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Perspectives: What cards do you look forward to from ~other~ Heroes?

20 posts · 1275 views · started 2014-03-20 19:39 UTC
FL
Flintlock
2014-03-20 19:39 UTC
#1

As a relatively inexperienced player who wants to better understand these awesome Hero decks in this game and how they interact, I was wondering if you guys would indulge in this topic. 

Everyone has their preferred characters, and some characters they don't enjoy/understand/just don't get a chance to play that often. I wonder what the difference is between what I think my character is contributing versus what other players remember as being my character's most noteworthy cards. Eventually I may grow to know all the decks well enough not to be mystified by what other people play, but for now I wonder about the difference in perspective. I'll try to keep it concise, but I think this could be an interesting exercise (and hopefully enlightening as well.)


I guess to keep this topic organized, we can post in this format? This list is based off my limited experience and is far from complete.

Characters I play:


Nightmist:

What I think my group wants me to play: Mistbound, Planar Banisment

 

Omnitron - X:

What I think my group wants me to play: Defensive Blast, Innervation Ray

 

Mr. Fixer:

What I think my group wants me to play: Salvage Yard, Grease Gun

 

 

Characters I see played often:

 

Absolute Zero:

What I look to him for: Subzero Atmosphere

 

Unity:
What I look to her for: Raptor Bots

 

Argent Adept:

What I look to him for: Out of turn card plays

 

Chrono Ranger:
What I look to him for: Hunter and Hunted and Danny Boy

 

Expatriate:
What I look to her for: Unload

 

What about you guys? 

 

MT
Medic-Tank
2014-03-20 19:56 UTC
#2

I can't contribute the way you did cause I almost never look for specific cards ans especially not only two of them... My playstyle is usually to use what I have on hand to the best I can rather than try to draw specific cards or combos... I also like to try for weird combos like Many mega computer and then get damage to be irreducible on a villain so the only one the environment can strike is the villain...

AL
Arcanist_Lupus
2014-03-20 20:04 UTC
#3

Whenever I'm playing DW Fixer, I'm always on the lookout for Ground pound and similar "one-shot ongoings".

HK
Humble-Knight
2014-03-20 20:05 UTC
#4

Well, as a relatively new player, all those cards are good ones, but I tend to play what I have so I look more for the best play available rather than a particular card. Especially because cards have variable worth. For example subzero atmosphere is nearly pointless against the Matriarch.

The only cards I usually look for in another deck is maybe Inspiring Presence. If I am playing the character I maybe looking for a particular card but I don’t expect some one else to have a particular card

LY
lynkfox
2014-03-20 22:06 UTC
#5

 

+1

 

Since I started doing this and stop thinking 'If only I could draw the shotgun' I've enjoyed all heroes much much more. I don't even put down all of AbZero's modules as soon as I can.

HK
Humble-Knight
2014-03-20 23:04 UTC
#6

Yeah I like getting cold snap or impale down if it’s appropriate because the earlier they are played, the better. And if you’re playing promo AZ the modules are rarely a priority

FL
Flintlock
2014-03-21 14:00 UTC
#7

 

Very insightful and helpful commentary.

 

 

Wow. AZ without modules? Now there's a thought.

FO
Foote
2014-03-21 14:01 UTC
#8

Have you ever seen his incap abilities? There is good reason why Ronway's AZ burns to the ground so quickly  :stuck_out_tongue:

HK
Humble-Knight
2014-03-21 17:32 UTC
#9

I'm not saying don't play modules but with Promo AZ a focused apertures is more valuable than the modules because it increases almost all your damage without one of your powers

KA
Katsue
2014-03-21 18:25 UTC
#10

Unity is a girl.

MT
Medic-Tank
2014-03-21 19:09 UTC
#11

Had to play him that way last night tried in order AZ, Scholar, Dark Visionnary and Horus-Ra against Advanced Fright Train, Ermine, Friction and Proletariat note that Advanced Ermine destroys an Ongoing AND Equipment every time she comes around and since the only one in the team that could play equipments aside from AZ was Ra with his staff well as long as Ermine was active playing modules and equipment for that matter was the very last thing on my mind. So I went all in with him to damage Ermine as much as I could and was down to 3 hp when she went out plasma vat save my ass from two slightly mutated rats so I was then down to 1 Hp but I could finally play Equipment and made my way back to health by abusing the Twist the Ether actually even before getting my equipment out I the twist the ether was smoothing how much hurt I was laying on myself. It was an extremely tight game and it gave me chills at how savage the industrial complex is when you can't destroy environnment until your heroes are dead (and we left no one behind).

FL
Flintlock
2014-03-21 19:47 UTC
#12

 

Woops, that was careless copy-pasting on my part.

