Force multipliers and CL 10
Comments
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This is a good topic and one I was actually thinking about earlier.. I feel like my character ranking guide might see a significant shift as I take into account CL10. Originally, I gave PVE very little weight in the rankings as it is was way easier to speed grind PVE than in PVP since human-made teams are generally tougher than the AI ones. Well, when facing level 650s, PVE is now way harder than PVP, and some of the "old tools" (looking at you Thanos) just don't cut it.By the way, Thorkoye/Iceman is the best team I've found for clearing big health. The key is:1) Collect close to 30 Team-Up AP2) Spam Bobby's green (not Thor's... common mistake) as often as you can.3) Let the repeaters fall to the floor with Thor's board smash4) Use Okoye's red (not Thor's... another common mistake) to spear a row full of repeaters.5) Watch the enemy team fall as you get 30k+ AOE damage for EACH tile you destroy.8
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Good suggestion Daredevil, although I think I would file it under 'okoye' as this is one of the many many good teams designed to take advantage of her black.I don't have ice champed, so I can't comment on that combo, but in the meantime, I have been loving thorkoye + 2099.Black or blue matches proc okoye black (which makes this team a pocket 5* prof x), and 2099 provides a blue and black outlet that can both boost damage significantly (either with the +% damage CD, or with a 5x proc of okoye black). Plus he even has a stun to disable super dangerous adversaries.0
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C4ge is also worth keeping in mind. Like the rest of your 4Thor category, his yellow only caps with the number of Fortified tiles on the board, so it's another that can theoretically go to 64.I do worry about bringing even one 4* into these nodes, tho. Well, other than Grocket, because they do their job right at the start. It really doesn't take much bad luck at all on some of these to drop even a high-health 4*.1
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Yeah... Its a tricky thing, these challenge matches. But i look forward to them too. I have to actually think a little! Cant just blindly move tiles.
Depending on the situation, and your options on the board, sometimes you're chasing one color AP, or sometimes you're denying the enemy a color, or sometimes you dont care about color and just want person X to tank the next hit.
I like this. Its a step closer to old-school classic Puzzle Quest, where sometimes your killer build doesnt cut it, so you gotta restructure your character a bit, and change your mindset.1 -
4* px also boost special tiles but you have more hurdles to jump through. He has to be invisible and you have to match his tile (hard to do when the 5* are tanking). Risky to run wininfinte with 3* sw and bw.0
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Thorkoye with Sabretooth can do some serious damage on these nodes0
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No love for miles? You need lots of web tiles but he gets crazy with 2099 and spidergwen. When miles is boosted look out.
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CapHawk + Okoye can do mega damage once you flood the board with charge spam. Prioritize wCap’s powers, hawkeye is there as a battery, chase team up. That blue will multi-tap a truly ludicrous amount of damage.
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Very true, but IMO this is filed under okoye (like okoye + Iceman above). Sabertooth is a good tool for proc'ing her black, but she is the one one doing the Super-Damage™!
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I think a little granularity on Support Class characters might be interesting. Like is a Damage Trigger “better” than a “Bottomless AP Well” or a “Meat Shield” or what have you? Like for instance neither Okoye nor Kitty are really even the primary damage dealer in their own respective scenarios.
I think Sinister is going to be a very interesting new variable in this equation.
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WCap doesn’t have an uncapped force multiplier, but his blue has an uncapped number of micro hits based on charge spam, so he can really be a stellar catalyst.
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This is very true. He can be shockingly effective when combined with even modest damage boosts (okoye, bp, DD, strike tiles, etc).
Perhaps, as per your earlier suggestion, we need a bit more granularity for Super-Damage™ to organize the discussion. So how about the following categories:
(1) Tile Boosters: When X happens, boost Y special tiles by Z. (Kitty, Carol, hela, Nico, 4* X, both falcons, etc).
(2) Damage Augmentors: When X happens, passively apply Y damage. (Okoye, DD, Prof X, JJ, bp, obw, 2099, America, Medusa, etc,).
(3) Damage Stackers: When X happens, apply Y stacks of Z damage. (BRB, Hela, Rescue, sabertooth, wolfsbane, Worthy, etc).
#1 (specifically strikes tiles) can generally combine with #2 or #3 effects (with some exceptions, like sabertooth) but #2 doesn't often combine with #3, EXCEPT for okoye, who remains a relatively unique super augmentor, as her black can actually augment almost any other #2 or #3 effects, leading to exponential damage growth (this is how 12 teamup ap + 6 red and sabertooth can do ~60k). Okoye basically never works with #1 effects.
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I was looking around at some of the lesser seen 4*s for this too:
MrF: on blue does N damage for every 4 friendly specials (also stuns)
Dazzler and Nebula have nearly identical green powers: deal N damage for every friendly special - max 10 (dazzler) and deal N damage for every sAP on the board regardless of ownership (Max 10). There is a subtle but distinct difference there, also nebula’s costs 3 more
Shuri: her red is pretty interesting As a damage stacker on its own, but the AP games that come with it are also great
Main Event: Gamma Powerbomb is buck wild with a 5* like professor X
Karnak: similar to main event with cascade potential/critical production
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