Hey all. Just updated the original post to clarify that the Black ISO Resonance will deal direct damage, and not a degen. Don't want you all trying to rank up Spider-Ham to try and counter this!
But even if it was degen, spider-ham wouldn’t be able to counter it, since his nonsense doesn’t affect current active degen effects, right?
Just did initial run. Villans are op, haha. Was really fun. GJ @kabam !
I'm pretty sure Monster and Beast are bugged, when using mags anyways. Against NON metal opponents the effects are randomly triggered, not consistent. Against metal it pretty much never triggers which is expected because of his AAR.
I dont understand why namor doesnt reflect the the damage. In his description it literally says reflect damage from all sources. Is this just another kabam work around. If so things like this need to stop. Its get old maxing out certain champs for specific reasons just for kabam to go nope, sorry.
1.1 hyperion path. Used 6*r2 killmonger vs hyperion, which I always do for hard content. Launched sp2 to get indestructible. Hyperion launched sp3 and took off half of killmonger's health. There doesn't seem to be any AAR reduction on that path
I mean I take the direct damage nodes in aq map6 everytime corvus never die there and the "unavoiadable" line I dont believe because you wont have said that about spider ham then
so I am guessing corvus is gonna stay alive so we can do 1% gameplay with 100% more attack! yay
How much damage is he going to be able to do in 20 hits with no power gained?
You can do damage after 20 hits. It doesn't crit that's it.
This is true, I just assumed he would die after glaive charges ran out.
Black ISO Resonance: Corrupt ISO energy radiates from the earth. Attacking Champions are immune to all damage, and receive 100% bonus attack, but will be KO'd after 20 seconds via unavoidable Direct Damage. #Villain Champions ignore these effects.
CG may work but there's a catch. First fight with CG you need to wait for 20 seconds and let the degen finish. The last tick will remove 4 charges. Second fight you can't just go with 1 HP. Every tick will remove 4 charges and after 5 ticks he'll die. You have to heal back to 100% before entering the fight. Now we don't know if that node will be active for the entire fight or only 20 seconds. Because that damage immunity and bonus damage is very important.
what? when did damage over time start removing charges? thats not how corvus works been taking him into direct damage fights for AQ all the time on 1% always has 20 at starting
I dont see anything in the black iso resonance either that will affect his charges
This is mostly really fun content - my first Variant to be even completed. I could explore it but for one issue - a whole long path which has a 75% damage reduction, which can only be bypassed by like 4 characters (GG, Apoc, Joe Fixit and Imm. Abo) or by spending 2200 units on a completely worthless mastery (which only gives weakness in 16% of hits and only for 7 seconds)... Everything else has definitely more solutions but this one is pretty much horrible
This is mostly really fun content - my first Variant to be even completed. I could explore it but for one issue - a whole long path which has a 75% damage reduction, which can only be bypassed by like 4 characters (GG, Apoc, Joe Fixit and Imm. Abo) or by spending 2200 units on a completely worthless mastery (which only gives weakness in 16% of hits and only for 7 seconds)... Everything else has definitely more solutions but this one is pretty much horrible
yeah there's definitely something weird with Red Mags and the Monster & Beast buff node ... it hardly ever triggered and wasn't consistently triggering at all with his Heavy
yeah there's definitely something weird with Red Mags and the Monster & Beast buff node ... it hardly ever triggered and wasn't consistently triggering at all with his Heavy
I did completion yesterday when it dropped, and i want to say that i had fun doing this, there were a couple of lanes while doing completion that were extremely satisfying ^_^
One note to everyone that is working on 3.1 exploration (biohazard path): Apocalypse's ability to prevent opponent's Purify effects is actually preventing the Henchman node from activating, i learned it the hard way. Don't ever hit the opponent's block ^^"
Can’t say I appreciate that mojo on the weakness path in 2.2... But as of right now that looks to be the only fight that is anything close to a cash grab (need fury from node for normal damage, but anti-life field shortens it by a tremendous amount so it’s actually probably better to ignore the node) from what I’ve seen so I can live with it.
Wasn’t the idea to start making paths that are able to be done in one energy refill (about 70 energy)? Or was that just story content? Some of these paths take like a refill and a half
Comments
I'm pretty sure Monster and Beast are bugged, when using mags anyways. Against NON metal opponents the effects are randomly triggered, not consistent. Against metal it pretty much never triggers which is expected because of his AAR.
@MageWizard it's the other nodes. You need to place a weakness debuff.
Apoc, Green Goblin, Joe Fixit were mentioned earlier also. And the resonance mastery.
I could explore it but for one issue - a whole long path which has a 75% damage reduction, which can only be bypassed by like 4 characters (GG, Apoc, Joe Fixit and Imm. Abo) or by spending 2200 units on a completely worthless mastery (which only gives weakness in 16% of hits and only for 7 seconds)...
Everything else has definitely more solutions but this one is pretty much horrible
( sadece V6 için )
- My R3 MS as she surveys the path in front of her.. (R3 Venom and Ghost are having a laugh as well)
One note to everyone that is working on 3.1 exploration (biohazard path): Apocalypse's ability to prevent opponent's Purify effects is actually preventing the Henchman node from activating, i learned it the hard way. Don't ever hit the opponent's block ^^"
But as of right now that looks to be the only fight that is anything close to a cash grab (need fury from node for normal damage, but anti-life field shortens it by a tremendous amount so it’s actually probably better to ignore the node) from what I’ve seen so I can live with it.