Arclight wrote: Celerity wrote: 5 in green is pointless as it drains your AP anyway, so the reduced cost won't help much. The 5th point in red increases its threshold to 30% instead of 25%, which sounds pretty important to me, since this synergy is the main appeal to playing him. I'm thinking 3/5/5 or 4/5/4 depending on how often I end up using the green. IMO 4/5/4 is a bad build. There is neither an advantage of 4 green nor 4 yellow. As posted above, with 5Y the countdown drops to 2 rounds. 3/4G makes only a difference in the outcoming damage, cost stays the same. And as you said, the green will be consumed, no matter if you start it with 5 or 6 greens. The only downside I see is the additional green ap the enemy gets - which also depends if there will be two or three given at a cost of five.
Celerity wrote: 5 in green is pointless as it drains your AP anyway, so the reduced cost won't help much. The 5th point in red increases its threshold to 30% instead of 25%, which sounds pretty important to me, since this synergy is the main appeal to playing him. I'm thinking 3/5/5 or 4/5/4 depending on how often I end up using the green.
jozier wrote: I see your guys' point. I think I'll go 3/5/5 then. I think I was more influenced by the fact that Green has been his rarest cover so far and was wondering if the Devs were hinting at going that route.
eidehua wrote: jozier wrote: I see your guys' point. I think I'll go 3/5/5 then. I think I was more influenced by the fact that Green has been his rarest cover so far and was wondering if the Devs were hinting at going that route. Hasn't the cover order been switching up in the sub brackets? Alaska is G>R>Y, I believe florida was R>Y>G, and savage lands is Y>G>R
Arclight wrote: _fulu_ wrote: After playing with Ares, I've decided he earns a spot on my roster. Punisher + Ares = 2 aoe attacks for lowish ap. Strike tiles before, then savage the other team. Hood or OBW in third spot to steal ap. With shields in the game now I don't care about retaliations like I used to, but once its time for defense, throw out the all health all stars of hulk, im40 and rags. Lala. Did you HP-train him up?
_fulu_ wrote: After playing with Ares, I've decided he earns a spot on my roster. Punisher + Ares = 2 aoe attacks for lowish ap. Strike tiles before, then savage the other team. Hood or OBW in third spot to steal ap. With shields in the game now I don't care about retaliations like I used to, but once its time for defense, throw out the all health all stars of hulk, im40 and rags. Lala.
Polkio wrote: Let me share my wisdom Yellow - at 5 level is a must - Reduces Countdown to 2 - faster heal , faster damage, no brainer Green - lets read his skill description - at level 5 : MINIMUM Green AP cost reduced to 5. So he will deal more damage when he will have 6AP then when he will have 5AP. At 30green ap he will deal maximum damage and at 5green ap at level 5 (or 6ap at level 3) he will deal minimum damage. So I propose to set his green level at Level 4 - more damage for green ap. When we match 2x3ap green and we will have green level at 5 we still deplete our 6ap so I don't see reason why to put green at level 5 Red - well no choice but I also think that level 4 is optimum. Difference between 4 and 5 Level 4: 85 damage or 170 if Ares is below 25% of max health. Level 5: 85 damage or 170 if Ares is below 30% of max health (in different words: 170 damage if Ares is below 30% of max health ) I don't see much difference. Dunno what is the ares max health pool but if he has 5000 life 5% is 250 life. So basically we will do 170 damage (of course the damage will scale different at max 85 level) at 1500 of Ares life left at level 5 on red skill or at 1250 Ares life left at level 4 of red skill. 250 life difference is basically one round of damage taken to ares. I can wait this one round to dod max damage Summary : 4/4/5
Phantron wrote: The difference of 6 AP versus 5 AP for Ares's green is a defensive consideration, because the AI doesn't particularly care about any particular color and pulls random cascades/match 4 from seemingly nothing, so the fact that something costs 5 instead of 6 does matter to them. I mean, just look at the AP of your computer opponent sometime. They get some truly weird combination of numbers as opposed to the nice multiple of 3s that humans tend to have.
Darkon wrote: 4/4/5/ sounds great, my big problem with this guy is that his green gives ap to the enemy team. Also he shares thors colors and the nordic god is better in almost all the abilities. But for some reason i can see both in the same team thor using his hammer to feed yellow to this guy and sunder them to their graves. With a OBW or a wolverine as a third wheel. I am afraid that the devs will nerf thor to give some spot light to this guy...
darkmagearcanis wrote: Has anyone started building and leveling Ares up? I'm currently sitting at a 2/2/4 and have him leveled to 42 already. I plan to go 4/4/5 as well.
Kyosokun wrote: I'm starting to, but you are further on level than me (I'm only now just ahead on covers). But I played with him some on the Shield tournament, and have not been disappointed so far with him. Given he matches Wolvs Colors exactly, I'm thinking a 2* team of Wolv/Ares/OBW, with Ares only leveled to 84. Wolv takes the hits and heals, and OBW can heal Ares when he hurts himself (in addition to his own heal). Won't get as much milage from his Red that way, which is why I might go a different route. And Wolv is on the block for changes anyhow. Would be good for longevity though.