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Marvel Puzzle Quest: Dark Reign

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Old 08-27-14 | 01:46 PM
  #1326  
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Re: Marvel Puzzle Quest: Dark Reign

Daredevil kind of sucks and you really don't have anyone I'd recommend dropping. Here's an analysis of Daredevil from Polarity's guide on the D3 forums:

Daredevil - Master of traps, relies on your opponents making matches that trigger the traps that he lays down. His red does an absurd amount of damage at max level, which in theory could be really good on defense for randomly killing people The problem is that his traps have a decent chance of being stranded on a single tile and never actually doing anything. Coupled with the fact that enemy PvE NPCs don't actually match tiles, and you have a very inconsistent and situational character that isn't worth investing in.
Old 08-27-14 | 01:51 PM
  #1327  
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Re: Marvel Puzzle Quest: Dark Reign

That said, you can always use another roster slot!
Old 08-27-14 | 02:52 PM
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Re: Marvel Puzzle Quest: Dark Reign

But if Daredevil could place his traps someday...

It's hard for me to drop 3*s because of potential. 2*s you can probably get back no problem if they somehow increase in usefulness, but 3*s will take forever. That said, I wouldn't invest in him.
Old 08-27-14 | 04:03 PM
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Re: Marvel Puzzle Quest: Dark Reign

I did buy HP, I got lucky in how I used a couple shields. I bought a couple slots, but thought I'd take the opportunity to clean up the roster a bit. I'll definitely dump Cap and possibly torch and Thor since he's mostly useless now. Thanks for the feedback!
Old 08-27-14 | 04:26 PM
  #1330  
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Re: Marvel Puzzle Quest: Dark Reign

Since when is Thor useless!?

You're going to have to level a 3* character a long way before they overtake a maxed 2*. Well past the similar 94 level.
Old 08-27-14 | 04:42 PM
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Re: Marvel Puzzle Quest: Dark Reign

Oh my gosh, do NOT get rid of 2* Thor! Looks like you have him fully covered and leveled. He is frequently buffed in events and then becomes a beast. Heck he is pretty darn good unbuffed. Also, as you know, it takes forever and a day to get full covers for a 3* so might as well hold on to him. Spend those points on roster slots.
Old 08-27-14 | 05:04 PM
  #1332  
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Re: Marvel Puzzle Quest: Dark Reign

Seriously, Thor is pretty fucking badass, and he has tons of HP.

I think 3*'s can decently compete (Player vs AI, obviously) with maxed 2*'s at around level 90, but they probably surpass them fully at around level 120. That isn't too bad.

edit: Oh, 2* Thor, yeah he's okay I guess. Like other's said, you already have him maxed, definitely don't dump him.
Old 08-28-14 | 08:37 PM
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Re: Marvel Puzzle Quest: Dark Reign

Thor is pretty close to last on my list of characters I'd drop. Finally got my 5th Human Torch 3* cover today. Holy crap 80k is a lot of grinding. I'm top 150 so I'll get a Patch too. Two more days and I get my 4th Wolverine 4* cover from a supply drop. Does he ever end up being worth the iso?
Old 08-29-14 | 12:06 AM
  #1334  
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Re: Marvel Puzzle Quest: Dark Reign

Saw this on their forums.



Facebook also mentioned Beast was coming.
Old 08-29-14 | 01:37 AM
  #1335  
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Re: Marvel Puzzle Quest: Dark Reign

2* Thor is the bedrock of my game at this point. I have a 3* Thor but with way less covers so he's not as useful. 2* Thor, 2* Magneto, and character that uses black is a pretty fantastic combo.
Old 08-29-14 | 11:36 AM
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Re: Marvel Puzzle Quest: Dark Reign

Beast as reward in the new 3.5 day PVE. No sub-events, Patch essential. Very easy nodes.

