Best Of
Re: Summoner Fest Points Check
I'm just here to check the Summoner Fest Points.@CASrinivas you're missing the points from nightmare raids (extra 1,000 per chest, three chests a Raid, 4 raids =12,000)
I'm at 155k Points, Don't know what I missed, Did Regular Raids, EQ, DSE, BG Milestones, Incursions, Twitch Drops.
Could someone explain?
Sorry, see the person who posted above me.
Re: Summoner Fest Points Check
I’m at 166k and have done everything except some BG dailies.
Did you get both AW showcases?
Did you get both AW showcases?
Re: Removing M.O.D.O.K's previous signature ability hit hard...
Probably just you, bro. I have never known anyone to use Modok on attack.I used him often in AQ content or when I played the story mode in Act 6. Mr. Sinister and Modok were a deadly combo especially when you ramped up their sig ability
7
Re: Confusion with Cull changes
Yeah this should just be text not fully being updated yet, visual issue only
Re: Yondu is kinda heat now
I was preparing my own thread, but have decided I should add my thoughts here.
For anyone who hasn't read Yondu's buff notes, it's mostly about damage:
But simple, in a game where champs are increasingly complex, can be good. Yondu is a simple character, but he's effective. Particularly at armoured champions, and those that regenerate or have Prowess. Or those that like to turtle up, because he can do very solid damage through block.
He's got no timers to watch, no charges to manage, no complex rotations to learn: play completely normally. Hit into block if you like, because the damage is still good. Throw SP2s for a high-damage phase. That's literally it.
So, despite playing him very simply indeed, the damage is a lot better. Here's ROL Winter Soldier with a 5/65 Yondu, pre-buff and post-buff. Take a look at the times, and especially the relative DoT damage:
Pre-buff:

Post-buff:

However, whilst this could be mistaken for a simple damage tune-up, that's not the full impact of these changes. Because of the switch from Bleed to Rupture, this buff is going to be beneficial for a huge number of opponents. But some of them aren't immediately obvious, so I thought it could be interesting/helpful to call some of them out.
Now I'm not going to try listing every bleed-immune champion this is going to help with - you can find one of those elsewhere. But considering opponents who actually benefit from or punish Bleed/Armour Break, or who are immune to both, this buff makes him substantially better against these opponents:
Mutants
Apocalypse, Bishop, Cable, Domino, Dust, Gambit, Havok, Magneto, Omega Red, Onslaught, Sauron, Storm, Weapon-X
Mystics
Absorbing Man, Clare Voyant, Destroyer, Dragon Man, Mangog, Man-Thing
Cosmic
Corvus, Serpent, Superior Iron Man
Skill
Attuma, Elsa Bloodstone, Moondragon
Tech
Arnim Zola, Bastion, CapSam, Civil Warrior, Hulkbuster, Lady Deathstrike, Nimrod, Omega Sentinel, Sentinel
Science
Abomination, Photon
Of course, there are a handful of opponents where this buff isn't helpful: Mister Sinister is still an issue. And arguably Yondu is actually a lot less good against Emma Frost: that Armour break was clutch for keeping her under control, and it won't activate against her, any more.
Also, he'll be less effective against quite a few Science champions:
Mostly, those who are rupture-immune (Scorpion, Silk, Spider-punk), those with very high physical resistance, and a few who actually have a specific weakness to Bleed (Human Torch, Invisible Woman, Thing)
Utility
So what else does Yondu do?
Sig ability - unchanged; this helps him tank Special attacks quite spectacularly.
Combat power mitigation - also unchanged, although he places more Rupture debuffs for longer than Bleeds, which will make this ability more effective. It's definitely visibly effective at limiting the number of Specials you have to deal with; although not so effective that it prevents you ramping up your SP2 Fury ability. I can see that these two abilities might appear counter-intuitive; but really, it works fine in practice.
