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What is Titan Weapons like for Tankers?


TheGentlemanGhostronaut

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20 minutes ago, Galaxy Brain said:

To be fair, most every armor set provides some form of endurance management whether it be straight +rec or an end drain. With IOs involved that is even less of an issue with all the endurance procs you can get.

Granted I'm only basing my opinion based on my experience with elec armor and invul. 

 

On my fully iod out tw/elec brute I had endurance issues to where if I didn't have power sink I would end up in trouble if I was in a long protracted fight.  I have 3 other varieties of elec armor brutes that do not have that issue, in fact I never use power sink on them and could probably respec out of it.

 

With invul I have similar invul.X builds and vs the same Elec.x builds invul pulls a lot more end.

 

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I rolled a TW/WP scrapper fairly early.  I lost interest in the character for a while because I found her rather frustrating to play while levelling.  You'd queue up the big AoE and by the time it fired those mobs would be mostly dead and the team moved on to the next spawn. 

 

Playing the set as a tanker would be even more frustrating.  As a tanker, you sometimes need to be able to quickly switch targets.  Animation lockouts keep you from reacting.  Also, as a tanker, you're taking it as a secondary, which means that the levelling process will be even slower.   Finally, there's talk of nerfing the set, which of course means that the character will get stripped and banished.  This was my first scrapper, but my scrapper main is now Kinetic/Rad. 

 

Titan Weapons plays fine at 50, but this is definitely an endgame attack set and not a whole-game attack set.   I have another level 50 scrapper, fire/regen, built specifically to farm exemped content.   This is how I'd recommend you build a tanker generally, to play the whole game rather than concentrate on level 50 material.  You're a team support character and you want to be able to do the job at any level.  Titan Weapons isn't much good for that. 

Edited by Heraclea
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11 hours ago, Heraclea said:

I rolled a TW/WP scrapper fairly early.  I lost interest in the character for a while because I found her rather frustrating to play while levelling.  You'd queue up the big AoE and by the time it fired those mobs would be mostly dead and the team moved on to the next spawn. 

 

Playing the set as a tanker would be even more frustrating.  As a tanker, you sometimes need to be able to quickly switch targets.  Animation lockouts keep you from reacting.  Also, as a tanker, you're taking it as a secondary, which means that the levelling process will be even slower.   Finally, there's talk of nerfing the set, which of course means that the character will get stripped and banished.  This was my first scrapper, but my scrapper main is now Kinetic/Rad. 

 

Titan Weapons plays fine at 50, but this is definitely an endgame attack set and not a whole-game attack set.   I have another level 50 scrapper, fire/regen, built specifically to farm exemped content.   This is how I'd recommend you build a tanker generally, to play the whole game rather than concentrate on level 50 material.  You're a team support character and you want to be able to do the job at any level.  Titan Weapons isn't much good for that. 

Take this with a substantial grain of salt, as I'm a tanker rookie still, but TW hasn't been frustrating for me. My first tanker™ is a DA/TW and, while it's only gotten more fun as I gain levels, I didn't find it irritating in early game. Once I got the hang of Momentum and DA/TW's walloping END consumption.

 

If you strategically leverage Momentum, your ability to pump out AoEs means you gobble up mobs and hold aggro like a boss. You're probably right it loses points because there isn't even one quick attack in the set without Momentum, and fair enough. But as a Tanker, I found it easy to manage, especially with the help of Brawl and Sands of Mu early on. Again, I'm new at the AT.

 

I dare say that maybe TW shouldn't have been given to Scrappers. Given that ATs general role in team play I could definitely see how TW would be vexing in exactly the way you described. 

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1 hour ago, Calamity Cain said:

Take this with a substantial grain of salt, as I'm a tanker rookie still, but TW hasn't been frustrating for me. My first tanker™ is a DA/TW and, while it's only gotten more fun as I gain levels, I didn't find it irritating in early game. Once I got the hang of Momentum and DA/TW's walloping END consumption.

 

If you strategically leverage Momentum, your ability to pump out AoEs means you gobble up mobs and hold aggro like a boss. You're probably right it loses points because there isn't even one quick attack in the set without Momentum, and fair enough. But as a Tanker, I found it easy to manage, especially with the help of Brawl and Sands of Mu early on. Again, I'm new at the AT.

My experience with my Rad/TW tanker aligns with this and I never had an issue early game gathering aggro, but I usually was in a new enemy group early enough to get at least my first attack launched, at which point animations were now faster. However, I did also have access to Radiation Therapy, which not all primaries get, and I certainly did use that sometimes when I wanted a quicker animation (in addition to the fact that is a very large PBAoE).

 

It is true that on occasion, you will find yourself with Momentum down and a need to switch targets and you will have to wait longer than other attack sets to finish an attack. The extra range and extra AoE more than makes up for those instances, IMO, although you definitely should be aware of the Momentum mechanic and adjust strategies based on that. I would also say that the big PBAoE in TW animates very quickly, more quickly than most, if not all, other full PBAoEs (but does require Momentum to use).

 

I enjoyed the TW experience on my tanker so much, I chose to roll a TW/Ice scrapper, mostly because I had to skip Arc of Destruction on my tanker because my concept has me flying all the time. I have four SG mates who also tried TW, and two liked it and two definitely did not. I think the set is not for all, but it is very good if you can enjoy the Momentum mechanic. I actually enjoy that sometimes I have the long windup and swing, that is part of the appeal of the set for me. But without a doubt you can easily handle the job of aggro management as well as dealing very good damage and you can manage aggro throughout all levels of the game.

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4 hours ago, StratoNexus said:

My experience with my Rad/TW tanker aligns with this and I never had an issue early game gathering aggro, but I usually was in a new enemy group early enough to get at least my first attack launched, at which point animations were now faster. However, I did also have access to Radiation Therapy, which not all primaries get, and I certainly did use that sometimes when I wanted a quicker animation (in addition to the fact that is a very large PBAoE).

 

It is true that on occasion, you will find yourself with Momentum down and a need to switch targets and you will have to wait longer than other attack sets to finish an attack. The extra range and extra AoE more than makes up for those instances, IMO, although you definitely should be aware of the Momentum mechanic and adjust strategies based on that. I would also say that the big PBAoE in TW animates very quickly, more quickly than most, if not all, other full PBAoEs (but does require Momentum to use).

 

I enjoyed the TW experience on my tanker so much, I chose to roll a TW/Ice scrapper, mostly because I had to skip Arc of Destruction on my tanker because my concept has me flying all the time. I have four SG mates who also tried TW, and two liked it and two definitely did not. I think the set is not for all, but it is very good if you can enjoy the Momentum mechanic. I actually enjoy that sometimes I have the long windup and swing, that is part of the appeal of the set for me. But without a doubt you can easily handle the job of aggro management as well as dealing very good damage and you can manage aggro throughout all levels of the game.

Good point on the range of the attacks. TW has substantial reach, which I love.

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I have an Elec/katana tank for theme (always wanted to pair the two and tank was the last AT I hadn’t done something with electrics with). Is it worth re-rolling as titan? I tried invin/titan and didn’t take to it besides just looking neat.

Thanks for D-Sync Enhancements! Just wish things like Resist/End, Heal/End and Damage/Mez had a third stat that made them more viable. Suggestions - add Recharge to Ribosomes, Range to Golgis, and Slows to Peroxisomes. These changes would allow for an endurance cost/range, recharge/endurance, and slow/mez or slow/damage enhancements.

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9 hours ago, Rejolt said:

I have an Elec/katana tank for theme (always wanted to pair the two and tank was the last AT I hadn’t done something with electrics with). Is it worth re-rolling as titan? I tried invin/titan and didn’t take to it besides just looking neat.

I wouldn't. Katana is my favorite melee set; I love those animations and it is solid damage with moderate additional mitigation. Truth is TW is better damage and I also think better additional mitigation, but I still prefer the Katana animations (although that last is concept based, so mechanically TW is, generally, better). But Momentum is not for everyone and Katana animations just flow all the time, IMO. Overall, Katana is not going to slow you down much, if at all, in regular play, so I'd play whatever you think looks the coolest for your concept.