Yellow Patch at 25k progression.
Old 08-29-14 | 01:28 PM
  #1337  
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Re: Marvel Puzzle Quest: Dark Reign

So I read the PvE guide on the official forum. A little confused. Is the best strategy to hit all of the nodes once, maybe twice, and then wait for a full point refresh? This way it minimizes the length of time waiting for full points again versus farming the heck out of each node which increases the downtime?
Old 08-29-14 | 02:23 PM
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Re: Marvel Puzzle Quest: Dark Reign

No. You hit the most lucrative node over and over until it's depleted then move on to the next. Do that for as long as you can but don't touch a node again until it's back to "full points".

That said, in this current PVE, I did every node once to unlock them all. Waited the 2.5 hour refresh and then hit each twice. So right now I have 4 hours before I will play again, but I planned that as I have to leave town as soon as the kids get off the buses.

I am #1 in my group as I type this.
Old 08-29-14 | 02:35 PM
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Re: Marvel Puzzle Quest: Dark Reign

So, wait, hit a node, wait for it to refresh to full points, hit it again etc. until it's depleted? Seems like a lot of downtime.
Old 08-29-14 | 02:39 PM
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Re: Marvel Puzzle Quest: Dark Reign

No, you hit it over and over until it's depleted. This is maximizes multipliers and rubberbanding while minimizing time spent grinding. That's the short version.

Read the guide as it's far more in-depth as to the math and reasoning: http://www.d3pforums.com/viewtopic.p...bd2cfc4186aa52
Old 08-29-14 | 02:47 PM
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Re: Marvel Puzzle Quest: Dark Reign

Originally Posted by Gooter
So I read the PvE guide on the official forum. A little confused. Is the best strategy to hit all of the nodes once, maybe twice, and then wait for a full point refresh? This way it minimizes the length of time waiting for full points again versus farming the heck out of each node which increases the downtime?
There's also a bonus based on how many nodes are at full points. So you're best off hitting the one with the most points 2-3x, then the second most points 2-3x, etc. Then wait for everything to refresh and play again as soon as it does.

I've dicked around with this approach the past couple weeks after reading the same guide and am giving up on it for events where I want top rewards. It's great if all you care about is hitting progression rewards, as you can couple it with slingshotting and get hit those levels with minimum effort. It's solid for placement rewards if you can say, 'ok, I'm going to play for 30 minutes now and then have another free 30 minutes right when my points refresh in XXX hours and again XXX hours after that.' My schedule's too hectic and unpredictable for this. I might have 5-10 minutes a half a dozen times during the day at the office, then a couple random 20 minute spots in the evening. Or maybe a couple hours if the wife is watching something I have little interest in. So I've gone back to, when I have a little bit of time, I'll hit whatever node has the highest points for every game I can play. If I know I have a decent chunk of time, I'll hit the top node a handful of times, then the 2nd, then 3rd, etc. That approach gets me much nearer to the top of events than the other.
Old 08-29-14 | 03:28 PM
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Re: Marvel Puzzle Quest: Dark Reign

I just pulled a Nick Fury purple! I'm sure there will be another event soon that'll need him. Now I will have to junk somebody to make room for Beast when I get him though. I have 32 full roster spots.
Old 08-29-14 | 03:58 PM
  #1343  
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From: Soldier Field
Re: Marvel Puzzle Quest: Dark Reign

Originally Posted by maxfisher
There's also a bonus based on how many nodes are at full points. So you're best off hitting the one with the most points 2-3x, then the second most points 2-3x, etc. Then wait for everything to refresh and play again as soon as it does.

I've dicked around with this approach the past couple weeks after reading the same guide and am giving up on it for events where I want top rewards. It's great if all you care about is hitting progression rewards, as you can couple it with slingshotting and get hit those levels with minimum effort. It's solid for placement rewards if you can say, 'ok, I'm going to play for 30 minutes now and then have another free 30 minutes right when my points refresh in XXX hours and again XXX hours after that.' My schedule's too hectic and unpredictable for this. I might have 5-10 minutes a half a dozen times during the day at the office, then a couple random 20 minute spots in the evening. Or maybe a couple hours if the wife is watching something I have little interest in. So I've gone back to, when I have a little bit of time, I'll hit whatever node has the highest points for every game I can play. If I know I have a decent chunk of time, I'll hit the top node a handful of times, then the 2nd, then 3rd, etc. That approach gets me much nearer to the top of events than the other.
Thanks Max. Your schedule mimics mine so glad to see it works for you.

Check this out.

This guy is the current leader in my bracket at 6400 points. How the heck did he/she do that with this roster??
Old 08-30-14 | 07:54 AM
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Re: Marvel Puzzle Quest: Dark Reign

Wow with that upcoming Magneto nerd. He's a completely different character... Blue obviously had to be merged but is now a yellow falcon protect tile power, his red is a storm clear the useless team up tiles power, and his purple is now a blue, getting rid of one of the few useful purple powers.
Old 08-30-14 | 05:43 PM
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Re: Marvel Puzzle Quest: Dark Reign

Originally Posted by fujishig
Wow with that upcoming Magneto nerd. He's a completely different character... Blue obviously had to be merged but is now a yellow falcon protect tile power, his red is a storm clear the useless team up tiles power, and his purple is now a blue, getting rid of one of the few useful purple powers.
They turned 4* Wolverine into a straight up killer and got rid of the dumbest power in the game by eliminating Hawkeye's Hide Behind A Girl You Yellow Bastard skill.
Old 08-30-14 | 05:46 PM
  #1346  
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Re: Marvel Puzzle Quest: Dark Reign

Here's the changes, since you guys are talking about them.

http://www.d3pforums.com/viewtopic.php?f=13&t=14849

Gameplay
- Fixed a couple methods by which players could have Team-Ups equipped despite those characters being on their or the enemy teams
- Countdown tiles placed by Team-Up abilities will no longer be cleared when a character is downed
- Team-Up selections are now remembered across battles if they were unused in a battle
- Fixed an issue where Boosts were sometimes not being remembered across battles
- Fixed an issue where using Sell All with large numbers of covers in the Comic Cache would crash the game
- Train button in roster management glows when you have enough Iso-8 to level the selected character.
- Fixed an issue where, if you had multiple identical Team-Ups and equipped one, the others would also appear equipped in the Team-Up inventory.
- Improved description of how to gain Deadpool Points

UI
- Fixed instances of flickering and fading on opening some UI screens such as the Character Info Panel in battle
- Updated the Title screen

Character
- Captain Marvel's Energy Absorption now properly displays AP gain when used by the enemy

*** Daken (Classic) ***
- Updated abilities for better balance

Old
Pheremone Rage - Purple Passive
(PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever anyone makes a Green match, add a Red Strike tile to the board with a strength of 11.
Level Upgrades
Level 2: +10% Strike tile strength
Level 3: +15% Strike tile strength
Level 4: +15% Strike tile strength
Level 5: Creates 2 Strike tiles at 90% base strength.
Max Level: 2 Strength 68 Strike tiles
New
Pheremone Rage - Purple Passive
(PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever anyone makes a Green match, add a Red Strike tile to the board with a strength of 11.
Level Upgrades
Level 2: 13 Strike tile strength
Level 3: 15 Strike tile strength
Level 4: 20 Strike tile strength
Level 5: Creates 2 Strike tiles strength 14.
Max Level: 2 Strength 46 Strike tiles

Old
Healing & Heat - Black Passive
(PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 8 Blue tiles, the terrible drug “Heat” kicks in, and he loses 3% of his health instead.
Level Upgrades
Level 2: Heals 5% per turn.
Level 3: 7 Yellow tiles to avoid “Heat”.
Level 4: Heals 7% per turn.
Level 5: 6 Yellow tiles to avoid “Heat”.
Max Level: Heals 476HP/"Heat" 204 damage
New
Healing & Heat - Black Passive
(PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 9 Blue tiles, the terrible drug “Heat” kicks in, and he loses 3% of his health instead.
Level Upgrades
Level 2: Heals 5% per turn.
Level 3: 8 Yellow tiles to avoid “Heat”.
Level 4: Heals 7% per turn.
Level 5: 7 Yellow tiles to avoid “Heat”.
Max Level: Heals 476HP/"Heat" 204 damage

