jueves, 25 de abril de 2013

Pool

2 Questions:
 
  1. Which are, for you, the best 2 heroes we have in Marvel Avenger Alliance?
  2.  Which are, for you, the 5 heroes you MUST have in your team?

IRONMAN






HANK PYM
BLACK WIDOW DAREDEVIL
HAWKEYE






KITTY PRYDE
BLACK CAT






MR FANTASTIC
CAPTAIN AMERICA SPIDER-MAN
COLOSSUS






SPRIDER-WOMAN
CYCLOPS 






THING
DR. STRANGE THOR
HULK






WOLVERINE
HUMAN TORCH BLACK PANTHER
INVISIBLE WOMAN SCARLET WITCH
IRON FIST






EMMA FROST
LUKE CAGE






ROGUE
MS MARVEL GAMBIT
NIGHTCRAWLER MAGIK
PHOENIX






CABLE
SHE-HULK






PSYLOCKE
SIF






PUNISHER
STORM 






MAGNETO
WAR MACHINE X-23
MOCKINGBIRD WASP
QUICKSILVER CAPTAIN BRITAIN
DEADPOOL






FANTOMEX
HERCULES






BLACK NIGHT
GHOST RIDER VISION
BEAST






OMEGA SENTINEL
VALKYRIE






SHATTERSTAR
TIGRA






UNION JACK
HAVOK









HAVE YOU...(things you must do)

  • Recruited the latest hero, Union Jack? Union Jack’s Passive, Allied Forces, gives him a chance to follow-up attack when an ally does a counter-attack or follow-up attack. Visit the forum patch notes to learn more about his unique skills and abilities.


  • Class: Scrapper

  • Passive: Allied Forces
    • Chance for a follow-up attack when an ally does a counter-attack or follow-up attack
  • Service Revolver
    • Single Target
    • Range, Gun
    • Capital Defence
      • Buff
      • Preemptively counters ranged attacks
        • This does not include stealthy, subtle, or psychic abilities
      • Lasts 1 Round
    • Lock-On
      • Debuff
      • Taking additional damage from ranged attacks
      • Lasts 3 Rounds
  • Trench Warfare
    • Single Target
    • Melee, Unarmed, Slashing
    • Stiff Upper Lip
      • Buff
      • Preemptively counters melee attacks
        • This does not include stealthy, subtle, or psychic abilities
      • Lasts 1 Round
    • Wide-Open
      • Debuff
      • Taking additional damage from melee attacks
      • Lasts 3 Rounds
  • Over the Top
    • Single Target
    • Melee, Unarmed, Slashing
    • Steady On
      • Buff
      • Preemptively counters defensive actions
        • Defensive actions are non-damaging attacks that heal or buff the enemy party
        • This does not include stealthy, subtle, or psychic abilities
      • Lasts 1 Round
    • Remove Buffs
      • Removes beneficial status effects from the target

  • V for Victory
    • Single Target
    • Melee, Unarmed, Slashing
    • Flanked
      • Debuff
      • Single-target attacks against this target grant a follow-up attack
      • Lasts 1 Round
    • Agile
      • Grants Agile to all allies
      • Evasion increased by 25%
    • 2 Round Cooldown

  • Play in the PvP Tournament to win these FANTASTIC prices: 

  • Completed your Special Operation and recruited the Vision? (Hurry Up, There´s only 4 days left)

  • Class : Blaster or Infiltrator
  • Passives :
    • Flying
      • Immune to Ground Attacks
    • Gathering Energy
      • Grants an Energy Charge every round
      • Energy Charge
        • Increases the damage of the next energy attack
        • This effect can be applied 5 times
        • All stacks are consumed on the next energy attack
    • Density Shift
      • Chance to avoid an attack and become Phased
  • Blaster Interface
    • 1. Optic Beams
      • One Enemy
      • Range, Energy, Tech
      • Burning
        • Taking damage every turn
        • Defense reduced
        • Cancelled by Chilled
        • Lasts 2 Rounds
    • 2. Infiltrator Interface
      • Self
      • Buff
      • Quick Action
        • Grants an immediate free turn after using
        • Does not trigger follow-up attacks
      • Subtle
        • Does not trigger most status effects
      • Offensive Interface
        • Switch interface to Melee Specialist
    • 3. Microwave Pulse
      • All Enemies
      • Range, Energy, Tech
      • Stealthy
        • Does not trigger counter-attacks or protect abilities
      • Radiation Exposure
        • Deals damage every turn
        • Increases damage taken from energy attacks
        • This effect can be applied 4 times
        • Lasts 4 Turns
      • Fried Circuits
        • Stuns robotic targets
        • Lasts 1 Round
      • Does not remove of benefit from phased
      • 1 Round Cooldown
    • 4. Solar Jewel
      • One Enemy
      • Range, Energy, Tech
      • Combustible
        • Attacks against Burning targets are guaranteed to crit
      • Exploits Stun
        • Deals extra damage against Stunned targets
      • 1 Round Cooldown
  • Infiltrator Interface
    • 1. Physical Disruption
      • One Enemy
      • Melee, Unarmed
      • Phased Advantage
        • Deals extra damage while phased
      • Incapacitation
        • Chance to lose a turn
        • Counts as Stun for the purposes of attacks
        • Lasts 3 Rounds
    • 2. Blaster Interface
      • Self
      • Buff
      • Quick Action
        • Grants an immediate free turn after using
        • Does not trigger follow-up attacks
      • Subtle
        • Does not trigger most status effects
      • Offensive Interface
        • Switch interface to Range Specialist
    • 3. Intangible Fist
      • One Enemy
      • Melee, Unarmed, Tech
      • Stealthy
        • Does not trigger counter-attacks or protect abilities
      • Deadly Crits
        • Deals extra damage on critical hits
      • Phased
        • Become Incorporeal, automatically dodging all attacks
        • Increased damage on next attack
        • Removed after attacking
        • Lasts 2 Rounds
      • 1 Round Cooldown
    • 4. General Relativity
      • All Enemies
      • Ground Attack
        • Ignores most Protect and Avoidance effects
      • Slowed
        • Evasion reduced by 25%
        • Lasts 3 Rounds
      • Winded
        • Removes and prevent Follow-Up attacks
        • Lasts 1 Round
      • 2 Round Cooldown