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12 hours ago, terrawar said:

so i have a fire/TW tanker. mainly looking at the epic powers if this combo is going to be end strong would the energy set be better than mace or pyre? or can i swing by with consume?

 

I took the corresponding set on the scrapper - a willpower scrapper.  I'd recommend it.

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I'll just leave this here for your perusal.

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

oOStatic NekoOo: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Titan Weapons
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor -- ImpArm-ResPsi(A), TtnCtn-ResDam(3), TtnCtn-ResDam/EndRdx(3), TtnCtn-ResDam/EndRdx/Rchg(5)
Level 1: Defensive Sweep -- LucoftheG-Rchg+(A), ScrDrv-Acc/Dmg/EndRdx(5), ScrDrv-Acc/Dmg(7), ScrDrv-Dmg/EndRdx(7), FuroftheG-Dam/End/Rech(9), FuroftheG-Acc/Dmg/End/Rech(9)
Level 2: Conductive Shield -- ImpArm-ResDam/EndRdx/Rchg(A), TtnCtn-ResDam(11), TtnCtn-ResDam/EndRdx(11), TtnCtn-ResDam/EndRdx/Rchg(13)
Level 4: Titan Sweep -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(13), SprAvl-Acc/Dmg/EndRdx(15), SprAvl-Acc/Dmg/Rchg(15), SprAvl-Acc/Dmg/EndRdx/Rchg(17), FrcFdb-Rechg%(17)
Level 6: Lightning Field -- EndRdx-I(A), FuroftheG-ResDeb%(19), Obl-%Dam(19), Arm-Dam%(21), Erd-%Dam(21), ScrDrv-Dam%(23)
Level 8: Grounded -- StdPrt-ResDam/Def+(A), Ags-Psi/Status(23), ImpArm-ResPsi(25), GldArm-3defTpProc(25)
Level 10: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(27), Rct-ResDam%(48)
Level 12: Taunt -- PrfZng-Dam%(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 16: Static Shield -- ImpArm-ResPsi(A), TtnCtn-ResDam(29), TtnCtn-ResDam/EndRdx(29), TtnCtn-ResDam/EndRdx/Rchg(31)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Build Momentum -- AdjTrg-ToHit/Rchg(A), AdjTrg-ToHit/EndRdx/Rchg(31), AdjTrg-Rchg(48)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- ImpArm-ResPsi(A), TtnCtn-ResDam(33), TtnCtn-ResDam/EndRdx(33), TtnCtn-ResDam/EndRdx/Rchg(33)
Level 26: Weave -- LucoftheG-Rchg+(A), RedFrt-Def(34), RedFrt-Def/EndRdx(34), RedFrt-Def/EndRdx/Rchg(34)
Level 28: Rend Armor -- AchHee-ResDeb%(A), Hct-Acc/Dmg/Rchg(31), Hct-Dmg/EndRdx(36), Hct-Dmg(36), CrsImp-Acc/Dmg/EndRdx(36), CrsImp-Dmg/EndRdx/Rchg(46)
Level 30: Energize -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(37), DctWnd-Heal/Rchg(37), DctWnd-Heal/EndRdx/Rchg(37), DctWnd-Heal(39), DctWnd-Rchg(39)
Level 32: Power Sink -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(39), MckBrt-Taunt/Rchg/Rng(40), MckBrt-Acc/Rchg(40), MckBrt-Taunt/Rng(40), MckBrt-Rchg(42)
Level 35: Whirling Smash -- Arm-Dmg(A), Arm-Dmg/Rchg(42), Arm-Acc/Dmg/Rchg(42), Arm-Acc/Rchg(43), Arm-Dmg/EndRdx(43), FrcFdb-Rechg%(43)
Level 38: Arc of Destruction -- FuroftheG-Acc/Dmg/End/Rech(A), FuroftheG-Dam/End/Rech(45), Mlt-Acc/Dmg/EndRdx(45), Mlt-Dmg/EndRdx/Rchg(45), Mlt-Acc/Dmg(46), FrcFdb-Rechg%(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- EndMod-I(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Maneuvers -- LucoftheG-Rchg+(A), RedFrt-Def(50), RedFrt-Def/EndRdx(50), RedFrt-Def/EndRdx/Rchg(50)
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 0: Portal Jockey 
Level 0: The Atlas Medallion 
Level 0: Task Force Commander 
Level 0: Freedom Phalanx Reserve 
Level 1: Momentum 
Level 50: Ion Total Radial Judgement 
Level 50: Diamagnetic Total Radial Conversion 
Level 50: Cimeroran Partial Core Improved Ally 
Level 50: Barrier Partial Core Invocation 
Level 50: Assault Partial Core Graft 
Level 50: Agility Partial Core Revamp 
------------