PH
phantaskippy
2014-03-21 20:24 UTC
#13

I like this idea, it's a cool way to look at how we use Heroes.  

 

I'll modify it a bit, I'll split it into what I want a hero to get from their own deck, or a general impact on the game, and what I like for help for them.  (both apply to when I play them or someone else plays them)

I'm not doing everyone, just ones that are clearer in my head.

AZ:  I want Thermal with Modules, or Impale/Cold Snap.  lots of damage instances.

Help:  Damage boosting, if you have you modules it's a win win, without it's a trade off that is still pretty good.  Twist the Ether is a dream card, just insane, and extra powers when you have Coolant Blast is awesome.  A good starting hand can benefit a ton from some extra card play.

Argent:  I like bonus card play early, to help everyone get set up, then extra powers or damage bonuses/reduction is awesome.

Help:  Just keep him alive.

Expat:  Shotgun, love me some Shotgun.  Assault rifle is good too, but Shotgun is my favorite.  I expect Expat to also be a big factor in games with lots of card destruction that isn't universal, playing equip cards that can eat up destruction and help other heroes get ahead.

Help:  Card draw if she gets a slow start, then extra power uses are great.  out of turn play for Unload is awesome.

Mr. Fixer:  I'm big on Hoist Chain right now, and Salvage yard is amazing.

Help:  Out of turn card play for Overdrive, Salvage Yard and Grease Gun is awesome.

Nightmist:  Damage and shenanigans.  Just be awesome.

Help:  Twist the Ether, it's insanely good on NM.  Card draw for DWNM, deck manipulation for regular.

Setback:  Something awesome.  If you don't pull of something awesome as Setback I don't see the point.

Help:  Anything.  Really.  Extra card draw or play, more powers, healing, reduction, almost anything helps.  Setback does more with active help than most heroes.

Tachyon:  Synaptic, Fleet of Foot and Hypersonic.  I know you can kill the boss with Lightspeed Barrage, but Tachyon is best when she's using those cards well, also if you can Sucker Punch something it is a huge win.

Help:  Damage boosts, stuff like Enlighten that let's you draw and discard.

Visionary:  Twist the Ether, I want that.  Then using her damage well, and not enlightening yourself all game, it's dumb.  Help your team.

Help:  don't let her die? 

 

That's the ones I'll add.

 

FL
Flintlock
2014-03-21 20:45 UTC
#14

You know, I've yet to have a game where I play Nightmist as a big damage dealer. I almost exclusively use her for shenanigans (which, admittedly, she is very impressive at). I guess I should try to cut loose with her more.

CR
Craig
2014-03-21 21:24 UTC
#15

I used to play her for shenanigans. Then I learned to stop worrying so much about her health and let 'er rip. She's a beast.

OA
Oaktree
2014-03-22 03:45 UTC
#16

Healing or damage reduction/redirection for Visionary when she plants Wrest the Mind on something tough or powerful - like an EPE.  :grin:

(Did that for the first time in a game recently, and it was awesome.)

AM
Ameena
2014-03-22 12:20 UTC
#17

She can avoid self damage without even needing outside input if she can enter a TK Cocoon…though of course, probably best to have someone let you play that after you've just played Wrest on an EPE (or similar target) so you don't have to go a round without it.

One ieda I had once is one that requires a very specific setup - I tried it once but didn't manage it. Anyway, play Visionary versus Voss and wait for a Psi-Weaver to come out. Stick a Wrest on it, and if you have one, Twist as a bonus. Then go into a Cocoon. Every round, the Psi-Weaver will try to hit everyone and so you can redirect its damage to another minion and kill that instead (Twist helps if there is a Guard out, to get through soak, or if there is another Psi-Weaver out, to hit with something not-Psychic). Then Visionary has to deal it and herself some Psychic damage for having redirected, but the Psi-Weaver, being a Psi-Weaver, takes no damage due to its natural immunity, and Visionary takes none due to being immune to everything. Then you can all just pound on Voss without worrying about any more minions (though I suppose you have to deal with him having a permanent point or two of soak, depending on whether or not he's flipped) :D.

Very silly situation but imagine the fun if it actually works - have the other heroes all be ones who can deal irreducible damage (to get through the aforementioned perma-soak on Voss) and it'd be even better :D.

FO
Foote
2014-03-22 15:32 UTC
#18

I actually did that in a game once! It indeed was a sight when it went off

KA
Katsue
2014-03-24 08:59 UTC
#19

The Wraith can punch you in the throat and you'll be so distracted you won't even be stressed by the effort of channeling the awesome might of the Electro-Pulse Explosive.

FL
Flintlock
2014-03-25 13:31 UTC
#20

 

Now there's a use of Throat Jab I hadn't thought of :stuck_out_tongue: