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City of Heros TW/BIO Titan Weapon / Bio Armor Build List


Kodo

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Ok so, I'm making this post to give back to the community "Paying for Forward". This community has been extremely good to me and I'm just trying to pass on the love. It's 2022 and if you're wondering if TW/BIO is still strong af then the answer is 100% yes (don't worry about the 2020 nerf, this class still rocks).


I'm going to add different Builds in the comments, each build is slightly different and I do not take credit for any of them. There's a high probability that I will mess up on giving credit to the rightful original build owner (sorry), but the goal is to share the knowledge regardless.

 

Furthermore if you have a build that works well for you, please post it in the comments, and if you don't mind, please use the format that I'm using to post the builds so people can see the results without loading it up in Mids.

 

If you are a noob like me and you don't know how to use Mids, then start here to download Mids: 

(If you're intimated by mids like I was, don't worry, it's actually really fun and totally worth the time-dive).

 

 

Here is a comparison of each build's Defenses and Offensives:


See comments for each build's details:

 

111.thumb.png.0827218729747cc4f8f5cd9326244841.png

 

 

For Google Keywords Search Results:

City of Heros TW/BIO Scrapper Build

City of Heros Titan Weapon / Bio Armor Scrapper Build

City of Heros Titan Weapon/Bio Armor Scrapper Build

City of Heros Titan/Bio Scrapper Build

COH TW/BIO Scrapper Build

Edited by Kodo
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Kaeladin's Build:

593992899_111-Copy.thumb.png.e322e2dffdfdf427f09eb27c2682d399.png

 

image.thumb.png.9a146ec57e7644575a0faf5411a56d10.png

 

 

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Titan Weapons
Secondary Power Set: Bio Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery

Hero Profile:
Level 1: Defensive Sweep -- LucoftheG-Def/Rchg+(A)
Level 1: Crushing Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(9), OvrFrc-Acc/Dmg/End/Rech(11), AchHee-ResDeb%(51)
Level 2: Water Spout -- Rgn-Dmg(A), Rgn-Dmg/Rchg(46), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48)
Level 4: Follow Through -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(15), Hct-Acc/Rchg(15), Hct-Dmg/EndRdx(17), Hct-Dam%(17), TchofDth-Dam%(19)
Level 6: Build Momentum -- GssSynFr--Build%(A), RctRtc-ToHit(13), RctRtc-ToHit/Rchg(13)
Level 8: Rend Armor -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/Rchg(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33), AchHee-ResDeb%(34)
Level 10: Whirling Smash -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(39), FrcFdb-Rechg%(40)
Level 12: Arc of Destruction -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(21), SprCrtStr-Acc/Dmg/Rchg(23), SprCrtStr-Dmg/EndRdx/Rchg(23), SprCrtStr-Acc/Dmg/EndRdx/Rchg(45), SprCrtStr-Rchg/+50% Crit(45)
Level 14: Hardened Carapace -- GldArm-3defTpProc(A), UnbGrd-Max HP%(3), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(5), UnbGrd-ResDam/EndRdx/Rchg(27)
Level 16: Inexhaustible -- PrfShf-End%(A)
Level 18: Environmental Modification -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(21)
Level 20: Adaptation 
Level 22: Ablative Carapace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(29), Pnc-Heal/Rchg(40), Pnc-Heal/EndRedux/Rchg(42), Pnc-Heal(42)
Level 24: Evolving Armor -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(34), RctArm-ResDam/EndRdx/Rchg(34), RctArm-ResDam/Rchg(36)
Level 26: DNA Siphon -- SprScrStr-Dmg/Rchg(A), SprScrStr-Acc/Dmg/Rchg(45), SprScrStr-Rchg/+Crit(46), Heal-I(31), Heal-I(40)
Level 28: Genetic Contamination -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/EndRdx/Rchg(37), SprScrStr-Acc/Dmg/EndRdx/Rchg(37)
Level 30: Parasitic Aura -- RechRdx-I(A)
Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36)
Level 35: Tough -- StdPrt-ResDam/Def+(A), RctArm-ResDam(43), RctArm-ResDam/EndRdx(43), RctArm-ResDam/EndRdx/Rchg(43), RctArm-EndRdx(51)
Level 38: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(25), KntCmb-Dmg/Rchg(25), KntCmb-Dmg/EndRdx/Rchg(27)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), Ksm-ToHit+(31)
Level 47: Spirit Shark Jaws -- UnbCns-Hold(A), UnbCns-Hold/Rchg(48), UnbCns-Acc/Hold/Rchg(50), UnbCns-Acc/Rchg(50), UnbCns-EndRdx/Hold(50)
Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 1: Critical Hit 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Momentum 
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 4: Ninja Run 
Level 50: Musculature Core Paragon 
Level 50: Assault Radial Embodiment 
Level 50: Ageless Core Epiphany 
Level 50: Reactive Radial Flawless Interface 
Level 50: Ion Core Final Judgement 
Level 50: Cimeroran Core Superior Ally 
Level 49: Defensive Adaptation 
Level 49: Efficient Adaptation 
Level 49: Offensive Adaptation 
------------

 

For Google Keywords Search Results:

City of Heros TW/BIO Scrapper Build

City of Heros Titan Weapon / Bio Armor Scrapper Build

City of Heros Titan Weapon/Bio Armor Scrapper Build

City of Heros Titan/Bio Scrapper Build

COH TW/BIO Scrapper Build

Edited by Kodo
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Makobola's Build:

 

Quoteing Makobola:

 

"I only do Arc - Whirling - Follow Through - Rend - Whirling - repeat for AoE; with bosses being targetted, 

 

Arc - Follow - Crush - Rend - Follow for single target. Moonbeam comes in between the momentum

 

I made this with more endurance recovery, but they can all be siphoned off to get more recharge in Ablative and Parasitic."


222.thumb.png.e8e784e20e54663527fffae78d1e7cc8.png

 

image.thumb.png.fcbf3d0a54da0e79a0e589756ead8080.png

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Titan Weapons
Secondary Power Set: Bio Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Crushing Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(3), AchHee-ResDeb%(3), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(5)
Level 1: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(9)
Level 2: Moonbeam -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Dmg/Rchg(48), SprWntBit-Acc/Dmg(50), SprWntBit-Acc/Dmg/EndRdx(50), SprWntBit-Acc/Dmg/Rchg(50)
Level 4: Follow Through -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(17), Hct-Acc/Rchg(17), Hct-Dam%(19), Hct-Dmg/EndRdx(19)
Level 6: Build Momentum -- GssSynFr--Build%(A), RctRtc-ToHit/Rchg(13), RctRtc-ToHit(15)
Level 8: Rend Armor -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/Rchg(31), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33), SprBlsCol-Rchg/HoldProc(33)
Level 10: Whirling Smash -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(39), FrcFdb-Rechg%(40)
Level 12: Arc of Destruction -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(42), SprCrtStr-Acc/Dmg/Rchg(42), SprCrtStr-Dmg/EndRdx/Rchg(43), SprCrtStr-Acc/Dmg/EndRdx/Rchg(43), SprCrtStr-Rchg/+50% Crit(43)
Level 14: Hardened Carapace -- GldArm-3defTpProc(A), UnbGrd-Max HP%(23), UnbGrd-ResDam/EndRdx/Rchg(23), UnbGrd-ResDam(25), StdPrt-ResDam/Def+(9), UnbGrd-Rchg/ResDam(11)
Level 16: Inexhaustible -- PrfShf-End%(A), PrfShf-EndMod(27)
Level 18: Environmental Modification -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(21), Rct-Def(21), Rct-ResDam%(15)
Level 20: Adaptation 
Level 22: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(34), Prv-Absorb%(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(29)
Level 24: Evolving Armor -- RctArm-ResDam(A), RctArm-ResDam/EndRdx/Rchg(36), RctArm-ResDam/EndRdx(37), RctArm-ResDam/Rchg(37)
Level 26: DNA Siphon -- SprScrStr-Acc/Dmg/Rchg(A), SprScrStr-Rchg/+Crit(40), SprScrStr-Acc/Dmg/EndRdx/Rchg(40)
Level 28: Genetic Contamination -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(45), SprScrStr-Dmg/EndRdx/Rchg(45), Erd-%Dam(45), Erd-Acc/Dmg/EndRdx/Rchg(46), Erd-Dmg(46)
Level 30: Parasitic Aura -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(33)
Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), ShlWal-ResDam/Re TP(34), Ksm-ToHit+(34)
Level 35: Tough -- RctArm-ResDam/EndRdx/Rchg(A), RctArm-ResDam/Rchg(48), RctArm-ResDam(27), RctArm-ResDam/EndRdx(29)
Level 38: Hasten -- RechRdx-I(A)
Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48)
Level 47: Super Speed -- WntGif-ResSlow(A)
Level 49: Shadow Meld -- LucoftheG-Def/Rchg+(A)
Level 1: Critical Hit 
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- IntRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(13)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(25)
Level 1: Momentum 
Level 12: Speed Phase 
Level 49: Quick Form 
Level 1: Prestige Power Dash -- Run-I(A)
Level 1: Prestige Power Slide -- Run-I(A)
Level 1: Prestige Power Quick -- Run-I(A)
Level 1: Prestige Power Rush -- Run-I(A)
Level 1: Prestige Power Surge -- Run-I(A)
Level 4: Ninja Run 
Level 50: Assault Radial Embodiment 
Level 50: Ageless Core Epiphany 
Level 50: Musculature Radial Paragon 
Level 10: Defensive Adaptation 
Level 10: Efficient Adaptation 
Level 10: Offensive Adaptation 
------------

 

For Google Keywords Search Results:

City of Heros TW/BIO Scrapper Build

City of Heros Titan Weapon / Bio Armor Scrapper Build

City of Heros Titan Weapon/Bio Armor Scrapper Build

City of Heros Titan/Bio Scrapper Build

COH TW/BIO Scrapper Build

Edited by Kodo
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Kaeladin's Build 2

 

333.thumb.png.0eaa6948ed82a20b101203dc256791ce.png

 

image.thumb.png.7dec38d3308440c04581149f2bd782c5.png

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Titan Weapons
Secondary Power Set: Bio Armor
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Defensive Sweep -- LucoftheG-Def/Rchg+(A)
Level 1: Crushing Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(9), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11), AchHee-ResDeb%(7)
Level 2: Moonbeam -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(46), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(48)
Level 4: Follow Through -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(13), Hct-Dmg/EndRdx(13), Hct-Dam%(15), TchofDth-Dam%(15)
Level 6: Build Momentum -- GssSynFr--Build%(A), RctRtc-ToHit/Rchg(17), RctRtc-ToHit(17)
Level 8: Rend Armor -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), AchHee-ResDeb%(39)
Level 10: Whirling Smash -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(40), Arm-Dam%(40), FrcFdb-Rechg%(40)
Level 12: Arc of Destruction -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(19), SprCrtStr-Acc/Dmg/Rchg(43), SprCrtStr-Dmg/EndRdx/Rchg(43), SprCrtStr-Acc/Dmg/EndRdx/Rchg(43), SprCrtStr-Rchg/+50% Crit(45)
Level 14: Hardened Carapace -- GldArm-3defTpProc(A), UnbGrd-Max HP%(3), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(5)
Level 16: Inexhaustible -- PrfShf-End%(A)
Level 18: Environmental Modification -- Rct-Def/EndRdx/Rchg(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(33), Rct-EndRdx/Rchg(33), Rct-Def/Rchg(33)
Level 20: Adaptation 
Level 22: Ablative Carapace -- Prv-Heal(A), Prv-Heal/Rchg(25)
Level 24: Evolving Armor -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/Rchg(27), RctArm-ResDam/EndRdx/Rchg(27)
Level 26: DNA Siphon -- Heal-I(A), SprScrStr-Rchg/+Crit(34), SprScrStr-Dmg/Rchg(36), SprScrStr-Acc/Dmg/Rchg(19)
Level 28: Genetic Contamination -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/EndRdx/Rchg(34), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), Erd-Acc/Dmg/EndRdx/Rchg(48), Erd-%Dam(48), Erd-Dmg(50)
Level 30: Parasitic Aura -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(45), Pnc-Heal/Rchg(45), Pnc-Heal/EndRedux/Rchg(50), Pnc-Heal(50)
Level 32: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(29), ShlWal-Def/EndRdx(29), ShlWal-ResDam/Re TP(31)
Level 35: Tough -- StdPrt-ResDam/Def+(A), RctArm-ResDam(21), RctArm-ResDam/EndRdx(21), RctArm-ResDam/EndRdx/Rchg(23), RctArm-EndRdx(23)
Level 38: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(42), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(36)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 49: Shadow Meld -- LucoftheG-Def/Rchg+(A)
Level 1: Critical Hit 
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- IntRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Momentum 
Level 49: Quick Form 
Level 1: Prestige Power Dash -- Run-I(A)
Level 1: Prestige Power Slide -- Run-I(A)
Level 1: Prestige Power Quick -- Run-I(A)
Level 1: Prestige Power Rush -- Run-I(A)
Level 1: Prestige Power Surge -- Run-I(A)
Level 4: Ninja Run 
Level 50: Musculature Core Paragon 
Level 50: Assault Radial Embodiment 
Level 50: Ageless Core Epiphany 
Level 20: Defensive Adaptation 
Level 20: Efficient Adaptation 
Level 20: Offensive Adaptation 
------------

 

For Google Keywords Search Results:

City of Heros TW/BIO Scrapper Build

City of Heros Titan Weapon / Bio Armor Scrapper Build

City of Heros Titan Weapon/Bio Armor Scrapper Build

City of Heros Titan/Bio Scrapper Build

COH TW/BIO Scrapper Build

Edited by Kodo
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Kodo's Build (my variation):

Ok, I can elaborate on this one. I butchered a bunch of different logic from other builds online, mainly from Kaeladin & Makobola, and pieced them together to fit my playstyle the most.

Here's what I wanted before going into it:
- All of my TW attacks. I know it's not optimal for rotations but for me, I chose to keep all of the TW attacks because they are fun and cool to see.

- Combat Teleport. I had to choose between Teleport and Combat Teleport, in the end, I chose Combat Teleport. Again for fun, I love it and the +21% ToHit is nice too (yes it stacks) x3 times. I bounce all around mid fights and it makes me feel cool like Nightcrawler. 
- No Haste. End game, you have a lot of buttons... Build Momentum, Incarnate Powers, Etc. etc. etc. I really didn't want another pre-attack power, plus I don't really need haste. I'm not missing it at all to be honest. I don't even realize it's gone.

 - I 100% Did not want a build that would result in baby-sitting/watching my Endurance bar. I wasn't sure if this build would need baby sitting or not and it does not. I literally never even look at my endurance bar. (Conserve Power is useless/unnecessary in this build).

Worth noting, my build is not The Optimal TW/BIO Scrapper Build. I took powers that I didn't not need and I did not choose haste. If you're min/maxing, don't consider this build.

4444.thumb.png.456ecffcefb82040fdae55ce69262261.png

 

image.thumb.png.83f409b3867a995df37c3db3ff7203bb.png

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Scrapper
Primary Power Set: Titan Weapons
Secondary Power Set: Bio Armor
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Defensive Sweep -- Obl-Acc/Dmg/Rchg(A), Obl-Acc/Dmg/EndRdx/Rchg(3), Obl-Dmg(3), Obl-Acc/Rchg(5), Obl-Dmg/Rchg(5), Obl-%Dam(7)
Level 1: Crushing Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(9), AchHee-ResDeb%(11)
Level 2: Titan Sweep -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx(13), SprAvl-Acc/Dmg/Rchg(13), SprAvl-Rchg/KDProc(15)
Level 4: Follow Through -- Hct-Dmg(A), Hct-Dmg/Rchg(15), Hct-Acc/Dmg/Rchg(17), Hct-Dmg/EndRdx(17), Hct-Dam%(19)
Level 6: Build Momentum -- GssSynFr--Build%(A), RctRtc-ToHit/Rchg(19), RctRtc-ToHit(21)
Level 8: Rend Armor -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/Rchg(23), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25), AchHee-ResDeb%(25)
Level 10: Whirling Smash -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(29), Arm-Dam%(29), FrcFdb-Rechg%(31)
Level 12: Arc of Destruction -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(31), SprCrtStr-Acc/Dmg/Rchg(31), SprCrtStr-Dmg/EndRdx/Rchg(33), SprCrtStr-Acc/Dmg/EndRdx/Rchg(33), SprCrtStr-Rchg/+50% Crit(33)
Level 14: Hardened Carapace -- GldArm-3defTpProc(A), UnbGrd-ResDam(34), UnbGrd-Max HP%(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(36), StdPrt-ResDam/Def+(36)
Level 16: Inexhaustible -- PrfShf-End%(A), EndMod-I(50)
Level 18: Environmental Modification -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(36), Rct-Def(37), Rct-ResDam%(37)
Level 20: Adaptation 
Level 22: Ablative Carapace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(37), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(39)
Level 24: Evolving Armor -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(40), RctArm-ResDam/Rchg(40), RctArm-ResDam/EndRdx/Rchg(40)
Level 26: DNA Siphon -- SprScrStr-Rchg/+Crit(A), SprScrStr-Dmg/Rchg(42), SprScrStr-Acc/Dmg/Rchg(42)
Level 28: Genetic Contamination -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/EndRdx/Rchg(42), SprScrStr-Acc/Dmg/EndRdx/Rchg(43), Erd-Acc/Dmg/EndRdx/Rchg(43), Erd-%Dam(43), Erd-Dmg(45)
Level 30: Parasitic Aura -- Prv-Heal(A), Prv-EndRdx/Rchg(50)
Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45), LucoftheG-Def/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46)
Level 35: Tough -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(46), RctArm-ResDam/Rchg(48), RctArm-ResDam/EndRdx/Rchg(48)
Level 38: Boxing -- Empty(A)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), Ksm-ToHit+(50)
Level 47: Combat Teleport -- WntGif-RunSpd/Jump/Fly/Rng(A)
Level 49: Conserve Power -- RechRdx-I(A)
Level 1: Critical Hit 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Momentum 
Level 20: Defensive Adaptation 
Level 20: Efficient Adaptation 
Level 20: Offensive Adaptation 
------------

 

For Google Keywords Search Results:

City of Heros TW/BIO Scrapper Build

City of Heros Titan Weapon / Bio Armor Scrapper Build

City of Heros Titan Weapon/Bio Armor Scrapper Build

City of Heros Titan/Bio Scrapper Build

COH TW/BIO Scrapper Build

 

Edited by Kodo
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  • 1 month later

Thank you! I was just looking for something like this. Unfortunately all the builds have the powers placed in a way that's not possible in-game. Those are the powers listed in red italics. It's a pretty easy fix by rearranging the powers. I wanted to make note of that. However, I really appreciate the effort you've gone through in compiling these.

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  • 1 year later

I'm interested in getting S/L Def and Res capped and wanted feedback on this build. I'm new to self builds and curious what I'm sacrificing to hit the 45 and 75% caps

 

 


Build plan made with Mids' Reborn v3.6.6 rev. 3
──────────────────────────────

  • Primary powerset: Titan Weapons
  • Secondary powerset: Bio Armor
  • Pool powerset (#1): Flight
  • Pool powerset (#2): Fighting
  • Pool powerset (#3): Speed
  • Pool powerset (#4): Concealment
  • Epic powerset: Soul Mastery

──────────────────────────────

Powers taken:

Level 1: Crushing Blow

  • A: Kinetic Combat: Accuracy/Damage
  • 3: Kinetic Combat: Damage/Endurance
  • 3: Kinetic Combat: Damage/Recharge
  • 5: Kinetic Combat: Damage/Endurance/Recharge
  • 15: Achilles' Heel: Chance for Res Debuff

Level 1: Hardened Carapace

  • A: Steadfast Protection: Resistance/+Def 3%
  • 11: Gladiator's Armor: TP Protection +3% Def (All)
  • 11: Unbreakable Guard: Resistance
  • 13: Unbreakable Guard: Resistance/Endurance
  • 13: Unbreakable Guard: RechargeTime/Resistance
  • 15: Unbreakable Guard: Resistance/Endurance/RechargeTime

Level 2: Inexhaustible

  • A: Performance Shifter: Chance for +End
  • 5: Performance Shifter: EndMod

Level 4: Environmental Modification

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 39: Luck of the Gambler: Defense/Endurance
  • 40: Luck of the Gambler: Defense/Recharge
  • 40: Luck of the Gambler: Defense/Endurance/Recharge
  • 40: Luck of the Gambler: Defense

Level 6: Follow Through

  • A: Mako's Bite: Accuracy/Damage
  • 7: Mako's Bite: Damage/Endurance
  • 7: Mako's Bite: Damage/Recharge
  • 9: Mako's Bite: Accuracy/Endurance/Recharge
  • 9: Mako's Bite: Chance of Damage(Lethal)

Level 8: Build Momentum

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up
  • 46: Rectified Reticle: To Hit Buff
  • 46: Rectified Reticle: To Hit Buff/Recharge

Level 10: Adaptation


Level 12: Fly

  • A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range

Level 14: Boxing

  • A: Kinetic Combat: Accuracy/Damage

Level 16: Ablative Carapace

  • A: Preventive Medicine: Heal
  • 39: Preventive Medicine: Chance for +Absorb

Level 18: Rend Armor

  • A: Superior Blistering Cold: Accuracy/Damage
  • 19: Superior Blistering Cold: Damage/Endurance
  • 19: Superior Blistering Cold: Accuracy/Damage/Endurance
  • 21: Superior Blistering Cold: Accuracy/Damage/Recharge
  • 21: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime
  • 25: Gladiator's Strike: Chance for Smashing Damage

Level 20: Evolving Armor

  • A: Unbreakable Guard: Resistance
  • 29: Unbreakable Guard: Resistance/Endurance
  • 34: Unbreakable Guard: RechargeTime/Resistance
  • 37: Unbreakable Guard: Resistance/Endurance/RechargeTime

Level 22: Whirling Smash

  • A: Superior Avalanche: Accuracy/Damage
  • 23: Superior Avalanche: Damage/Endurance
  • 23: Superior Avalanche: Accuracy/Damage/Endurance
  • 25: Superior Avalanche: Accuracy/Damage/Recharge
  • 27: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
  • 27: Force Feedback: Chance for +Recharge

Level 24: DNA Siphon

  • A: Superior Scrapper's Strike: Accuracy/Damage/Recharge
  • 34: Superior Scrapper's Strike: Recharge/Critical Hit Bonus
  • 37: Superior Scrapper's Strike: Accuracy/Damage/Endurance/Recharge
  • 48: Obliteration: Chance for Smashing Damage
  • 48: Obliteration: Accuracy/Recharge
  • 49: Obliteration: Accuracy/Damage/Recharge

Level 26: Arc of Destruction

  • A: Superior Critical Strikes: Accuracy/Damage
  • 29: Superior Critical Strikes: Damage/RechargeTime
  • 31: Superior Critical Strikes: Accuracy/Damage/RechargeTime
  • 31: Superior Critical Strikes: Damage/Endurance/RechargeTime
  • 31: Superior Critical Strikes: Accuracy/Damage/Endurance/RechargeTime
  • 33: Superior Critical Strikes: RechargeTime/+50% Crit Proc

Level 28: Genetic Contamination

  • A: Superior Scrapper's Strike: Accuracy/Damage
  • 37: Superior Scrapper's Strike: Damage/Recharge
  • 39: Superior Scrapper's Strike: Damage/Endurance/Recharge
  • 45: Obliteration: Chance for Smashing Damage
  • 45: Obliteration: Damage
  • 45: Obliteration: Accuracy/Damage/Recharge

Level 30: Parasitic Aura

  • A: Preventive Medicine: Heal/RechargeTime/Endurance
  • 43: Preventive Medicine: Heal/RechargeTime

Level 32: Tough

  • A: Unbreakable Guard: Resistance
  • 33: Unbreakable Guard: +Max HP
  • 33: Unbreakable Guard: Resistance/Endurance
  • 34: Unbreakable Guard: RechargeTime/Resistance

Level 35: Weave

  • A: Luck of the Gambler: Defense/Endurance
  • 36: Luck of the Gambler: Defense/Recharge
  • 36: Luck of the Gambler: Defense/Endurance/Recharge
  • 36: Luck of the Gambler: Defense
  • 47: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 48: Kismet: Accuracy +6%

Level 38: Hasten

  • A: Invention: Recharge Reduction

Level 41: Moonbeam

  • A: Superior Winter's Bite: Accuracy/Damage
  • 42: Superior Winter's Bite: Damage/RechargeTime
  • 42: Superior Winter's Bite: Accuracy/Damage/Endurance
  • 42: Superior Winter's Bite: Accuracy/Damage/Recharge
  • 43: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
  • 43: Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge

Level 44: Shadow Meld

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 47: Stealth

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • A: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 49: Hover

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed


──────────────────────────────

Inherents:

Level 1: Critical Hit


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • A: Celerity: +Stealth

Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Hurdle

  • (Empty)

Level 1: Health

  • A: Numina's Convalesence: +Regeneration/+Recovery
  • 17: Panacea: +Hit Points/Endurance
  • 17: Miracle: +Recovery

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 46: Performance Shifter: EndMod

Level 1: Momentum


Level 10: Defensive Adaptation


Level 10: Efficient Adaptation


Level 10: Offensive Adaptation


Level 12: Afterburner


Level 49: Quick Form


 

Screenshot 2024-01-12 114100.png

Screenshot 2024-01-12 114050.png

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30 minutes ago, SomeGuy said:

Trying to get S/L Def softcap passively with TW/BIO seems against what the combo is really about, but what do I know? I've only been playing the combo since 2011 (yes, I'm aware of what that means)/

 

What do you mean? I'm new to the build so I don't quite understand. I assumed most/all melee builds would want soft capped S/L def

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33 minutes ago, cbr7598 said:

 

What do you mean? I'm new to the build so I don't quite understand. I assumed most/all melee builds would want soft capped S/L def

 

You do, actually. But going past certain %s with certain sets can be pretty counter productive for the ATs role. Bio Armor is definitely one of those sets. You want "enough" mitigation for your playstyle. Being able to kill things is also a form of mitigation and CC. If it's dead it can't hit you. Getting something to 0HP is the best mitigation/CC in the game.

 

And when you are teaming, do not be surprised to be buffed with all the various +DEF buffs going around.

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Is there a way in Mids to understand the damage output trade-off? Like, if I build for capped S/L def and res, how much potential damage am I losing? 

 

In `View Totals`, I see `Damage` but unsure if that's what I want. I understand that builds can benefit from multiple procs in various offensive abilities but I don't really know if there is a straight-forward way to model that and compare to a more defensive-oriented build

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On 1/14/2024 at 1:07 PM, cbr7598 said:

Is there a way in Mids to understand the damage output trade-off? Like, if I build for capped S/L def and res, how much potential damage am I losing? 

 

In `View Totals`, I see `Damage` but unsure if that's what I want. I understand that builds can benefit from multiple procs in various offensive abilities but I don't really know if there is a straight-forward way to model that and compare to a more defensive-oriented build

None that I know of unfortunately, the best way I can think of in my head at the moment to capture that comparison is to record rotations. In mids, you can look at Damage Per Activation as the damage metric and then like the post says Arc - Follow - Crush - Rend - Follow for single target. Moonbeam comes in between the momentum we can look at this as an example of what a rotation would be.

