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THE 175 POINT OPTION
I definitely recommend the 175 point dial if you have an extra 75 points to spend. Those three extra clicks of life are incredibly powerful, if only for the 2 starting clicks of Hypersonic Speed (and a Running Shot on that third click).
And let's not forget the higher damage and Impervious and Invulnerability -- spending the extra 75 points turns Quasar into a very powerful primary attacker, rather than keeping him back as a utility piece / secondary attacker.
Shoot and Scoot is the tactic here -- make full use of that Hypersonic Speed and [4] damage, and don't forget about that 8 range (with two targets). If you want to be a real jerk, carry a Support figure everywhere you go.
Avoid using Energy Explosion if you can, because you want to take advantage of Hypersonic Speed as much as possible (unless someone counters it with Outwit!)
Oh, and when using his Perplex, never increase his Attack value by +1, which is a rookie mistake; always Perplex the opponent's defense down by -1.
TO PUSH OR NOT TO PUSH?
So, should you push Quasar off his first click? I'd say yes. You slow down a tad and lose Impervious, but you get Invulnerability and a higher [18] defense! Totally worth it in my opinion, even if his damage does drop to [3].
Playing Golden Age games? Then throw Shellhead on him and pushing becomes a no brainer! Since you're always on the move with Hypersonic, Repulsor Shield is also a great Golden Age option (you can also try Fortitude if you're one of those cheesy players).
CONCLUSION
While it's tempting to stick Quasar into the 100 point utility role, it's better to put him out front as a secondary attacker. If you're playing the full 175 points, he definitely becomes a primary attacker, possibly even a tent-pole for your teams. Mobility is the name of the game for Quasar, so keep him on the move and don't be afraid to push push push!
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