Pilfer armour and Prowess - he's a little better at doing both of these. This is actually very useful, particularly since he can do it using basic attacks, and through block. And he can manage Armour buffs on champs resistant to Armour Break or Nullify, like Red Skull and Civil Warrior.
Finally, for some reason, they've given Yondu an immunity to Concussion Debuffs when fighting against Mutant Champions. This seems pretty niche; because although Concussion is actually something several mutants do (Apocalypse, Gambit, Emma Frost, Mister Sinister, Stryfe), they mostly do it by hitting you with an SP2, at which point the actual concussion is the least of your worries. So I suspect that this tweak is intended to help him deal with particular War node placements where people like to put Mutant defenders.
Can he defend?
I'd predict that Yondu is going to be a useful stall defender:
Nice to see other people's thoughts, especially a well-known Yondu fan, @Cat_Murdock
Personally I think this is a good buff, broadening the useability and enhancing the damage of an unusual champ. And he's gone from being useable but niche (and very dependent on RNG) to being much more effective in a wide variety of situations; as an effective DoT-dealing champ.
For anyone who hasn't read Yondu's buff notes, it's mostly about damage:
- Bleed has been switched out for Rupture.
- Also he inflicts Rupture more often than he used to inflict bleed.
- And his Fury boost after SP2 lasts a lot longer (functionally, around twice as long)
- He's got a small boost to his Block and Armour penetration
- And some minor tweaks you'll barely notice.
But simple, in a game where champs are increasingly complex, can be good. Yondu is a simple character, but he's effective. Particularly at armoured champions, and those that regenerate or have Prowess. Or those that like to turtle up, because he can do very solid damage through block.
He's got no timers to watch, no charges to manage, no complex rotations to learn: play completely normally. Hit into block if you like, because the damage is still good. Throw SP2s for a high-damage phase. That's literally it.
So, despite playing him very simply indeed, the damage is a lot better. Here's ROL Winter Soldier with a 5/65 Yondu, pre-buff and post-buff. Take a look at the times, and especially the relative DoT damage:
Pre-buff:

Post-buff:

However, whilst this could be mistaken for a simple damage tune-up, that's not the full impact of these changes. Because of the switch from Bleed to Rupture, this buff is going to be beneficial for a huge number of opponents. But some of them aren't immediately obvious, so I thought it could be interesting/helpful to call some of them out.
Now I'm not going to try listing every bleed-immune champion this is going to help with - you can find one of those elsewhere. But considering opponents who actually benefit from or punish Bleed/Armour Break, or who are immune to both, this buff makes him substantially better against these opponents:
Mutants
Apocalypse, Bishop, Cable, Domino, Dust, Gambit, Havok, Magneto, Omega Red, Onslaught, Sauron, Storm, Weapon-X
Mystics
Absorbing Man, Clare Voyant, Destroyer, Dragon Man, Mangog, Man-Thing
Cosmic
Corvus, Serpent, Superior Iron Man
Skill
Attuma, Elsa Bloodstone, Moondragon
Tech
Arnim Zola, Bastion, CapSam, Civil Warrior, Hulkbuster, Lady Deathstrike, Nimrod, Omega Sentinel, Sentinel
Science
Abomination, Photon
Of course, there are a handful of opponents where this buff isn't helpful: Mister Sinister is still an issue. And arguably Yondu is actually a lot less good against Emma Frost: that Armour break was clutch for keeping her under control, and it won't activate against her, any more.
Also, he'll be less effective against quite a few Science champions:
Mostly, those who are rupture-immune (Scorpion, Silk, Spider-punk), those with very high physical resistance, and a few who actually have a specific weakness to Bleed (Human Torch, Invisible Woman, Thing)
Utility
So what else does Yondu do?
Sig ability - unchanged; this helps him tank Special attacks quite spectacularly.