Chemical Reaction
Unchanged

** Daken (Dark Avengers Wolverine) **
- Changed color strengths from Black/Green/Purple to Black/Purple/Blue to match ability colors

Old
Pheremone Rage - Purple Passive
(PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever anyone makes a Green match, add a Red Strike tile to the board.
Level Upgrades
Level 2: +10% Strike tile strength
Level 3: +10% Strike tile strength
Level 4: +20% Strike tile strength
Level 5: Creates 2 Strike tiles at 90% of base strength.
Max Level: Creates 2 Strike tiles at 28 strength.
New
Pheremone Rage - Purple Passive
(PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever anyone makes a Green match, add a Red Strike tile to the board of strength 5.
Level Upgrades
Level 2: 6 Strike tile strength.
Level 3: 7 Strike tile strength.
Level 4: 8 Strike tile strength.
Level 5: 9 Strike tile strength.
Max Level: 46 Strike tile strength.

Old
Healing & Heat - Black Passive
(PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 8 Yellow tiles, the terrible drug “Heat” kicks in, and he loses 3% of his health instead.
Level Upgrades
Level 2: Heals 4% per turn.
Level 3: 7 Yellow tiles to avoid “Heat”.
Level 4: Heals 5% per turn.
Level 5: 6 Yellow tiles to avoid “Heat”.
Max Level: Heals 196HP/"Heat" 117 damage.
New
Healing & Heat - Black Passive
(PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 9 Blue tiles, the terrible drug “Heat” kicks in, and he loses 3% of his health instead.
Level Upgrades
Level 2: Heals 4% per turn.
Level 3: Heals 5% per turn.
Level 4: 8 Blue tiles to avoid “Heat”.
Level 5: 7 Blue tiles to avoid “Heat”.
Max Level: Heals 196HP/"Heat" 117 damage.

New
Chemical Reaction - Blue 5 AP
Daken springs a trap, but his addiction to "Heat" threatens to push him over the edge. Damages the target for 100, converts two 2 Blue tiles to Green, and converts up to 2 friendly Strike tiles to basic tiles, doing 50 damage per Strike tile converted.
Level Upgrades
Level 2: Increases cleared Strike tile damage to 54.
Level 3: Increases cleared Strike tile damage to 58.
Level 4: Converts up to 3 Strike tiles.
Level 5: Up to 4 friendly Strike tiles converted for 73 damage.
Max Level: 515 base damage, 373 per strike tile, up to 4.


** Hawkeye (Modern) **
- Raised base health by 17%
- Altered abilities for better balance

Old
Electric Arrow - Blue 10 AP
Hawkeye shoots a charged arrow, placing a Blue Countdown tile on the board. It activates after 4 turns, dealing 200 to the current target and stunning them for 2 turns.
Level Upgrades
Level 2: Stuns enemy for 3 turns.
Level 3: Reduces countdown to 3 turns.
Level 4: Stuns enemy for 4 turns.
Level 5: Reduces countdown to 2 turns.
Max Level: 2456 damage
New
Electric Arrow - Blue 9 AP
Hawkeye fires an arrow that delivers a high-voltage electric shock when it hits. Changes a chosen basic Blue tile into a 3-turn Countdown tile. When it activates, stuns the target for 2 turns and reduces enemy AP in a random color by 4.
Level Upgrades
Level 2: Reduces enemy AP in a random color by 6.
Level 3: Reduces enemy AP in two random colors by 4 each.
Level 4: Creates a 2-turn Countdown tile.
Level 5: When it activates, stuns the target for 3 turns.

