Phaserhawk wrote: The arguement that is Grocket shows he's probably a good balance. I understand the 4/5/4 arguement, I understand the 3/5/5, the 5/3/5 and the 5/5/3 and 5/4/4 all of those are viable and work best in different enviornments. Green does have the best scaling per cover compared to yellow and blue, this is how I see it. Anything with 5 in yellow, is sacrifcing one of the other offensive colors to make Grocket the regenerating annoyance. Anything with 5 in green, is possibly giving up regen or potential damage. Anything with 5 in blue is given up potential offense or defense so what's the best way to go? Rocket and Groot are one of those rare characters where depending upon the team you bring them with vastly dictates his build.
Arondite wrote: Phaserhawk wrote: The arguement that is Grocket shows he's probably a good balance. I understand the 4/5/4 arguement, I understand the 3/5/5, the 5/3/5 and the 5/5/3 and 5/4/4 all of those are viable and work best in different enviornments. Green does have the best scaling per cover compared to yellow and blue, this is how I see it. Anything with 5 in yellow, is sacrifcing one of the other offensive colors to make Grocket the regenerating annoyance. Anything with 5 in green, is possibly giving up regen or potential damage. Anything with 5 in blue is given up potential offense or defense so what's the best way to go? Rocket and Groot are one of those rare characters where depending upon the team you bring them with vastly dictates his build. Any build with less than 5 blue is a poor build.
sinnerjfl wrote: So I've been able to respec him to 3/5/5 recently and these are my findings for this slightly less popular build. You gain at base, 1000 dmg on his green if you use with the minimum 10 AP, for a total of 2405 which is not bad at all. The biggest difference with green at 5 covers is the pretty much guaranteed cascades you'll get. It leaves a big hole in the middle of the board as well and even if you don't get a cascade, you're almost guaranteed to get a 4-match, sometimes a 5-match. You do not get the same results with 4 covers. If you put out the strike tiles before as well, his green can smash people for 6000 dmg easily which is lovely for overscaled PVE nodes. You'll destroy your special tiles a bit more but it's not a big deal. As far as the yellow goes, it's pretty much what I expected. On average, I will be able to get him back around to 6500 health when he hits the 25% treshold (that's about 10 TU tiles). If you get a rich TU board, you can get him back to 8000 health or so. I have not been having much problem with keeping him alive most of the time unless the AI just goes crazy with combos and such. The I am Groot skill will also fire off more often since he heals less. It's more risky but most of the time it pays off.
sinnerjfl wrote: So I've been able to respec him to 3/5/5 recently and these are my findings for this slightly less popular build.
PvPMore wrote: Hey guys I have a question, help me out here. My Rgroot currently has 4 covers, power description is:Rocket and Groot unleash massive destruction upon their enemies. Groot punches a 2x2 hole in the center of the board, while Rocket destroys 1 additional random basic, Protect, Strike, Attack or Countdown tile for each 2 Green AP the team has. Deals 113 damage per tile. Does not generate AP. So far i have seen him (them) destroy one countdown tile, once. How does it work? Why doesn't it always destroy a countdown tile when there is one or more on the board?
dkffiv wrote: The amount of cascading should be fairly consistent regardless of number of covers so I don't think we need to factor that in. I think I actually prefer 4 covers to 5 because besides the center hole punch, your own special tiles aren't destroyed (unless as a result of cascading). The 2x4 in the center was killing my own tiles a lot more frequently than 2x2.
sc0ville wrote: PvPMore wrote: Hey guys I have a question, help me out here. My Rgroot currently has 4 covers, power description is:Rocket and Groot unleash massive destruction upon their enemies. Groot punches a 2x2 hole in the center of the board, while Rocket destroys 1 additional random basic, Protect, Strike, Attack or Countdown tile for each 2 Green AP the team has. Deals 113 damage per tile. Does not generate AP. So far i have seen him (them) destroy one countdown tile, once. How does it work? Why doesn't it always destroy a countdown tile when there is one or more on the board? The tiles that Blammo destroys other than the center 4 or 8 are entirely random. Prior to 4 covers he's unable to destroy countdown tiles with that ability (other than ones that are in the center hit box) the only thing that the 4th cover does is make it so that it's possible that it can happen. It doesn't make it any more likely than him destroying another basic/random/protect/strike or attack tile, it just enables it as a possibility.
Level 3: Can destroy enemy strike and attack tiles. Deals 38 per tile. Level 4: Max: 2×2 + 1 tile of any type for each , 165 damage per tile.
SnowcaTT wrote: Finally yellow rewards are coming up so I have the option to take him out of 3/5/5. Yellow seems great for continued battles, but it doesn't seem like he is one of the most powerful (first choice) options anymore. Which is the bigger scarecrow to go up against (Grocket on D): 5 yellow or 5 green? Yellow is annoying but can often be played around.