Not wanting to get too bogged down in specifics of damage numbers since that's the variable I'll just use scrapper base numbers according to MIDS. Let's say:
Rend = 142.6 dmg / 1.3s cast time = 109.7 dpa
Arc = 93.35 dmg / 1.37s cast time = 69.6 dpa

Follow = 122.6 dmg / 1.1s cast time = 111.5 dpa
Moonbeam = 111 dmg / 1.33s cast time = 83.49 dpa
Crush =  82.58 dmg / 1.2s cast time = 68.82 dpa
(note: DPA = Damage Per Animation Time. This metric gets used a lot and you can get this number by  dividing the total damage versus the animation time)

 Arc - Follow - Crush - Rend - Follow | (leave momentum} - Moonbeam
93.35 + 122.6 + 82.58 + 142.6 + 122.6 = (563.73)              + 111 = 674.73    
1.37s     +1.1s   +1.2s    +1.3s     +1.1s  = (6.07s)                +1.33s =  7.4
                                        563.73 / 6.07 = 93.2  dps    674.73 / 7.4 = 91.179 dps


You can just reconfigure powers you desire to use in rotations like this and add up the time it takes to do it all before it's inevitably repeated and then divide that against the total dmg. The fun part is figuring out if the chains are even possible, so you need to make sure the recharge of powers being used is actually recharged otherwise what you're trying to calculate is impossible. The only two sticklers that gets really into the weeds is considering the Critical Strikes ATO and looking to avg out the change of that occurring and the averaging out the damage gain and loss when subsequent powers crit or don't crit. The other stickler is considering arcana time, which seems to be an nomenclature whicch references server tick time which is assumed to be an amount but am unsure if that old number still correlates to the actual server tick time of Homecoming servers. YMMV

Edited by Ratch_
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3 hours ago, SomeGuy said:

 

Listen to this person. They changed the way I do TW in it's current state entirely.

It was a collaborative effort in my mind that I'm happy to have been able to participate in, most of what I did really was just building off the foundation of what you and a few others had done previously 

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Thanks for the information! 

 

I have a hard time understanding MIDs so maybe I just need to spend a bit more time there.

 

How are folks calculating procs? I see quite a few builds out there where some DPS abilities are slotted purely for "Chance for [X] damage" instead of using a set. 

 

I slotted Rend with two different options and I think MIDs is telling me that the Superior Blistering Cold slotting will yield a higher DPS, but am I reading this correctly?

 

Also, @Ratch_, do you mind sharing build(s) you have that fit certain use cases? I'd love to understand more about your line of thinking

 

 

 

rend_dps_enh.png

rend_dps.png

rend_def_enh.png

rend_def.png

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15 hours ago, cbr7598 said:

Thanks for the information! 

 

I have a hard time understanding MIDs so maybe I just need to spend a bit more time there.

 

How are folks calculating procs? I see quite a few builds out there where some DPS abilities are slotted purely for "Chance for [X] damage" instead of using a set. 

MIDS and this game in general is a giant monster to learn and understand. MIDS has gotten a lot better at providing the correct % but is still sometimes incorrect. This is the go to post that really cleared a lot of understanding up for me in regards to procs: 

 

The first link in that post "CoH Tools and Formulas" will link you to a google doc spreadsheet you can make a copy of. In it you can put in the power information (like ppm of proc, activation time, recharge time, area of effect, etc.) and it will put out a number to give you what % chance that proc will have per the power it is slotted in. It is super useful, and if you have the time or desire, I do recommend or at the very least gleaning over that long Procs Per Minute (PPM) Information guide.

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16 hours ago, cbr7598 said:

I slotted Rend with two different options and I think MIDs is telling me that the Superior Blistering Cold slotting will yield a higher DPS, but am I reading this correctly?

 

Also, @Ratch_, do you mind sharing build(s) you have that fit certain use cases? I'd love to understand more about your line of thinking

 

It's hard to get the clear dps difference from the pictures you provided but from what I'm seeing it looks like Rend is slotted with all procs and no damage enhance vs Rend being slotted with 5pc Blistering Cold...and there is also a difference of Critical Hit Chance. The one with all procs is showing 66% chance vs the one with 5pc Blistering Cold is being a guaranteed Crit. In mids, if you go to the critical hit Inherit and set it to 1, then that would mean you are forcing a crit and showing the damage for that, which is what I believe is happening in that screenshot.

They way I built my TW/BIO is a bit of a lean into the offensive side as I have tankers or brutes to play if I am really wanting to have that true survivability. My thinking for the build is to be able to live long enough to do my damage and eliminate threats. I've been running this build for over a year now and haven't felt any desire to change it but there are plenty of awesome secondaries to go for like ENA to pair TW with if the clicky button nature of bio doesn't suit ones playstyle. Quite a long time ago from now after TW got it's nerf, I was looking into how to get a lot of use out of it's changes and recognized with the new recharge breakpoints and being able to leverage epic powers without incurring a redraw animation penalty I discovered you can do a ~19-20s power rotation. With high enough recharge and weaving in Moonbeam (or some other snipe) after momentum finished you can basically get into a pattern of Build Momentum 10s dps window + Moonbeam on momentum exit. Re-enter momentum using attack for 5s momentum window + Moonbeam on momentum exit. Build Momentum is recharged again so you just restart from the beginning. You can put Critical Strikes proc in Arc or Rend Armor, but I found that I dislike that in there because those powers have variable recharge. I prefer the consistency of it in Follow Through.

The actual rotation I use for ST is this one, it's not set in stone and sort of alternating based off of a condition. You'll notice that I sometimes opt for Rend Armor instead of Crushing Blow to activate momentum, and the reason for that is If I get the critical strikes proc to go off, then I will use Rend Armor, else I will use Crushing Blow. I've just found that I get more consistent times with this and also anecdotally (maybe take it with a grain of salt) I notice that the damage from crit Rend Armor does vs crit Crushing Blow hits more HP thresholds providing kills and saving me from further animation time on that enemy.  I attached the build I used on this post and this is me killing mobs in the mission called Trapdoor.