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4 hours ago, oOStaticOo said:

I'll just leave this here for your perusal.

I'm going focus on one issue, your accuracy.

 

Vs. +4s

70.69% = Defensive Sweep, Arc of Destruction

Everything else except Titan Sweep is worse.

44.85% = Lightning Field (which can only proc once every 10 seconds, average 30% chance to proc when you HIT = horrible damage)

 

Vs. +3s

87% = Defensive Sweep, Arc of Destruction

Everything else except Titan Sweep is worse.

55.2% = Lightning Field (only marginally better, still horrible proc rate due to misses)

 

I wouldn't be able to stand that miss rate.  Obviously, that is personal preference.  But, your damage/endurance efficiency is going to be ghastly.  Power Sink can keep you from running out of endurance, but you are still wasting so much damage potential.

 

This is all moot if you are farming at +0/8, of course.  But for everything else, you need more accuracy and/or to hit.

Edited by Caulderone
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Rend Armor is the only one that has a low Accuracy, and I very rarely use it to be honest with you.  You don't really need a ton of Accuracy to be able to hit and do damage, and if it would make you feel better you could always replace the End Redux in Lightning Field with an Accuracy instead.   I have had no problems what-so-ever facing down +4s, nor do I have Endurance issues either.  This is not a farming character either.  If I want to farm I go with the more standard Spines/Fire Brute.  This is a Tank that is built to take on just about any kind of punishment this game can dish out.  90% Resists to everything but Negative and Toxic Damage.  Maybe you should try the build out for yourself and see how it handles, I think  you'll find it does better than you think it does.  

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On 11/25/2019 at 9:52 AM, oOStaticOo said:

You don't really need a ton of Accuracy to be able to hit

Actually, you do in contrast to the level shift between you and the enemy you're fighting. There is a shift in the mechanics of the game that make it harder to hit an enemy the higher its level (up to a specific ceiling). In order to effectively roll normal hit chances against a +4 enemy, you have to be at 95% equivalent accuracy. Right now the only way your build can manage to do this is while under Build Momentum's +ToHit for that 10/s window, once that falls you're heavily reliant on team members providing external To-Hit buffs. If you were to run into a map solo, against +4 enemies, you'd be missing a considerable amount of your time. That's not theory, that's just factual to the mechanics of the game. It doesn't mean you can't hit them, but your odds of doing so are incredibly lower.

 

As it stands, and as Caulderone pointed out, your build can barely hold up against +2's. If you're spending a lot of your time teaming with others who play with Tactics, or other +ToHit providing powers, then that'll compensate for sure, but from a self-sufficiency aspect that many players on the forums try and hone in on, your build is lacking in that regard. You don't even have to focus that accuracy inherently in the individual powers, there's a lot of global options for getting there as well between set bonuses and things like the Kismet +ToHit.

 

Take your Weave as an example: you have nearly all of your Resistance values over-capped, and yet you still have powers grabbing tiny set bonuses that create that over-cap. If you flipped Weave to a 4-piece of Luck of the Gambler you'd snag a 9% Accuracy bonus. In Rend Armor, toss out the two Crushing Impacts and fill with two more pieces of Hecatomb and you'd gain 10% global recharge and another 15% accuracy.

 

Also, why don't you use Rend Armor?! That power sets you up great for Momentum, and hits the target with -Res.

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