**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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Some advice on uncollected attempt.
Spicyslicer
Posts: 2,227 ★★★★
All I found is this paths list. And saw some videos. All I have is the roster I have. And bout 2000 units.
Which team should I take?
Also is this path list correct?
Will I even be able to do it with this roster.
Ive read 5.2.4 is where it really gets hard that’s why I’m asking.
Thanks for any help
Which team should I take?
Also is this path list correct?
Will I even be able to do it with this roster.
Ive read 5.2.4 is where it really gets hard that’s why I’m asking.
Thanks for any help
0
Comments
5.2.4 was one of the most annoying quests, but I believe what is mentioned there is one of the easier paths. Exploring is a different story. Just remember Storm has caltrops.
I don't remember a lot about 2.5, but you shouldn't have too much trouble. Besides their paths, just take a look at some nodes. SW has some niche uses in act 5 on routes where they gain buffs. She just keeps unleashing sp2 if you have MD.
For the collector, I personally used SW. Once in while you may power drain/lock the collector and be able to use a sp2. Others used the hulk because its guaranteed damage and he does a lot of damage at low health. Either way you'll want a lot of revives for him. For my last 2-3 runs I managed to keep unit consumption under 400 for each run, just spent on revives.
Ideal teams will depend on which quest and which route. AA, SW, Hulk, GP, Thor, Vision, Quake, HE, all have their uses.
Good luck!
Edit: It's generally accepted to not bother with team revives for the collector. Just go all in with one champ who does the most damage.
I would definitely make sure you have some of those for the collector. Couldnt hurt elsewhere
The key to Collector is doing as much damage as you can before he nukes you with a SP1 or SP2. None better for burst damage out of the gate than a low health Hulk.
5.2.5 from what I remember was relatively easy.
5.2.6 was also fairly easy up until you get to The Collector.
Quake is a solid option for Bane because if you charge her heavy and keep blocking/parrying your opponent, you can wear them down without landing a single hit, therefore you never actually activate Bane.
Remember, Bane doesn't actually kick in until the first hit is landed so if you're skilled enough with Quake, you can run her through the entire path.