Titan Weapons Power List


BigBlackAfrica

 

Posted

Can anyone post the list of powers for titan weapons, cant really find them that well.

If you played with titan weapons on beta please post your secondary and your thoughts.


 

Posted

I have a level 10 TW/FA brute on beta. Too low to have a real opinion on the set overall, but he's been fun to play. The end usage doesn't seem too bad. Once he gets a head of steam going things tend to drop fast. I love that the T1 is a cone (and a big one at that) on top of being a parry clone of sorts. The 5 second momentum window is enough to get 3-4 attacks in consistently. 4 generally will only happen if you can stand in one spot for the entire duration, if you have to do any juking to line up a cone or whatever, you likely won't get the 4th one in.

Level 10 isn't enough to make a call on secondary synergy, but I figure it's a good enough fit with FA, as the +melee/smashing def will significantly add to /FA's meager defensive capabilities. With all that lovely AoE he will be a freight-train of pain. I doubt I'll bother getting him up much higher, I'd rather spend the time on live tunes, but I am definitely looking forward to rolling him on live.


 

Posted

I have a Elec Armor/Titan Weapons tank in the teens, and it has been my favorite tank set to play, ever. Defensive Sweep is still the required tier 1, and while bruising only affects the target you have in the reticle, the fact that it is your bruising power, a +def power, and a wide cone make it the best T1 tank attack available IMO. The next two ST sets hit HARD, which make it one of the more damaging tank sets I've played. There is a end usage issue, but that will be cured with slotting and power sink.

I will be rolling one of these come live, and with as damaging as the tank is, scrappers and brutes will be devastating.


 

Posted

Enjoying the set. Is there END issues? Yes. Are they able to be worked around? You betcha!

If you're the type of player that says "I hate dealing with any and all END issues" this set isn't for you.

If you're the type of player that says "I'm willing to have higher end costs for even bigger numbers" then this set just maybe for you.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
Enjoying the set. Is there END issues? Yes. Are they able to be worked around? You betcha!

If you're the type of player that says "I hate dealing with any and all END issues" this set isn't for you.

If you're the type of player that says "I'm willing to have higher end costs for even bigger numbers" then this set just maybe for you.
End issues? Sweet.

This is going to make it a great example when I roll a Titan/Dark Armor scrapper.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

I'm really interested in the OP's original question. Can someone post the list of titan weapon powers... and possibly add details for each powers a la red tomax? I'd love to know the cast times, damage, recharge, endurance, buffs/debuffs, etc.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
End issues? Sweet.

This is going to make it a great example when I roll a Titan/Dark Armor scrapper.
Mind you, by work around I mean willing to slot some ENDRED. More work if you want the nonstop attack chain of course, but when isn't that an issue.

I'm loving the set. Finally get a Bu...Razor Sword, and I would of been happy having it as a Katana Weapon Skin.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

I think the end usage is overstated. Anecdotal evidence - I felt I was using less end in the low levels than I did on my StJ brute. Granted, StJ is known to burn end due to the fact activation and recharge of it's powers, but on my TW brute with 4 attacks, I'm seldom waiting for one, and 3 or 4 out of every 5 are also very fast activating.

Non-sequitur:

I was amused by the last mission of Twin-Shot's arc in Atlas:

****SPOILER****

When Manticore explains the arachnos were really just people he hired to wear the suits:

Me, "Oh, you mean those guys I just cut a swathe through with my enormous axe, cleaving skulls and splitting torsos in half?"

Manticore, "Oh, yeah, hmm. Don't sweat it, I can afford more."

Mental Note: If Manticore ever tries to hire you for a gig, run for the hills!


 

Posted

I was messing around with a TW/Ele/Body Scrapper on the test realm. I was unimpressed.

End usage is what you'd expect from a set that you can basically get an endless stream of attacks. Being /ele helped with that.
Damage is good. When the attacks hit, there's a nice visceral feel to them.

I don't like the starting animations for the set. I hate that the character can't decide if they're a lefty or a righty. The sped up animations you get with momentum are actually not too bad. They're left handed attacks, but they're purely left handed. There's no awkward moving the weapon to the right side to swing it.
It makes me wish they'd just use slowed down versions of the momentum animations instead of that weird awkward crap.
To summarize:
starting attack animations = bad.
Momentum attack animations = good.


Also, the set is AoE heavy. 3 attacks are single target, and I think most people will do as I did and skip the second attack, so they can keep the defense buff. 5 attacks are AoE.


"Through Avarice evil smiles; through insanity it sings"
Forum Troll Rule #1: Anyone who disagrees with my point of view is either a fanboy or an idiot.
I'm a proud carebear.