Combat power mitigation - also unchanged, although he places more Rupture debuffs for longer than Bleeds, which will make this ability more effective. It's definitely visibly effective at limiting the number of Specials you have to deal with; although not so effective that it prevents you ramping up your SP2 Fury ability. I can see that these two abilities might appear counter-intuitive; but really, it works fine in practice.
Pilfer armour and Prowess - he's a little better at doing both of these. This is actually very useful, particularly since he can do it using basic attacks, and through block. And he can manage Armour buffs on champs resistant to Armour Break or Nullify, like Red Skull and Civil Warrior.
Finally, for some reason, they've given Yondu an immunity to Concussion Debuffs when fighting against Mutant Champions. This seems pretty niche; because although Concussion is actually something several mutants do (Apocalypse, Gambit, Emma Frost, Mister Sinister, Stryfe), they mostly do it by hitting you with an SP2, at which point the actual concussion is the least of your worries. So I suspect that this tweak is intended to help him deal with particular War node placements where people like to put Mutant defenders.
Can he defend?
I'd predict that Yondu is going to be a useful stall defender:
- He's got a non-contact opening Light attack.
- He's going to slow down attackers with a solid Stifle ability from his special-1.
- He's going to resist damage with his Sig ability
- He also inflicts serious Rupture damage through block.
Nice to see other people's thoughts, especially a well-known Yondu fan, @Cat_Murdock
Personally I think this is a good buff, broadening the useability and enhancing the damage of an unusual champ. And he's gone from being useable but niche (and very dependent on RNG) to being much more effective in a wide variety of situations; as an effective DoT-dealing champ.
Re: The Act 8 Crucible - Team Builder
This is great and much appreciated! Obviously a lot to process and compare with my roster…
One thing that I think would be helpful on these Crucible guides is to flag “high-risk” fights where there are relatively few options and/or they are impossible without a proper counter, especially where there are multiple fights that have similar requirements.
One thing that I think would be helpful on these Crucible guides is to flag “high-risk” fights where there are relatively few options and/or they are impossible without a proper counter, especially where there are multiple fights that have similar requirements.
Re: Kabam stole a doom cycle coin from me
When that happens, simply press the refresh button on the top left and it lets you do the mission again for free. It's happened to me numerous times already
3
Re: The long wait is almost over…
@Chovner The wait is not over YET. So you're technically incorrect.
Re: ACT 8 CRUCIBLE COUNTERS List
You don't absolutely have to use only those attackers tho, those are just the best options that make the fight easy and quick but there are other champs who can still do it even if it's slower and a bit harder. Neither of the defenders you mentioned are really a roadblock from what I can see:Something like this is really help for someone like me.
found this by MCOC NOOB on reddit. This is the only one others are not compiled.
But from the look of this, I would struggle with some of the Def here if it was lock behind 7* gate.
Red Skull
Diablo
Ebony
Hercules
And that is just Chapter 8.1
Red Skull: still gets cooked by cosmics like Galan Knull Beta Ray Billl Dark Phoenix and Gladiator and you can even use other more niche options that ignore his tankiness from the armors like Vox Fantman Werewolf and Chavez. The only thing you can't use is anything with armor break.
Diablo: literally anyone who shrugs off debuffs or is poison immune will work, worst case scenario if you actually don't have anyone just use someone with many shocks like Shuri or Iron Doom and that fight will be over before those poisons can even kill you.
Maw: you don't even really need a counter, degen resistance and buff immunity will help but you can also use someone with easy access to stuns so you can throw heavies often and he'll die really fast. Silk, Red Guardian, Titania, Jack, Bastion, Angela and any other champ who can Parry non contact will be an MVP here not sure why they're not mentioned there.
Hercules: anyone who crits often absolutely cooks on this fight but it can be done even with champs who don't crit often, this fight is so vanilla that you can probably even do it with a tech champ like Shuri who doesn't crit til she ramps or Shocker who doesn't crit at all.
It really isn't bad, people just need to think outside the box and plan accordingly, that's what Crucible is about and that's what made it so much fun last year.
