Marvel's Midnight Suns

Marvel's Midnight Suns

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Doenyon Dec 3, 2022 @ 2:17pm
Question regarding Hunter cards
So, I've built my hunter to be Light, got loads of blocks and counter... But does he ever gets a taunt effect ? Feels a tad weird to tank that well, but no way to force ennemies to attack you. Kinda like Cap Marvel who taunts well, but no real way to block or heal herself.
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Showing 1-15 of 18 comments
Cat Dec 3, 2022 @ 2:19pm 
I've yet to see a card that gives you taunt, but I feel that set of cards is less about making your hunter the team tank and more about enhancing their ability to stay alive. Captain marvel doesn't get heals, but she does get the ability to generate block when you get her epic cards, there might be some hidden away for the hunter too in that regard.
Brendylyon Dec 3, 2022 @ 2:19pm 
The Hunter is not a tank, they are Support/crowd control. Cap is a Tank, as is Captain Marvel and others. The game is about matching a team to its strengths.
Cat Dec 3, 2022 @ 2:22pm 
To be fair the Hunter is a jack of all trades, their kit can be anything but usually giving them the heal and some CC is not a bad idea, but they can be the damage dealer if you want to, semi tank, semi support, they will never be as good as the pure role heroes like Captain America being the best at generating block for example, but they are flexible.
[TIGS] starsrift Dec 3, 2022 @ 2:28pm 
Originally posted by mccormickdave:
The Hunter is not a tank, they are Support/crowd control. Cap is a Tank, as is Captain Marvel and others. The game is about matching a team to its strengths.

Maybe I'm just another LIGHT sucker, but I feel this is correct. Hunter is a support character.
Cat Dec 3, 2022 @ 2:30pm 
Light side does lean towards support more, yeah. Dark side cards are usually much stronger but with a cost, be it health or random discards, light is more focused on supporting the team or giving benefits, one of my favourite cards is the one that does AoE damage and heals any teammates in the area. The damage is so so, but the heal is invaluable as only the hunter and Nico can heal people.
Doenyon Dec 3, 2022 @ 2:31pm 
Yeah I get what you guys are saying, and I don't disagree. :)
It's just that as a support character, having taunt would have been a nice synergy to having block and counter. Considering that block and counter is self only. Whereas if she really was meant to be a pure support as light, she would have given that block and counter to others. Like Iron man can.
But it's just my 2 cents, and I was just asking as I'm still early in the game.
Right now I'm running my light hunter with Roboman and trying to figure out who I want for 3rd, but lots of chars still to unlock. (not quite advancing through the main storyline though, I'm a sucker for side stuff)
Last edited by Doenyon; Dec 3, 2022 @ 2:32pm
TigerOpsF Dec 4, 2022 @ 10:45pm 
The Hunter can get Taunt as a random ability mod in the Training Yard once you get the Ability Mods Upgrade unlocked. I just got one for Holy Spark.
Lareonis Dec 5, 2022 @ 12:35am 
Yeah, as TigerOpsF said, it is through the mods on cards that you begin to generate taunt on your Hunter, if you desire.

Also note, the many ways you can generate self block and counter are beneficial on higher difficulties where you have a much higher chance of fellow heroes going down, and not having the revives to get them back up.

At that point, having had a few turns to generate block can be the difference between mission success and fail.
RobOda Dec 5, 2022 @ 12:47am 
So far, I prefer the light options. The heal is nice, there's an attack/heal choice too, which can free up a heal slot and it offers versatility, which I adore. And there's an attack/cure choice card, which is 'quick' that I think is a bit over the top!

The only mainstay on my deck for dark abilities so far is that heroic forceful knockback, whip attack, because upgraded it has 0 heroic cost, so is basically a free attack disguised as a heroic card. Handy to buff out your attack capabilities.

I might change it up with the later dark cards perhaps, as I'm only on the blue, rare cards right now.