  • Collected all 8 Covers from the Omega Lockboxes to unlock Omega Sentinel?

Omega Sentinel
  • Class : Scrapper, Bruiser, or Tactician
  • Passives :
    • Flying
      • Immune to ground attacks
    • Overclocked
      • Take 2 actions every round
  • Scrapper Mode
    • Passive : Selene Protocol
      • Attacks gain Exploits Protection and Exploits Shields
    • 1. Plasma Knife
      • One Enemy
      • Melee, Energy, Explosive
      • Ignore Defense
        • Damage ignores enemy’s defense stat
        • Attacks penetrate Shield statuses
      • Deadly Crits
        • Deals extra damage on critical hits
    • 2. Change Protocol
      • Self
      • Buff
      • Quick Action
        • Grants an immediate free turn after using
        • Does not trigger follow-up attacks
      • Subtle
        • Does not trigger most status effects
      • Eos Protocol
        • Change class to Bruiser
        • Takes significantly less damage from Counter-Attacks
        • Takes significantly less damage from Follow-Up Attacks
    • 3. Plasma Torch
      • All Enemies
      • Range, Energy, Fire, Tech, Explosive
      • Strengthened
        • Grants Strengthened to all allies
        • Attack increased by 25%
        • Lasts 3 Rounds
      • Burning
        • Taking damage every turn
        • Defense reduced
        • Cancelled by Chilled
        • Lasts 2 Rounds
    • 4. Plasma Blast
      • One Enemy
      • Range, Energy, Tech, Explosive
      • Finest Hour!
        • Deals extra damage while Agile, Focused, Fortified, or Strengthened
      • 1 Round Cooldown
    • Bruiser Mode
    • Passive : Eos Protocol
      • Takes significantly less damage from Counter-Attacks
      • Takes significantly less damage from Follow-Up Attacks
    • 1. Penetrator Darts
      • All Enemies
      • Ranged, Gun
      • Biofeedback
        • Bioelectric energy deals damage every turn
        • Counts as poison
        • Lasts 2 Rounds
    • 2. Change Protocol
      • Self
      • Buff
      • Quick Action
        • Grants an immediate free turn after using
        • Does not trigger follow-up attacks
      • Subtle
        • Does not trigger most status effects
      • Helios Protocol
        • Change class to Tactician
        • Chance to join in on an ally’s attack
        • Chance to retaliate when an ally is hit by single-target attacks
    • 3. Defense Array
      • Self
      • Buff, Tech
      • Defense Array
        • Protects allies from single-target or area attacks
        • Lasts 1 Round
      • Fortified
        • Grants Fortified to all allies
        • Defense increased by 25%
        • Lasts 3 Rounds
      • 2 Round Cooldown
    • 4. Nanoheal Array
      • All Allies
      • Heal, Tech
      • Restorative Nanobots
        • Restores health every turn and removes harmful effects
        • Lasts 1 Round
      • 3 Round Cooldown
  • Tactician Mode
    • Passive : Helios Protocol
      • Chance to join in on an ally’s attack
      • Chance to retaliate when an ally is hit by single-target attacks
    • 1. HE Targeting Laser
      • One Enemy
      • Ranged, Energy, Tech, Explosive
      • True Strike
        • Ignores most Avoidance effects
      • Targeted
        • Attacks against this target are guaranteed to hit and crit
        • Lasts 1 Round
      • Focused
        • Grants Focused to all allies
        • Accuracy increased by 25%
        • Lasts 3 Rounds
    • 2. Change Protocol
      • Self
      • Buff
      • Quick Action
        • Grants an immediate free turn after using
        • Does not trigger follow-up attacks
      • Subtle
        • Does not trigger most status effects
      • Selene Protocol
        • Change class to Scrapper
        • Attacks deal extra damage to enemies with Protect or Shields
    • 3. Hologram Array
      • All Allies
      • Buff, Tech
      • Mirror Images
        • Illusions grant a chance to avoid the next 2 single-target attacks
        • Lasts 1 Round
      • Agile
        • Evasion increased by 25%
        • Lasts 3 Rounds
      • 2 Round Cooldown
    • 4. Neural Disruptors
      • One Enemy
      • Ranged, Electric, Energy, Tech
      • Disoriented
        • Has a chance of attacking allies
        • Lasts 1 Round
 A LOT OF NEW THINGS ARE HAPPENING ALL THE TIME. DO NOT MISS THEM!!!!!