I apologize if this was a previous post, I tried the search function and couldn't find anyting readily available that told me what I wanted to know. While this is my first post here on the forums, I've been adding quite a bit of our plays to the Sentinels Statistics sheet and reading the forums.
With all that, is there a specific team that you always fall back to if a specific villain isn't going your way? When playing on the Steam version of the game, I do my best to always do random, but occassionally someone just crushes my soul. When that happens I go back to my favorite team and punch the baddie in the feelings until they cry. I'm mostly curious what people chose, and if you have the time or propensity to explain your reason, even better.
Depends upon the villain but most of my dream teams would include normal Legacy. He has abilities to stop villains from playing cards, prevent or redirect damage, almost nullify DR, ability to do some healing, and gives some card drawing.
Edit: After that would be Team Leader Tachyon since that much card draw is going to get you what you need. Then I would want a villain deck manipulator in Parse or Visionary. If it's a villain with a lot of targets I would choose Tempest but if they only have a few targets I would go with Chrono Ranger. Lastly I would pick Guise since he can replicate what a lot of what these heroes do plus he's my favorite hero to play.
If you had to fight 5 random Villians, would that change your team makeup any?
I suppose on reflection I probably should have included my own listing here:
3 Person Steam- Visionary/SS Tachyon/Wraith
4 Person Steam- Visionary/SS Tachyon/Wraith/Fanatic
5 Person Steam- Visionary/SS Tachyon/Wraith/Fanatic/Legacy
3 In-Person Game- Dark Visionary/SS Tachyon/Wraith
4 In-Person Game- Dark Visionary/SS Tachyon/Wraith/Haka
I don't have five friends :(. In reality though, we never do five people, the numbers never work out that way. The other guy who played with us often enough liked Ra, so I am guessing that he probably would have gone with him. If the guy who has SS Tachyon doesn't bring his cards because he is a jerk, we'll usually replace him with Legacy or AZ, although I am not sure if it really makes it a "Dream Team" at that point if you're using filler characters. Not saying either of those are bad, as there aren't many "bad" heroes, just not who I prefer.
Team Leader Tachyon for the card draw, Legacy / Greatest Legacy for the damage boost/extra power usage, Ra or Chronoranger for damage, Wraith, Visionary, or Parse for deck control, Haka or Tempest for all around beats.
There's so many good heroes that it's hard to choose one single set.
The Prime Wardens (Argent Adept, Fanatic, Haka, Captain Cosmos, and Tempest) synergize really well together, especially using their Prime Warden Promos.
If that was the case I would use Legacy, Team Leader Tachyon, Dark Visionary, Tempest, and Guise. Using Dark Visonary just to guarantee I have villain deck manipulation. Guise can then act as a backup incase the card choices were really bad.
The prime wardens are major curb stompers in my book only weakness that comes to mind is lack of irreducible damage and even then I managed to kick advanced challenge Infinitor with them.
At the risk of repeating myself, I like to maximize card draw and card use: Team Leader Tachyon, NightMist, Scholar, Haka.
Not quite sure who to put in for the fifth. I think the biggest thing missing from the group above is irreducible damage. Now that Dual Crowbars is so powerful, I'm quite tempted to choose Mr. Fixer. Other strong possibilities are GI Bunker and Parse.
There's admittedly not a lot of deck control in the group, but NightMist can lock down the villain deck and both Tachyon and Haka can prevent damage dealing. Throw in GI Bunker's ability to also lock down the villain deck, and I'm sanguine.
Another possibility, though, is to slot in Wraith instead of Haka. The extra card draw will eventually be lost on her, but her deck control, ongoing/environment destruction, and steady damage are probably worth it.
Final answer: TLT, Mr. Fixer, Wraith, Scholar, and NightMist.
I generally count any team with Legacy and Visionary as being "easy mode". Visionary gives deck manipulation, damage type alteration and buff/debuff, ways to punish enemies who attack, and some mass damage, along with some focused card draw and ongoing elimination. Legacy brings tanking, damage reduction/elimination, villain deck freezing, a few big hits, and a little more mass card draw. Between them you have some way of dealing with almost everything, and to keep everyone alive while you do it. There's not a team that doesn't benefit from having these two on it.
I'm curious how often you find irreducible damage useful. I've seen a lot of people use heroes specifically for that, but I've never had much of an issue with DR that would warrant a hero switch out.
What was the change to Fixer? With the exception of the Steam version of the game, I don't see him played that often as most people around here avoid him like the plague. I personally don't like him, but then again I am not a fan of damage dealing classes/characters.
Previously when using Dual Crowbars, it pretty much meant whenever he dealt damage, he would do it to two targets. Now after dealing damage while it is in play, he will hit a second target when the base damage of it is equal to the final damage of the initial hit.
Edit: Quick example if just Dual Crowbars are in play:
Original ruling: He would deal damage 2 damage to 2 targets.
New ruling: He would deal 2 damage to 1 target, then 3 for the second.
Ah, ok I saw that last night on the Steam game. I didn't play him enough to understand where the difference was, but during that particular game he spent about half the time healing/damaging AZ for the derps race (I was fishing for DC and didn't realize Baron Blade had 13 cards in the graveyard…). I'm still not sure that in most instances I would bring Fixer along still, but a nice bonus there.
If I really had to pick a 5 hero team where I would take on a serious of random villains with said team, I would go with Kvothe Argent Adept, Mister Fixer, Expatriette, Absolute Zero, and Dark Watch NightMist.
Kvothe Argent for his ability to accelerate through decks and applying DR to the lowest hero who needs it.
Mister Fixer for clearing out low HP targets, tanking, and preventing damage from targets.
Expatriette is there for softening up targets as they enter play and her damage output.
Absolute Zero for Ongoing destruction and high damage output. Also with the occasional use of Subzero Atmosphere.
Darkwatch NightMist for stopping villain card plays, occasional redirection, wiping the field, and Ongoing/Environment destruction.
For wiping the field and Ongoing/Environment destruction. With Darkwatch NightMist, I will always have at least one 4 revealed for an Oblivion. With Planar Banishment, I can also get the exact number of Ongoing/Environment cards I want to destroy. And if I want to get more variety of cards, I put a 4 ontop and play Enlightenment. If I draw want I bigger hand, I play Call Forth and discard a 4.