Old
Blast Arrow - Red 10 AP
Hawkeye shoots an explosive arrow, placing a Red Countdown tile. After 4 turns, it deals 120 damage to all enemies.
Level Upgrades
Level 2: +25% damage.
Level 3: Reduces countdown to 3 turns.
Level 4: +25% damage.
Level 5: Reduces countdown to 2 turns.
Max Level: 1645 damage
New
Blast Arrow - Red 9 AP
Clint lines up the perfect shot. When it hits, it creates a massive explosion. Changes a chosen basic Red tile into a 4-turn Countdown tile. When it activates, deals 200 damage to all enemies.
Level Upgrades
Level 2: 221 damage.
Level 3: Reduces countdown to 3 turns.
Level 4: 238 damage
Level 5: Reduces countdown to 2 turns.
Max Level: 1225 damage

Old
Avoid - Purple Passive
(PASSIVE) If there are more than 8 Purple tiles on the board, Hawkeye leaps out of the way of attacks, moving to the back of the team.
Level Upgrades
Level 2: Requires 7 Purple tiles.
Level 3: Requires 6 Purple tiles.
Level 4: Requires 5 Purple tiles.
Level 5: Requires 4 Purple tiles.
New
Speed Shot - Purple Passive
(PASSIVE) Hawkeye nocks multiple arrows and lets them fly. Is on now, bro. Whenever you match 5 or more tiles, converts up to 3 Purple tiles to 3-turn Countdown tiles that deal 154 damage when activated.
Level Upgrades
Level 2: Each arrow deals 169 damage.
Level 3: Each arrow deals 183 damage.
Level 4: Places 4 Countdown tiles.
Level 5: Places 2-turn Countdown tiles.
Max Level: 947 damage per arrow


*** Magneto (Classic) ***
- Altered abilities for better balance

Old
Magnetic Field - Blue 9 AP
Magneto summons an electromagnetic shield, turning 2 chosen tiles into Blue Protect tiles, each with a strength of 9.
Level Upgrades
Level 2: Costs 1 AP less.
Level 3: Costs 1 AP less.
Level 4: Costs 1 AP less.
Level 5: Costs 1 AP less.
Max Level: Damage reduced by 59 per Protect tile
New
Coercive Field - Yellow 9 AP
The air crackles as Magneto creates a force field of magnetic energy to protect his allies. Converts 6 random basic color tiles into strength 11 Protect tiles.
Level Upgrades
Level 2: Can convert enemy Protect, Strike and Attack tiles.
Level 3: Converts 8 tiles.
Level 4: Converts 9 tiles.
Level 5: Creates strength 17 Protect tiles and can now also convert enemy Countdown tiles.
Max Level: Creates 9 Strength 53 Protect tiles

Old
Magnetized Projectile - Red 6 AP
Magneto propels magnetized projectiles at his enemies destroying 5 random tiles and dealing an extra 21 damage.
Level Upgrades
Level 2: Costs 1 AP less.
Level 3: Costs 1 AP less.
Level 4: Costs 1 AP less.
Level 5: Costs 1 AP less.
Max Level: 133 extra damage
New
Polarizing Force - Red 8 AP
Magnet hurls a massive metal object towards the heart of the enemy team, landing with tremendous force and causing them to scatter. Destroys all Team-Up tiles, dealing 27 damage per tile. Does not generate AP.
Level Upgrades
Level 2: Deals 43 damage per tile.
Level 3: Deals 49 damage per tile.
Level 4: Deals 59 damage per tile.
Level 5: Deals 81 damage per tile.
Max Level: 261 damage per tile

Old
Magnetic Translocation - Purple 10 AP
Exploiting metals buried in the earth, Magneto lifts and moves huge sections of the battlefield, dropping them violently. Swaps up to 5 random Blue tiles with Red tiles. Does 38 damage for each swap.
Level Upgrades
Level 2: Swaps up to 6 tiles.
Level 3: Swaps up to 7 tiles. Max damage 457 per swap.
Level 4: Swaps up to 9 tiles. Max damage 546 per swap.
Level 5: Swaps up to 13 tiles. Max damage 636 per swap.
New
Magnetized Projectiles - Blue 10 AP
Magneto turns metallic objects into deadly projectiles, causing devastation and chaos. Swaps up to 5 random Blue tiles with Red tiles. Does 93 damage for each swap.
Level Upgrades
Level 2: Does 126 damage for each swap.
Level 3: Swaps up to 6 tiles.
Level 4: Does 169 damage for each swap.
Level 5: Swaps up to 7 random tiles and does 224 damage for each swap.
Max Level: 713 damage per swap. Max damage of 4991.


