Is deep wounds necessary for Nick Fury?

Chaos_Emperor786Chaos_Emperor786 Member Posts: 54
edited November 2020 in Strategy and Tips
I just pulled Mick fury as a 5* and was wondering if his damage output and utility is worth ranking him up and awakening him without deep wounds? Also any tips on his rotation would be appreciated.
Thanks
Post edited by Kabam Porthos on

Comments

  • edited November 2020
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  • Thicco_ModeThicco_Mode Member Posts: 8,852 ★★★★★
    Most certainly helpful, but definitely not required.
  • AleorAleor Member Posts: 3,105 ★★★★★
    I'm not a big fan of Fury, but afaik, most of his bleed damage comes with ending combo with a light attack. Base stat for my r4 5* is 767 over 1 second. With maxed deep wounds you get 2684 damage over 3.5 seconds. It should also be easier to get his internal bleed. You probably want to spam sp3 with active fury and internal bleed to get a huge attack boost, so it's nice to have it. In the other hand internal bleed is considered to be a "passive" thing, thus not affected by deep wounds. His medium and sp2 bleeds are very weak compared to light ending combo bleed. His regular medium hits deal 500 (1700 crit) damage, and ~350 (1100) with light attacks. With 30% crit change in average you get about 3k damage with MLLLL combo. 3.7k with light ending bleed. Or 5.7 with deep wounds. So it's about 50% damage increase vs opponent who can bleed and has no crit resistance/physical resistance/something else. His internal bleed deals only 4k damage, so it probably has lower dps unless you're going for sp3, as you have to spam heavy or make 8 hits to activate it.
    With his furies and ranked up, you basically multiply his bleed by some constant, but the ratio should stay the same.

    TLDR: deep wounds increase his average dps of MLLLL combo by 50%, and I believe it's his best rotation to go.
    Only you decide, if it's necessary
  • Moot4LifeMoot4Life Member Posts: 2,132 ★★★★

    Moot4Life said:

    Most certainly helpful, but definitely not required.

    Thicco did you just steal my comment?

    I'm going to take that as flattery
    Moot4Life did you just steal my comment?

    I'm going to take that as flattery

    FAKE NEWS!
  • AleorAleor Member Posts: 3,105 ★★★★★
    In terms of specials rotation, sp1 if you need to build his charges to counter evade/miss, but without fury it's kinda annoying to keep it up.
    Once in the second phase, 2-3 sp1 to get above 15 charges to go unblockable, and while you have fury active, you don't need sp1 anymore. Sp3 has +3.4k attack increase is you have fury buff and+ 3.4k attack if opponent has internal bleed. I believe his fury also gives+ 3.4k attack, with base of 1.8k. The total attack on sp3 is 12k. Sp2 doesn't look interesting compared to it. So you probably want to spam sp3 in longer fights.

    Also I just noticed that his bleeds gain double potency of opponent doesn't have regeneration active, so it means deep wounds would be even more beneficial: 4.4k vs 8.4. So deep wounds almost double his damage for MLLLL.
    Now I know why I wasn't impressed with mine. He's still a decent champ anyway
  • Thicco_ModeThicco_Mode Member Posts: 8,852 ★★★★★
    Moot4Life said:

    Moot4Life said:

    Most certainly helpful, but definitely not required.

    Thicco did you just steal my comment?

    I'm going to take that as flattery
    Moot4Life did you just steal my comment?

    I'm going to take that as flattery

    FAKE NEWS!
    🤷
  • edited November 2020
    This content has been removed.
  • Kill_GreyKill_Grey Member Posts: 8,666 ★★★★★
    Deep wounds is definitely worth the investment. My 5/65 deals 3k per tick bleeds. At max deep wounds, he's getting about 22-23k damage from a single light-ending bleed! This is for a normal scenario where he doesn't have any attack modifiers.

    With a team of black panthers, it goes up to about 5.5k per tick! That's about 40k from a single bleed! Vs class advantage, it can go up to about 43k! From a single bleed!
  • KerneasKerneas Member Posts: 3,841 ★★★★★
    I'd say it is necessary.

    Normal situation: 1 sec bleed, so 2 ticks

    Max deep wounds: + 2.5 secs to bleed, so 5 ticks

    So deepwounds increase the damage of his "main bleed" by 250% (or 3.5 times). You can play without it, but each deep wounds point is one more tick of that bleed
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