The mutant chapter with two paths on the left was a major pain. You have to throw a special to avoid getting stunned but SP2 is the only special to do real damage. Then adding carnage, blade and dragon man to counter omega red. And then adding Magik with no real counter to her with a champ that is bleed immune.
Don't forget that fun tranquility path in the science quest.
But seriously, who did you guys use for this one?
Elsa bloodstone, Archangel, Claire voyant and then Sentinel for that Man-thing (spam special 2 for the incinerates). Anyone that can get the 3 debuffs and doesn't require a ramp up for it like Void.
Claire works great for manthing
whoever disagreed, has never played with claire, lol. CLaire is great for manthing. I can give a tutorial if you wish.
I'm not the one who disagreed, lol. But did you stick to your poison curse throughout?
Yes, stick with poison, heavy to keep poisons on and spam L2. Not too hard.
Don't forget that fun tranquility path in the science quest.
But seriously, who did you guys use for this one?
Elsa bloodstone, Archangel, Claire voyant and then Sentinel for that Man-thing (spam special 2 for the incinerates). Anyone that can get the 3 debuffs and doesn't require a ramp up for it like Void.
Claire works great for manthing
whoever disagreed, has never played with claire, lol. CLaire is great for manthing. I can give a tutorial if you wish.
Oof, this is an invite to disagree with both posts. The temptation is great lol
Makes no difference to me, all i looked at was some tips that may help.
I'm mostly wondering why there's this un-noded path. It still continues to moon knight, p99 and gwenpool who have the nodes. What was really the point of not making these specific Champs not have the nodes?
Last minute review for October Cavalier difficulty.
Chapter 3.2.
Node: Biohazard, Seeing Red, Bloodletting
Seeing Red will give Mutants a passive prowess when they purify a bleed debuff through their specials. Also, incoming bleed debuff potency is reduced to 50% which in this case coming from Biohazard.
Bloodletting will double the duration on incoming bleed debuff on your champs.
So, it means, Bloodletting completely nullifies the 50% reduced bleed debuff potency from Seeing Red on your Mutant champs.
For example, a 2k bleed damage that's -50% potency is 1k bleed damage for 7.5 seconds (from Biohazard).
Bloodletting will double the duration to 15 seconds which means that 1k bleed damage is gonna be back to 2k bleed damage.
So, there's no difference other than the bleed duration is getting longer.
It gives your Mutants more time to gain power for a special, purify the bleed and gain a prowess.
It's a terrible node comb for those suicide masteries users that wanna avoid using specials as much as they can.
My rate: 3/10 Horrible fame design that I do think can be improved. Bloodletting is not needed. The reduce potency should be increased to 80% so that players can use more Mutants for that chapter. So, those that might not have a lot of Mutants champs can use them in that chapter and discover the champs usage (and have some fun!)
My question: What's with the nodes combo? What's the real objective for such nodes? To me, it seems like dev team still doesn't have a clear objective for such nodes combo. It's all over the place. Omega Red is only best Mutant for such combos to exploit the nodes benefits.
Comments
The tech node sucks. Why is armor required? It’s the one that had the least effect for me.
I do wish that buffed up and diss track were 50% reductions instead of 100. It would allow skill to overcome champ selection like 5.3 back in the day.
I'm mostly wondering why there's this un-noded path. It still continues to moon knight, p99 and gwenpool who have the nodes. What was really the point of not making these specific Champs not have the nodes?
Chapter 3.2.
Node: Biohazard, Seeing Red, Bloodletting
Seeing Red will give Mutants a passive prowess when they purify a bleed debuff through their specials. Also, incoming bleed debuff potency is reduced to 50% which in this case coming from Biohazard.
Bloodletting will double the duration on incoming bleed debuff on your champs.
So, it means, Bloodletting completely nullifies the 50% reduced bleed debuff potency from Seeing Red on your Mutant champs.
For example, a 2k bleed damage that's -50% potency is 1k bleed damage for 7.5 seconds (from Biohazard).
Bloodletting will double the duration to 15 seconds which means that 1k bleed damage is gonna be back to 2k bleed damage.
So, there's no difference other than the bleed duration is getting longer.
It gives your Mutants more time to gain power for a special, purify the bleed and gain a prowess.
It's a terrible node comb for those suicide masteries users that wanna avoid using specials as much as they can.
My rate: 3/10
Horrible fame design that I do think can be improved.
Bloodletting is not needed.
The reduce potency should be increased to 80% so that players can use more Mutants for that chapter.
So, those that might not have a lot of Mutants champs can use them in that chapter and discover the champs usage (and have some fun!)
My question:
What's with the nodes combo?
What's the real objective for such nodes?
To me, it seems like dev team still doesn't have a clear objective for such nodes combo. It's all over the place.
Omega Red is only best Mutant for such combos to exploit the nodes benefits.
Maybe I'm wrong