**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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Captain America (Infinity War) - One of my personal favorites in game. Was my 1st R5/65 5* champ. Very versatile. Can take hits and dish them out just the same! Glancing will reduce damage. His Kinetic Charges are the key to everything. The more you have the higher his damage output, and the higher his Energy and Physical Resistance gets. For a massive KABOOM of damage, build up 5 Kinetic Charges. Once you've done this AND have 2 bars of power, Parry/Heavy and mid heavy attack before the 2nd hit connects launch your special. It's a jaw dropper the 1st time you pull a solid critical hit with this technique. His heavy attack gives him a temporary Passive Fury. Having 5 Kinetic Charges not only increases the damage output of the S2, but also the Stun duration as well. His signature ability is far too much to get into here, so I'd advise watching some YouTube videos to gain perspective on all they can provide. Definitely R5 worthy, also worthy of funneling Sig Stones to get to Max Sig level.
Corvus Glaive - Great burst damage, especially once you've loaded him with a few persistent charges. Armor Break. Unblockable S2. Wicked Critical hits. Nuff' Said. (STILL chasing this one, lol)
Iceman - While not the king of basic damage output, Icey is useful in MANY other respects. Considering yours is awakened, you start the fight with Coldsnap on your opponent. Which means no evade for your myriad of irritating champs (i.e. various Spider-folk, Mordo). Most are not immune to Coldsnap and Frostbite. So load up those Frostbite Charges, Parry/Heavy. Watch that direct damage eat a chunk of health! His Ice Armor can tank a S3 and you walk away with only 5% HP lost. Triple Immunity (Bleed, Poison, and Incinerate) so many DOT nodes, and champs become EXTREMELY manageable.
Spider-Man (Stealth Suit) - Hits hard when ramped up, and has some phenomenal utility via Pre-fight abilities. His Slow Debuff from the Web Foam Cart can shutdown Evade and Unstoppable Buffs. Very useful against your Juggernauts, Unstoppable Colossi (Colossuses?), Annihilus, The Champion, etc. To get the most out of him, 2× 5 hit combos ending in a light attack will activate his Passive Fury, and his S1 a Passive Precision. Alternate ending combos between Medium and Light to extend the effects of the selected Web Cartridge. You slam them over and over again with a Light ender you'll blow through your Web Carts too fast and will need a S3 to reload. Tranquilizer Cart for Enervate to prevent your opponent from gaining power when hit. Flash Bang Cart to place a Vulnerability Debuff increasing Critical Damage Rating.
Sentinel - While this hunk of tin isn't typically recommended, it is very useful. Dual Immunity like all bots in game. Its schtick is the Analysis Charges. More you have the higher its Armor, Crit Resistance, and Attack gets. Also decreases the amount of power used when launching a Special attack. Heavy attacks inflict Shock. Special 1 inflicts Heal Block and also a chance to Armor Break with successful hits. Special 2 inflicts Incinerate, removes Perfect Block Chance, and reduces opponent Block Proficiency by 50%. 1st S3 will give you a Permanent Passive Armor Up, and 2nd will consume said Armor to give you a burst of regen. At Max (100) Analysis, its Special 1 and 2 effects trigger through a block, the duration of Armor Break, Heal Block, and Shock Debuffs increase by 100%.
Magik - The Queen of Power Control. Tried and true. Great intercept champ. Nice damage output. S1 Nullfies a Buff. S2 Power Steal and Power Lock. S3 damage increases per Buff on the opponent. You run into Groot, Angela, War Machine during his 'Empty the Clip' phase, or any other Buff laden champ, watch the health get chopped off with this attack. Magik was my 1st 4* WAAAAYYY back when. Phenomenal champ that has withstood the test of time and will likely continue to do so! If/when you awaken/dupe her, she gains cycling Limbo. Which deals Passive DOT, and rewinds any damage dealt during the Limbo cycle. She took me far in my early MCoC days and still has a special place in my heart. If I ever dupe my 5*, I'd happily take her to R5 and Max Sig.
Many of those did not exist in game when I tackled Act 4 and would've made the process MUCH easier. So you've got a LOT to work with. Honorable mentions are Colossus, Mysterio, Ghost Rider, 5* Punisher 2099, Heimdall, Wasp, and Guillotine. Best of luck on your journey through Act 4 and enjoy the fruits of your labors once you've come out the other end!!!
The jump from act 4 to act 5 is even more traumatic, so start strategically beefing up your team from now.
I took my time with act 4 but wasn’t having too much trouble. Got really excited for becoming uncollected, seemed so close now, well that excitement turned into frustration and disappointment quickly.
So I focused on getting a good 4* team from the arena, which didn’t help me that much, I had to come to terms that I was a bad player. So I started exploring act 4, which is super long, but it helped me immensely with parry, dexterity and even some intercepting.I became uncollected with using 4 stars.
Hang in there man! It will get better but it requires a bit of skill, which makes this game great, good luck and there has been some solid advice given here by the others.
Tough question. Guillotine is good for healing when duped, and really packs a punch in the act 5 flare chapters. However, colossus is great for immunities. Bleed, incinerate, frostbite, and coldsnap.
I would go for the colossus in terms of usability, especially in act 4 and beyond. But personally I would go guillotine because her and Ægon are probably my two favorite champs in the game.
But it all really comes down to personal preference. I think people get too caught up in which champ is good for what, and forget that this is just a game and it’s all about having fun.
But as others have stated, the difficulty jump is not insurmountable. It only seems that way when you first reach it. The jump from Act 4 to Act 5 is higher, and the jump from Act 5 to Act 6 is even higher. But players who continue to progress generally overcome those gaps.
What you have to get used to is not the *size* of the gap, but the *nature* of the gap. The gap between Act 1 and Act 2 is also big, but it is almost entirely a numbers jump that a player can easily outlevel at most reasonable roster growth rates. The jump from Act 2 to Act 3 is bigger: not only do the numbers get bigger, it is not as easy to outlevel. The jump from Act 3 to Act 4 isn't even just about numbers: the champions become more dangerous, the paths get longer, and you often have to do more qualitatively to complete Act 4. Act 5 is really where path nodes become tricky and you are not just fighting the champions, you're fighting the global or path nodes. And in Act 6 you have to do that with significant roster limitations.
You have to be prepared to not just overcome bigger numbers, but also an increasingly more complex game. Progress in MCOC isn't just about getting better at playing, it is about learning new ways to play the game. You need to think in terms of rising to meet challenges. If you're constantly think about how "unfair" the game is and why it doesn't accommodate what you want, it is never going to get any better.
Is Punisher is 2099 good? I have him as a five star but I didn’t really feel him and I have been concentrating more on others
Again, always happy to pass the knowledge. As you can see, there's a LOT to learn. All that stuff becomes 2nd nature over time though. As to Punisher 2099, I'd recommend watching some videos on his abilities. He's interesting. Not exactly top notch, but still, not bad either. He's kind of a niche champ in some regards. Again, better to YouTube this one 😉.