Bludd - Scrapper (Titan Weapons - Bio Armor).mbd

Edited by Ratch_
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  • 5 months later
Posted (edited)
On 1/17/2024 at 1:12 AM, Ratch_ said:

It's hard to get the clear dps difference from the pictures you provided but from what I'm seeing it looks like Rend is slotted with all procs and no damage enhance vs Rend being slotted with 5pc Blistering Cold...and there is also a difference of Critical Hit Chance. The one with all procs is showing 66% chance vs the one with 5pc Blistering Cold is being a guaranteed Crit. In mids, if you go to the critical hit Inherit and set it to 1, then that would mean you are forcing a crit and showing the damage for that, which is what I believe is happening in that screenshot.

They way I built my TW/BIO is a bit of a lean into the offensive side as I have tankers or brutes to play if I am really wanting to have that true survivability. My thinking for the build is to be able to live long enough to do my damage and eliminate threats. I've been running this build for over a year now and haven't felt any desire to change it but there are plenty of awesome secondaries to go for like ENA to pair TW with if the clicky button nature of bio doesn't suit ones playstyle. Quite a long time ago from now after TW got it's nerf, I was looking into how to get a lot of use out of it's changes and recognized with the new recharge breakpoints and being able to leverage epic powers without incurring a redraw animation penalty I discovered you can do a ~19-20s power rotation. With high enough recharge and weaving in Moonbeam (or some other snipe) after momentum finished you can basically get into a pattern of Build Momentum 10s dps window + Moonbeam on momentum exit. Re-enter momentum using attack for 5s momentum window + Moonbeam on momentum exit. Build Momentum is recharged again so you just restart from the beginning. You can put Critical Strikes proc in Arc or Rend Armor, but I found that I dislike that in there because those powers have variable recharge. I prefer the consistency of it in Follow Through.

The actual rotation I use for ST is this one, it's not set in stone and sort of alternating based off of a condition. You'll notice that I sometimes opt for Rend Armor instead of Crushing Blow to activate momentum, and the reason for that is If I get the critical strikes proc to go off, then I will use Rend Armor, else I will use Crushing Blow. I've just found that I get more consistent times with this and also anecdotally (maybe take it with a grain of salt) I notice that the damage from crit Rend Armor does vs crit Crushing Blow hits more HP thresholds providing kills and saving me from further animation time on that enemy.  I attached the build I used on this post and this is me killing mobs in the mission called Trapdoor.

Bludd - Scrapper (Titan Weapons - Bio Armor).mbd 45.1 kB · 204 downloads

This is great, very helpful advice. I'm a bit new to the game and I'm just getting used to titan/bio on the beta server, I love it and i can see the great potential for it, but I just wanted to ask, what was the 2020 nerf about? like the class still works fine compared to other melee classes? better or worse or about the same?

 

Im just curious since I wasn't playing the game in 2020.

 

Great posts about this combo

Edited by R jobbus
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5 hours ago, R jobbus said:

This is great, very helpful advice. I'm a bit new to the game and I'm just getting used to titan/bio on the beta server, I love it and i can see the great potential for it, but I just wanted to ask, what was the 2020 nerf about? like the class still works fine compared to other melee classes? better or worse or about the same?

 

Im just curious since I wasn't playing the game in 2020.

 

Great posts about this combo

It's still really strong. The damage numbers for the attacks got lowered across the board more or less and the nerf removed the DoT on Follow Through and Whirling Arc. Whirling Arc used to be 15ft radius but now it's 10ft.

 

One addition the changes brought is allowing you to not have redraw animations which is really neat. You can use a snipe now in Momentum uptime attacks because of it. Or fireball for example.

 

The combo (and titan weapons more specifically) is still really good. It's strong at ST and okayish at AoE. Still at the upper end of performance in relation to all the melee damage sets.

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@R jobbus I assume I am going to say stuff @Ratch_ already said and covered.

 

TW DEFINITELY needed to be toned down. It did so much ST and AOE damage it made the other melee sets feel pointless to play. It was THAT OP. I was getting low 50s and high 40s times without pets and outside buffs with it. It was dumb. Just stupid.

 

Also, if you think it's a nightmare to level now? Hooo boy was it rough then. But once you got a full chain of attacks and some sets in it...holy crap.

 

I personally didn't like the mechanic changes at first since I spent darn near a decade with the previous mechanics/rotation, but it makes a LOT of sense now and it's very rewarding. You could faceroll TW before and do really good. If you didn't faceroll and came at it with a semblance of knowledge...holy crap it was death incarnate.

 

I thought the nerf "killed my boy" but I definitely give credit to Ratch reigniting my love for it.

 

It's still a top-tier performer if you come at it correct. And it isn't OP any more. It's actually pretty fun to me.

 

Anyone on the fence about trying TW...if you enjoyed playing a Death Knight from that one MMO I suspect you will like TW. The optimal rotation for TW and DK seem similar for some reason to me. Momentum and Rune management felt pretty similar. Not sure why. I work more with time in my head.

Edited by SomeGuy
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On 7/8/2024 at 3:37 PM, Ratch_ said:

It's still really strong. The damage numbers for the attacks got lowered across the board more or less and the nerf removed the DoT on Follow Through and Whirling Arc. Whirling Arc used to be 15ft radius but now it's 10ft.

 

One addition the changes brought is allowing you to not have redraw animations which is really neat. You can use a snipe now in Momentum uptime attacks because of it. Or fireball for example.

