Thread:Pheenix23/@comment-28414972-20180423025714/@comment-28414972-20180425144719

Hey Pheenix! No worries. Between your work and school (I've been there, done that, got the degree, so kudos to you), mixed in with life in general, I understand the busyness of life.

WARNING DISSERTATION AHEAD!

I apologize in advance but when you have a moment, read over this and tell me what you think.

Without any further ado...

I think it's cool that we both have different styles and strategies. After reading your reply, I realized that a lot of my playstyle revolves around having one primary fighter backed by two support characters who see minimal action (I'll give another example later).

As for your recommendations, I think we can have a good conversation and learn from each other. Also, per your sidenote, I did upgrade the Black Diamond. When I wrote the original post, I thought "Heart of Darkness" but wrote "Black Diamond" (I have since edited the orignal post); and you're right, gears have more uses when they're fully maxed. I seldom use gears that aren't at least evolved.

-  For both Harley Quinns, I gave them both power gen gear that way they can reach their SP2's potentially quicker than the other team. That way, if I need an emergency pick-me-up or want to boost team damage, I have two Harley Quinns ready to go. Also, the power gen from the gears are further boosted by Harley Quinn/Animated's passive.

I wish I had their Dual .357 Revolvers. It's on the list of gear I want.

- For Harley Quinn/Animated, since I use her as a staller, I wanted to give her durability and stamina to be at least a pain in the butt. So I decided to give her the FW Godly Chest Plate (massive boost to health that's further augmented by HQ/Arkham's passive, solid chance to reflect specials when blocking, and significant chance to take no damage from basic attacks), the Mutated Bone Spikes (a damage boost in addition to her teamwide damage boost and significant healing on SP1 that complements the FWGCP), and The Ibistick (for the reason stated in the first point, the boost to her SP1, and the complement it gives to the Bone Spikes, more SP1 usage means more healing). The DoT from The Ibistick is a bonus. When she takes the field, it's all about stalling for time and spamming her SP1. When Batman's available for tag-in, switch out immediately!

- For Batman/Arkham Origins, since he starts matches with two bars of power, by keeping him in at least the second slot and tagging him in at the start of the match, he'll gain 35% maximum power due to the Totem's effect. This effect is further augmented by The Master's Death Cart whose unblockable damage will also generate power, which is complemented by Harley Quinn/Animated's passive. These two factors together mean Batman reaches three full bars on tag-in at the start of the match. This is where the Militarized Batmobile comes into play. First off, Batman's strong supermove receives a hefty boost due to the Batmobile's second effect. Even if the AI blocks 50% of the super (which happens rarely), half of the boosted super is still a lot of damage. Also, don't forget the Batmobile's third effect: area damage from the boosted supermove, which I've seen at times severly cripple tagged-out opponents. Lastly, between the Batmobile's health boost and supermove activated invulnerability, coupled with the first part of Harley Quinn/Arkham's passive, Batman receives a huge health buff and can take hits when needed.

Going back to the Totem and Death Cart, the two really synergize with each other. Once I use the initial supermove and tag out, when I tag Batman back into the match, the Totem's tag-in power gain coupled with the Death Cart's unblockable damage power gen mean that Batman will at least have his SP2 ready to fire. This combination mixed with the second part of Harley Quinn/Arkham's passive mean that Batman can use his SP2, KO the opponent, have his power refunded, and then repeat.

Sometimes lasting a tad bit longer is worth more in a match. If that's the case, the Totem/Death Cart combo makes reaching his supermove a lot easier (and that's not even including his easily chainable heavy basic combo to generate power). This means more invulnerability.

- For Harley Quinn/Arkham, I wanted to use her primarily as team support and for her unblockable chance on SP2 for all Arkham teammates. Similarly to Harley Quinn/Animated, Harley Quinn/Arkham takes a modified version of the staller role. As such, I also geared her with durability and stamina in mind. As such, I equipped her with the Heart of Darkness (for the reason stated in the first point), the Astro-Harness (keeping her tagged out and then tagging her in when an opponent has a strong special or supermove to burn, and the health threshhold invulnerability which assists in lasting the match), and the Kryptonian Battle Suit (a solid health boost coupled with her own health boost that is further complemented by the gear's siginificant healing on SP2 and Harley's team healing effect if selected from her Bag-o-Tricks). With this Harley, it's all about lasting the match and spamming her SP2. Again, when Batman's available for tag-in, switch immediately!

Even though Harley Quinn/Arkham's a lower promotion than Batman and Harley Quinn/Animated and rarely sees action in a match, she can still hold her own and helps to ensure that Batman stays alive and in the fight!

Let me know what you think. I'm interested in what you have to say. Hope things are well with you. Good luck and stay safe out there! :)