**** Wolverine (X-Force) ****
- Changed color strengths from Green/Red/Yellow to Black/Green/Yellow to match new ability colors
- Altered abilities for better balance

Old
X-Force - Green 15 AP
Wolverine shreds, creating a 3x3 X-shaped pattern of Strike tiles centered on the selected tile's location. Only transforms basic color tiles.
Level Upgrades
Level 2: 5x5 slash.
Level 3: Also affects Strike and Protect tiles.
Level 4: 7x7 slash.
Level 5: Affects all tile types.
Max Level: Damage increased by 15 per Strike tile
New
X-Force - Green 8 AP
Wolverine unleashes his berserker rage, cutting with his adamantium claws. Deals 164 damage and destroys 5 tiles in a 3x3 X-shaped pattern. Does not generate AP.
Level Upgrades
Level 2: Deals 465 damage.
Level 3: Destroys 9 tiles in a 5x5 X-shaped pattern.
Level 4: Deals 1030 damage.
Level 5: Deals 1731, then destroys 15 tiles in three 3x3 X-shaped patterns.
Max Level: 3441 damage

Old
Enraged Slash - Red 15 AP
Wolverine slashes the enemy, dealing 420 to the current target and shredding the selected tile's row.
Level Upgrades
Level 2: +25% damage
Level 3: Slashes rows above and below the selected tile instead of one row.
Level 4: +25% damage
Level 5: Slashes three rows centered on the selected tile.
Max Level: 2313 damage
New
Surgical Strike - Black 11 AP
Wolverine attacks with ruthless precision, crippling his enemy's ability to retaliate. Destroys every tile in the enemy team's strongest color, dealing 32 damage per tile. Does not generate AP.
Level Upgrades
Level 2: Deals 87 damage per tile.
Level 3: Deals 137 damage per tile.
Level 4: Also reduces enemy AP in their strongest color by 10.
Level 5: Deals 265 damage per tile. Destroyed tiles now generate AP.
Max Level: 270 damage per tile

Old
Recovery - Yellow 10 AP
Wolverine starts the process of regeneration. Creates a 5 turn Countdown tile that heals 420 damage, and another 42 for every yellow AP.
Level Upgrades
Level 2: Reduces countdown to 3 turns.
Level 3: +20% base heal.
Level 4: +40% base heal.
Level 5: +300% base heal. Increases countdown to 7.
Max Level: Heals 4626HP and additional 153HP per yellow AP
New
Recovery - Yellow 9 AP
Wolverine's healing factor repairs his wounds, and he ferociously lashes out if interrupted. Places a 3-turn Yellow Countdown tile that heals for 1187 damage when activated. If the Countdown tile is matched, Wolverine destroys 6 random tiles, dealing 32 damage per tile. Does not generate AP.
Level Upgrades
Level 2: Heals Wolverine for 1662 or deals 45 damage per tile.
Level 3: Heals Wolverine for 2137 or deals 58 damage per tile.
Level 4: Heals Wolverine for 3086 or deals 83 damage per tile.
Level 5: Heals Wolverine for 4985 or destroys 9 tiles and deals 83 damage per tile.
Max Level: Heals for 9989 or destroys 9 tiles and deals 164 damage per tile.
Old 08-31-14 | 05:50 PM
  #1347  
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Re: Marvel Puzzle Quest: Dark Reign

So both Dakens tank useless colors and match blue, which slowly kills them...
Old 09-01-14 | 11:01 PM
  #1348  
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Re: Marvel Puzzle Quest: Dark Reign

Damn the competition was fierce on this Beast event. Took me 57,359 point to get 120th place and 1 Beast cover.
Old 09-01-14 | 11:06 PM
  #1349  
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Re: Marvel Puzzle Quest: Dark Reign

Yeah, I had 57,187 to finish 94. And that was with me playing a bunch the last 30 minutes. Tough one.
Old 09-01-14 | 11:09 PM
  #1350  
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Re: Marvel Puzzle Quest: Dark Reign

The last two hours I had to keep at it, going for piddly little 60 point matches just to tread water. Was top 30 for a time yesterday.


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