Cthulhu wrote: ALT: Alien Weakness 0 AP (PASSIVE) The Venom symbiote asserts its dominance, fighting with Flash for control. At the start of your turn, drains 2 AP from the highest friendly colored AP pool, destroys 3 random tiles and deals 222 damage to Venom. Destroyed tiles do not generate AP. If all friendly colored AP is below 12, this power becomes Military Might. Level 2: Drain 2 AP from enemies highest AP pool, destroy 5 random tiles and deal 222 damage to Venom. If all friendly colored AP is below 13 this power becomesMilitary Might. Level 3: Drain 2 AP from enemies highest AP pool, destroy 5 random tiles and deal 176 damage to Venom. If all friendly colored AP is below 14 this power becomes Military Might. Level 4: Drain 2 AP from enemies highest AP pool, destroy 7 random tiles and deal 176 damage to Venom. If all friendly colored AP is below 15 this power becomes Military Might. Level 5: Drain 2 AP from enemies highest AP pool, destroy 9 random tiles and deal 139 damage to Venom. If all friendly colored AP is below 16 this power becomes Military Might.Max Level Level 3: Drain 2 AP from enemies highest AP pool, destroy 5 random tiles and deal 343 damage to Venom. If all friendly colored AP is below 14 this power becomesMilitary Might. Level 4: Drain 2 AP from enemies highest AP pool, destroy 7 random tiles and deal 343 damage to Venom. If all friendly colored AP is below 15 this power becomes Military Might. Level 5: Drain 2 AP from enemies highest AP pool, destroy 9 random tiles and deal 271 damage to Venom. If all friendly colored AP is below 16 this power becomes Military Might.
zodiac339 wrote: Cthulhu wrote: ALT: Alien Weakness 0 AP (PASSIVE) The Venom symbiote asserts its dominance, fighting with Flash for control. At the start of your turn, drains 2 AP from the highest friendly colored AP pool, destroys 3 random tiles and deals 222 damage to Venom. Destroyed tiles do not generate AP. If all friendly colored AP is below 12, this power becomes Military Might. Level 2: Drain 2 AP from enemies highest AP pool, destroy 5 random tiles and deal 222 damage to Venom. If all friendly colored AP is below 13 this power becomesMilitary Might. Level 3: Drain 2 AP from enemies highest AP pool, destroy 5 random tiles and deal 176 damage to Venom. If all friendly colored AP is below 14 this power becomes Military Might. Level 4: Drain 2 AP from enemies highest AP pool, destroy 7 random tiles and deal 176 damage to Venom. If all friendly colored AP is below 15 this power becomes Military Might. Level 5: Drain 2 AP from enemies highest AP pool, destroy 9 random tiles and deal 139 damage to Venom. If all friendly colored AP is below 16 this power becomes Military Might.Max Level Level 3: Drain 2 AP from enemies highest AP pool, destroy 5 random tiles and deal 343 damage to Venom. If all friendly colored AP is below 14 this power becomesMilitary Might. Level 4: Drain 2 AP from enemies highest AP pool, destroy 7 random tiles and deal 343 damage to Venom. If all friendly colored AP is below 15 this power becomes Military Might. Level 5: Drain 2 AP from enemies highest AP pool, destroy 9 random tiles and deal 271 damage to Venom. If all friendly colored AP is below 16 this power becomes Military Might. Typo? The rank ups keep saying "drains from enemy's AP pool". I thought it was always the friendly pool drained.
spectator wrote: 1) does alien weakness drain friendly or enemy ap 2) does alien weakness lock out military might 3) does takedown make the team invisible or only venom's allies invisible
notamutant wrote: If you can send his black out as a teamup, it is pretty useful.
Cthulhu wrote: spectator wrote: 1) does alien weakness drain friendly or enemy ap 2) does alien weakness lock out military might 3) does takedown make the team invisible or only venom's allies invisible 1 - fixed above 2 - yes, it replaces military might until the conditions are met for Alien Weakness to go away 3 - Venom's allies turn invisible not venom
SeveredSynapse wrote: I am asking the community / mods / developers ... What rationale do you see in adding this new character among the 4* tier versus the 3* tier? I am sure pessimists would say "4* tier adds more revenue to D3" ... or something similar about the game economy... But what is the counterpoint? Why is this version better suited to slot side-by-side with the 4* venom we already have?
Skygazing wrote: a yellow that deals team damage (entirely unheard of ) and also makes allies invisible.
spectator wrote: Skygazing wrote: a yellow that deals team damage (entirely unheard of ) and also makes allies invisible. oml says hi