 

The combo (and titan weapons more specifically) is still really good. It's strong at ST and okayish at AoE. Still at the upper end of performance in relation to all the melee damage sets.

Thanks for the response. Yea I've been having fun with it.

 

Small question, in the videos you posted it looks like you're using ageless in your destiny slot, but in the actual build I believe it has barrier radial selected. Which do you recommend?

 

Edit: I was also wondering if there are any accuracy problems w/ that build, I know offensive adapt gives a to-hit bonus off of one of the toggles, but in defensive do you think any of the proc slotted abilities would have a difficult time with higher end enemies? I'm probably asking this since I'm a newer player, since I noticed no tactics/focused accuracy/incarnates that deal with accuracy. I dont think. This is from my memory from having looked at the build yesterday.

 

It's probably a non issue, but i'm just wondering, I'm actually new to builds where they are slotted like this. Thanks for the responses everybody

 

Edited by R jobbus
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20 hours ago, R jobbus said:

Thanks for the response. Yea I've been having fun with it.

 

Small question, in the videos you posted it looks like you're using ageless in your destiny slot, but in the actual build I believe it has barrier radial selected. Which do you recommend?

 

Edit: I was also wondering if there are any accuracy problems w/ that build, I know offensive adapt gives a to-hit bonus off of one of the toggles, but in defensive do you think any of the proc slotted abilities would have a difficult time with higher end enemies? I'm probably asking this since I'm a newer player, since I noticed no tactics/focused accuracy/incarnates that deal with accuracy. I dont think. This is from my memory from having looked at the build yesterday.

 

It's probably a non issue, but i'm just wondering, I'm actually new to builds where they are slotted like this. Thanks for the responses everybody

 

Not really any issues hitting as there are enough +acc and toHit from offensive adaptation, you definitely don't have a huge padding of extra accuracy but vs +3 (+4 becomes +3 after you get incarnates ranked up) you have 95% chance to hit most enemies that don't have higher defense than normal. Having extra accuracy and toHit isn't a bad idea for padding against -toHit or +defense on enemies - more just a build choice you'll have to make. That build in particular is also quite a bit cutting corners on the survivability side and relying on clickies - another build choice you don't have to follow if you want to chase more sturdiness. 

The ageless destiny is more just a pylon thing imo but some really like it all the time. I like barrier far more (and using recovery serum as backup if needed). I think the extra panic button from barrier is super powerful and if you want to go for radial you can revive team members which is fairly nice too. Core gives you full duration on the buffs though.

The build is far from set in stone, there's a lot of leeway and I wouldn't say I've fully come to my own conclusion on what powers in the set should be taken and which to be slotted in some ways. I mainly lean heavy into damage on TW just for feel, I see big weapon and I want massive damage 😅
 


Lately, I'm thinking titan sweep is good to take and not using crushing blow isn't much of a hit so opting for defensive sweep at an LoTG mule is good. It'll be awhile before I come to a conclusion one way or another which starter powers are better and whether titan sweep is worth the pickup, but I've been enjoying the extra AoE attack. And fold space + combat teleport is super nice.


I'd recommend going on beta and experimenting for a bit before you spend influence on a build for the live servers
 

TwSc.mbd

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2 hours ago, Ratch_ said:

Not really any issues hitting as there are enough +acc and toHit from offensive adaptation, you definitely don't have a huge padding of extra accuracy but vs +3 (+4 becomes +3 after you get incarnates ranked up) you have 95% chance to hit most enemies that don't have higher defense than normal. Having extra accuracy and toHit isn't a bad idea for padding against -toHit or +defense on enemies - more just a build choice you'll have to make. That build in particular is also quite a bit cutting corners on the survivability side and relying on clickies - another build choice you don't have to follow if you want to chase more sturdiness. 

The ageless destiny is more just a pylon thing imo but some really like it all the time. I like barrier far more (and using recovery serum as backup if needed). I think the extra panic button from barrier is super powerful and if you want to go for radial you can revive team members which is fairly nice too. Core gives you full duration on the buffs though.

The build is far from set in stone, there's a lot of leeway and I wouldn't say I've fully come to my own conclusion on what powers in the set should be taken and which to be slotted in some ways. I mainly lean heavy into damage on TW just for feel, I see big weapon and I want massive damage 😅
 


Lately, I'm thinking titan sweep is good to take and not using crushing blow isn't much of a hit so opting for defensive sweep at an LoTG mule is good. It'll be awhile before I come to a conclusion one way or another which starter powers are better and whether titan sweep is worth the pickup, but I've been enjoying the extra AoE attack. And fold space + combat teleport is super nice.


I'd recommend going on beta and experimenting for a bit before you spend influence on a build for the live servers
 

TwSc.mbd 42.32 kB · 1 download

Ahh that makes sense.

 

Yea I think if I end up wanting to solo scrap and do difficult +4 stuff where it's pushing to me to be defensive adapt at times, I may just reslot a couple acc and a few less procs. I did mess around with a similar TW/bio server in beta, loved it, and finally have just finished making yours on the live server, which seems to be wayy more optimized. I'm a big fan,  just asking about possible tweaks since I like to solo, maybe a couple accuracy enhancements for when I'm having to go defensive wouldn't be a bad idea, if i want to tweak some of the survivability I can do that too.

 

But having barrier makes perfect sense, really, I was testing the original build with just a tier 3 alpha in some s/l farms and Im surprised at how endurance isn't really an issue. The build feels good to play.

 

I did want to ask how you're getting moonbeam to give you momentum? Or am I trippin. did I see that? Is it just a random chance from the build up proc or am I mistaken

 

Thanks for the replies/builds

Edited by R jobbus
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