Mawtful wrote: Fairly certain that goons generate 2 AP of the colours that they have powers for. That means Maggia Don generates 2 Yellow, 2 Blue and 2 Black AP each turn. Yes, once he starts, he can snowball fairly easily. Of course, the pairing also helps. cMags and overlevelled IM35 is a great "stall" duo. I do have a feeling that particular node should be readdressed. It was designed around original cMags, so the Yellow was only feeding IM35 and cMags would have been using Blue to drop only 2 shields at a time, plus cMags was more likely to spend red, saving you from the overlevelled blast from IM35.
Nivrax wrote: Try Loki. I'm serious. Even with 1 cover + oBW tanking colours and/or on field it makes mincemeat out of them if they spammed the field with . Just do not let them get any Red or it will hurt...
Lerysh wrote: I hate this node. SO much. This node makes me wish I had a 13 cover Doc Ock, just to try it, see if he actually works in a special tile saturated environment. Since each of the tiles is over 100 defense tho, and shield tiles that are broken count on the ability that broke them, I have a feeling Doc Ock would get slaughtered here.
Lerysh wrote: Thy don't have to be locked into a color scheme either. One of the Brotherhood Mutant Goons (the big one) generates Black even tho he doesn't have Detonate or any black power.
I'm having alot of luck running Maxed AWolvie, Maxed OBW, and level 84 Cstorm againt 140ish Mags/IM/Don. Targeting Mags first and prioritizing Blue/Green/Red in that order. Build up enough for windstorm and switch to IM before firing to stun. Go back and finish off Mags, then back to IM, and save Don for last. Getting strike tiles out from Wolvie's green makes OBW do ridiculous damage...
Alexraven wrote: Posted this in the Event thread for this event as its something I had luck with. Others have tried it with similar results so might help you all as well. I'm having alot of luck running Maxed AWolvie, Maxed OBW, and level 84 Cstorm againt 140ish Mags/IM/Don. Targeting Mags first and prioritizing Blue/Green/Red in that order. Build up enough for windstorm and switch to IM before firing to stun. Go back and finish off Mags, then back to IM, and save Don for last. Getting strike tiles out from Wolvie's green makes OBW do ridiculous damage... Sadly, I don't have a yellow Falcon cover, so he's pretty much dead weight for me in that node. I've also noticed that Redwing is not always triggering like it should. Seems to happen most often with the Don. Sat at 11+ blue for several roun ds with CD tiles all over the place and no Redwing in sight. Begining to wonder if he's immune and I just didnt know it.
Mawtful wrote: I do have a feeling that particular node should be readdressed. It was designed around original cMags, so the Yellow was only feeding IM35 and cMags would have been using Blue to drop only 2 shields at a time, plus cMags was more likely to spend red, saving you from the overlevelled blast from IM35.
ClydeFrog76 wrote: Mawtful wrote: I do have a feeling that particular node should be readdressed. It was designed around original cMags, so the Yellow was only feeding IM35 and cMags would have been using Blue to drop only 2 shields at a time, plus cMags was more likely to spend red, saving you from the overlevelled blast from IM35. Wash your mouth out. The node is working as intended. You're clearly playing it wrong.
ClydeFrog76 wrote: Didn't think I needed to add "/sarcasm", but please go ahead and re-read my post with that at the end