 

Posted

Quote:
Originally Posted by boppaholic View Post
I'm really interested in the OP's original question. Can someone post the list of titan weapon powers... and possibly add details for each powers a la red tomax? I'd love to know the cast times, damage, recharge, endurance, buffs/debuffs, etc.
The attacks are:
Defensive Sweep
Crushing Blow
Follow Through
Titan Sweep
Rend Armor
Whirling Smash
Arc of Destruction
You can type these in brackets on live and get a link to the power, but (I assume) it won't be up to date on any recent beta changes. Note that Titan Sweep and Rend Armor were previously Sweeping Strike and Shatter Armor: they were renamed because other powers already use those names, but they're probably still using the old names on the live servers. I assume this means you have to type [Titan Weapons.Sweeping Strike] for example to see them, because [Sweeping Strike] would give you the power from Dual Blades.


 

Posted

I'll check it out in a couple months.

I'm still trying to figure out combos for Street Justice characters (meaning I'm trying to decide which powerset combos I'm going to stick with)

That and I don't realy feel like spending extra money on the game at the moment and I only have 100 points left.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

If you were to make a TW/electric armour, would lightning reflexes make the animations faster making your attack speed faster?

I was thinking about making a TW/electric but from what im reading TW/electric has some slow animations and if lightning reflexes wouldn't work to make that faster then the set would be pretty slow and electric would be a far better fit for street justice due to the fast animations and fast hitting and endurance management unless TW eats up a ton of endurance and needs endurance help, like powersink.

Question is though, for the people playing on beta how much endurance does this power eat up, cause if its alot then Electric actually would be the better fit then, but if your animations are slow then actually the slower you move the less endurance your actually using.

So I was thinking of a character I can make and it would be a TW/Shield. With Shield's AOE power then follow it up with TW's AOE power, I figured that would be a pretty good chain. Any thoughts?

Now what I want to know is the idea of TW/Fire for a brute sounds like it might be better than SS/Fire since TW/fire has all the AOE's, but the redraw from burn might be a killer, anyone know from experience on this yet?


 

Posted

No, Lightning Reflexes does not change the animations. It will speed up the recharge on the powers so that you can use them more frequently.

I don't think you'll be able to make a TW/Shield ... shield doesn't go with two handed weapons.

My LR/StJ tanker is a lot of fun for me.... try one and see what you think.


 

Posted

Quote:
Originally Posted by Mint View Post
If you were to make a TW/electric armour, would lightning reflexes make the animations faster making your attack speed faster?

I was thinking about making a TW/electric but from what im reading TW/electric has some slow animations and if lightning reflexes wouldn't work to make that faster then the set would be pretty slow and electric would be a far better fit for street justice due to the fast animations and fast hitting and endurance management unless TW eats up a ton of endurance and needs endurance help, like powersink.

Question is though, for the people playing on beta how much endurance does this power eat up, cause if its alot then Electric actually would be the better fit then, but if your animations are slow then actually the slower you move the less endurance your actually using.

So I was thinking of a character I can make and it would be a TW/Shield. With Shield's AOE power then follow it up with TW's AOE power, I figured that would be a pretty good chain. Any thoughts?

Now what I want to know is the idea of TW/Fire for a brute sounds like it might be better than SS/Fire since TW/fire has all the AOE's, but the redraw from burn might be a killer, anyone know from experience on this yet?
With TW, you're for the most part doing 1 slow attack, and then 2-4 fast attacks, and then repeating. So I don't know if I'd call it a slow set per se, but you may want to go with a less clickie defense set, so you don't interrupt the attacking and thus the fast animations.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Man, I was looking forward to shield and titan weapons. I had a great character in mind for the build.


 

Posted

Quote:
Originally Posted by Mint View Post
Man, I was looking forward to shield and titan weapons. I had a great character in mind for the build.
The best you can hope for is a weapon skin for broadswords. Shield will never allow two handed or dual weapon sets, so Titan weapons is in the same boat as Katana, Dual Blades, and Claws.

However, if you count Defensive sweep, Titan Weapons has four aoes in the set. It has no need for shield charge. Against all odds would have been nice though.

It's also a pretty quick set thanks to momentum. When momentum is up, they really do animate very smoothly and quickly.


 

Posted

someone was kind enought to post these in-game

[Titan Weapons.Defensive Sweep], [Titan Weapons.Follow Through], [Titan Weapons.Crushing Blow], [Titan Weapons.Sweeping Strike], [Titan Weapons.Shatter Armor],[Titan Weapons.Arc of Destruction].

also staff....

[Staff Fighting.Sky Splitter][eye of the storm] [Staff Fighting.Serpent's Reach] [guarded spin] [Form of the Soul], [Form of the Body], [Form of the Mind]


________________________________
"Just cause you don't understand what's going on don't mean it don't make no sense
And just cause you don't like it, don't mean it ain't no good" - Suicidal Tendancies

 

Posted

Yeah, I was thinking that if you have electric armor you could use engergize and power sink for a brute you can keep your endurance bar at a high lvl which you then could keep attacking from 1 mob to another which by doing that will keep your fury bar high, so that was my logic for wanting to choose electric armor.