Originally posted by Doenyon:
Yeah I get what you guys are saying, and I don't disagree. :)
It's just that as a support character, having taunt would have been a nice synergy to having block and counter. Considering that block and counter is self only. Whereas if she really was meant to be a pure support as light, she would have given that block and counter to others. Like Iron man can.
But it's just my 2 cents, and I was just asking as I'm still early in the game.
Right now I'm running my light hunter with Roboman and trying to figure out who I want for 3rd, but lots of chars still to unlock. (not quite advancing through the main storyline though, I'm a sucker for side stuff)

I wouldn't stick to one team. You'll always be forced to take someone new to each mission, so getting used to all of them and figuring out their synergies is the best way forward.

Regarding Hunter's block and counters. You'll want them later for the Gods Investigation missions around the abbey, as they're missions vs unlimited foes on your own (no other heroes), and so, Hunter having blocks and counters are a lifesend in those missions, cos you're gonna get hit.

Personally, I build Hunter as a mix that leans light-heavy, because Light has plenty of attack/heal/cure early options, which is more useful IMO as survivability is a bit dodgy if you get a bad spread of cards etc. I try and keep them well-rounded, because they'll always be with a new team of heroes and a new set of missions. I cba changing the deck every single time, that would grow old, very fast.
Cat Dec 5, 2022 @ 2:20am 
Anyone have opinions on the legendary options for the hunter? Charlie is the light side focus it seems, but she feels a bit weak compared to the power attack legendary, I don't even know what dark side gets, but maybe I'm just not using the charlie card correctly, I know there is a passive that buffs her and the hunter if you do use her. But I feel as if the AoE knockback attack from power path is more situational useful compared to adding Charlie cards to your deck.
RobOda Dec 6, 2022 @ 3:02pm 
Bladestorm (from the challenge mission) is very good and has been my go-to for a while now. For 4 heroic, it's a powerful AoE knockback skill.

I've also unlocked Annihilation (from EMO club if I remember right), but I haven't used it yet as you can only equip one Legendary it seems.
Cat Dec 6, 2022 @ 4:12pm 
Yeah, the limit is 1 legendary per deck but they are basically the hero's ultimate ability so it makes sense. You need max friendship with a hero and do their challenge mission to even get theirs, the hunter is a freebie outside of bladestorm.
Last edited by Cat; Dec 6, 2022 @ 4:12pm
Meowella Dec 6, 2022 @ 4:43pm 
Currently I am playing Light Side Hunter, but that's not made me restrict my deck to only LS cards. Right now I have:
2 Fury
2 Holy Spark
1 Heal
1 Whip
1 Bladestorm
1 Patience
Fury hits for so much with a minor drawback it can really help you out when you need heroism for Witchstorm or Air Superiority. Holy Spark having cure can be valuable, though often it's used as a quick attack, and heal is there as a backup since it draws 2 cards if it overheals.
Whip because of the omnidirectional forced knockback is so useful for 0 heroism and Patience is there as a way of spending large amounts of heroism if you dont need to spend it (also it's useful to sit in your hand for a turn or two before unleashing a crazy hit on a vulnerable shielded foe/fallen).

Heal would get switched out for Moon Seal challenges (Mindbender for final one) and Patience would be switched out for All Out.
thenameless Dec 6, 2022 @ 4:54pm 
You can force the Game=enemies to attack Hunter with killing.
Kill the right enemie and all want kill hunter.
Cat Dec 6, 2022 @ 4:59pm 
I'm running light path but with a bit more defensive deck mixed in. helps with surviving some on higher difficulties when enemies don't die so fast.

Holy spark+ x2 both with knockback modifier.
Fortify+ x1 with Draw 2 cards to keep the hand full.
Heal+ x1 with resist 2 for making someone ready to tank (often the hunter)
Inspire x1 with draw last attack card, mostly for setting up combos.
Guarding strike x1 for extra block for sitting in your hand, has marked as it's mod to set up a kill for refund cost on next attack.
Holy burst x1 for AoE damage and more importantly healing allies, very useful in a lot of situations where a single hero has gotten molested by enemies, especially if the later hellhounds team up on someone. Modifier is apply marked to enemies it hits, set up for kill chains.
Finally for my ultimate I'm using bladestorm with apply vulnerable, it hits hard and anything that survives will now take double damage for allowing me to finish them off, pairs well with holy burst to mark them first so when it kills, I refund the card play.
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Date Posted: Dec 3, 2022 @ 2:17pm
Posts: 18