jozier wrote: ihearthawthats wrote: 4/5/4 is for people who like to enter fights with low health. 5/4/4 is for those not too keen on taking damage. They're both viable imo. Both of those are worse than 4/4/5 though.
ihearthawthats wrote: 4/5/4 is for people who like to enter fights with low health. 5/4/4 is for those not too keen on taking damage. They're both viable imo.
ihearthawthats wrote: jozier wrote: ihearthawthats wrote: 4/5/4 is for people who like to enter fights with low health. 5/4/4 is for those not too keen on taking damage. They're both viable imo. Both of those are worse than 4/4/5 though. Not really, depends on team composition and playstyle. It assumes the premise that yellow is his best skill and your team build is centered around it.
jozier wrote: The 5th yellow actually does something different - it makes the skill viable. A 3 countdown tile is a risk. A 2 countdown tile can be a beast.
jozier wrote: ihearthawthats wrote: jozier wrote: ihearthawthats wrote: 4/5/4 is for people who like to enter fights with low health. 5/4/4 is for those not too keen on taking damage. They're both viable imo. Both of those are worse than 4/4/5 though. Not really, depends on team composition and playstyle. It assumes the premise that yellow is his best skill and your team build is centered around it. Green doesn't have much use besides being able to give the enemy team 2 greep AP instead of 3 green AP. 5 in red is not that useful because you're rarely getting off more than one attack at under 30% of your health, if you ever get there. (Remember, there's only a slim amount of time where you'll be at 26-30% and not 1-25%). The 5th yellow actually does something different - it makes the skill viable. A 3 countdown tile is a risk. A 2 countdown tile can be a beast.
jozier wrote: By the way, does the green round up or down on odd tranfers to the enemy? I.e. does a 7 AP onslaught give 3 or 4 to the enemy team?
Phantron wrote: You obviously try to match all the yellows you can before using Sunder, but you don't always have a choice. If Magento finished prepping up a Magnetic Translocation, you're going to use Sunder on him even if it's a massive overkill. In my experience it's not hard to protect the Sunder tile, but I certainly wouldn't want to take my chances on another turn. An extra turn in delay is 2 more chances something can go wrong.
Thanos wrote: It seems wolvie and ares both have the same tile stats at level 85. can anyone tell me which tiles each one of them gets, i have ares sitting at 84 cause i want wolvie out front due to his healing.
Phantron wrote: The priority for character to match something on a tie is (2 1 3), so center beats left which beats right. Not totally sure about the side positions, but center definitely wins. Note that the tile match strength is rounded to the nearest integer, so just because two guys appear to have a match strength of 50 doesn't necessarily mean they're tied. In the case of Ares and Wolverine, both have the same colors and they're the same tier, so I imagine they'd use the same formula too to determine base match strength in the event of a tie.
uuddlrlr wrote: I wish someone would post the damage of the skills for a maxed lvl85 Ares. I know some people have that information, I've seen quite a few in tournaments already . So don't be shy! I threw away some Ares covers already (doh!), but seeing how Thor is scheduled for nerfs, maybe Ares will be a good replacement for Thor (and maybe he can get nerfed too once everyone starts using him).