example, I'm doing 3500 with 3 red and 4900 with 4 red, about 40% difference. 1400 in immediate damage, with no potential downside keeps the battle at the status quo, in your control. Where 2 extra strike tiles for each team, which can backfire and spin the board out of your control. As for the patch/hulk combo, I think someone said that 4green can trigger hulk's anger. Wouldn't having two colors, leading to usable skills, make patch more usable outside of the combo? Or does it take 5 green patch/hulk to end battles quick enough for shield hops?
Lerysh wrote: I ran a 4/4/5 Patch for a long long time waiting for that 5th green cover, and he's not bad. Very balanced play. Can put up a 6k hit if you need it on red, or can put up 4 strikes on green for hulk bombing and you can even destroy one randomly and still be good. I do agree that 5/3/5 is better but 4/4/5 is workable if that's what you have. 14 red for 5k might not be very good but 14 red for 10k is excellent, and not to hard to pull off. 14 red being fed by IM40 who then stuns himself and gives patch 5/7th of the board is REALLY good.