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I lkie this piece for some reason. The defend isn't much, but there are some villains with painfully low DVs out there and he works well with piece that have late dial ES-D and a low Defense.
There's really only one way to use this guy - as a tool for basing an opponent who doesn't deal much damage. Let him get hit (and he will) and then you have a Phasing Outwitter to run around.
That's all I've got for him, and it ain't much. His Phasing is utterly useless considering his TA, his Defend is a bit of a joke in the modern game context, and he can't do more than peck an opponent for 1.
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(1) Contigency Plan. He's only 38 points. It's rare to find a Leadership/Mastermind character at such a bargain price. (Okay, there are other better choices, but still...)
(2) And for his Defend... well, if you plan to use medics, lowering someone's defense to a 15 is helpful. Likewise, if you want to use Compel on someone with a high defense (Chase Supermen, for example), giving them a lower defense would be a good idea.
Win/Loss: 1-2 Seth is a really poorly designed figure. There seemed to have a concerted effort to drive his cost up with worthless powers. His value is solely in his damage powers. The Defend is only useful in the extreme corner case of wanting to use support from a medic - where giving the target a 15 defense is a boon (maybe there is a figure you want to get hit, too). Due to his mid-dial outwit, few players are going to sit on that top dial for long. The two add-ons that bring max value is the Feat "Passenger" - allowing Seth to carry a friend (something the Serpent Society really needs) and working towards that Outwit and / or the Omega Drive special object giving his Outwit much needed oomph - especially considering his awful defense. He does help SS keyword themed teams and he does provide value for 4 clicks but he isn't a piece that anyone NEEDS to have. Still, it would be cool to hear why he was designed so inefficiently...
Visible Dials and Pushing Damage need to be optional. This is the way.