I thought about fire armor, but I figured like you said, the set has enough AOE's in it anyhow, you'll be too busy using your primary powers anyway.
I still think that SS/fire for a brute will still be the better option for insane offense than TW/fire, any thoughts?

The servers are suppost to go down today, maybe when they come back up TW will be available, but maybe thats just wishful thinking.


 

Posted

I'm making a TW/EnergyAura scrapper when TW is available (here's hoping it is today, there was an update downloaded, planned extended downtime and they're already over estimated time to be back up...). If EA were available to tankers I'd probably go that way. I don't like how brutes play for the most part, chasing fury with a weapon set doesn't appeal to me. Although for the big orange number, a fury capped brute will probably be "better".

The concept I have in mind makes me snicker everytime I envision the character surrounded by so many mobs you won't be able to see its head and then *BOOOOM* with a few critical booms thrown in.


 

Posted

Here's a thought for everyone... which AT do you believe benefits most from TW? I am sort of thinking Scrappers because I think of critical hits as Proc damage. And with so much AoE, it just increases the odds of atleast one enemy takes double damage and likely dies... leading to more steam rolling. But then again, tanks get higher a benefit with the T1 attack as they have a higher defense benefit (15% as opposed to 11.25% for melee and smashing defense, plus you can add bruising to that) and their -res debuff has a higher base (-10% vs. -7.5% I believe). Then again, brutes are brutes. So how bout it, what do you think?


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
End issues? Sweet.

This is going to make it a great example when I roll a Titan/Dark Armor scrapper.
i rolled a titan/ dark armor brute, the end issues are crazy without the right slotting i have him at lvl 50 and taking out a mob of 24 minions and 4 lts is no problem with all the AOE dmg, and the momentum and rage bonuses combined when this set goes live i will make sure i have the points to buy the set i love it so much that im willing to play beta till it goes live.


The path of Villainy is an arduous one, but one that must be tread because without it there would be no heroes, and what would the world be like without either. So for all those heroes out there I chose Villainy.

 

Posted

here is a detailed list of each attack and its abilities at a lvl 50 brute
i left off the synergy it gets from firey embrace because not every one will use FA
Defensive Sweep
avg dmg- 30.40
dmg per activation cycle- 13.82
dmg per cast cycle- 6.75
activation time- 2.20s
recharge time- 2.30s
endurance cost- 2.71
accuracy 1.00x
range 10ft
cone 120degree arc 5 targets max

+17.72% str to melee on self 10s
+5% rage on self
+400% taunt for 13.60s on target
--------------------
Crushing Blow
avg dmg- 112.31
dmg per activation cycle- 56.15
dmg per cast cycle- 20.62
activation time- 2.00s
recharge time- 3.45s
endurance cost- 4.06
accuracy 1.23x
range 9ft
single target

+5% rage on self
+400% taunt for 13.60s on target
---------------------------
Follow Through
avg dmg- 101.22
dmg per activation cycle- 101.22
dmg per cast cycle- 9.20
activation time- 1.00s
recharge time- 10.00s
endurance cost- 7.81
accuracy 1.00x
range 9ft
single target
available lvl 2

4 ticks of 85.00% chance for 4.17 leathal over 1.60s
0.67 mag knockback on target
33.00% chance for 3.00 mag stun for 4.77s on target

+5% rage on self
+400% taunt for 13.60s on target

requires momentium to use
momentium is granted by other attacks
-----------------
Build Momentum
activation time 1.17s
recharge time 1m30s
end cost 3.90
accuracy 1.00x
available lvl 6
self target
+20.00% to hit for 10.00s on self
+50.00% strength to all dmg for 10.00s on self
--------------------------
Titan Sweep
avg dmg- 59.60
dmg per activation cycle- 24.53
dmg per cast cycle- 6.00
activation time- 2.43s
recharge time- 7.50s
endurance cost- 7.87
accuracy 1.00x
range 10ft
cone 120degree arc 5 targets max
available lvl 8

66.00% chance for mag 0.67 knockback on target

+5% rage on self
+400% taunt for 13.60s on target
------------------------
Taunt
activation time 1.93s
recgharge time 10.00s
available lvl 12

range 70.00ft
AoE -- 15.00ft radius 5 targets max

+400% taunt for 41.00s on target
-75.00% strength to range for 12.00s on target
----------------------
Rend Armor
avg dmg- 269.89
dmg per activation cycle- 117.34
dmg per cast cycle- 22.92
activation time- 2.30s
recharge time- 9.47s
endurance cost- 9.26
accuracy 1.69x
range 9.00ft
single target
available lvl 18

-7.50% defence on target for 10s
-7.50% resistance to all dmg for 8.00s

+5% rage on self
+400% taunt for 13.60s on target
-----------------------------
Whirling Smash
avg dmg- 57.08
dmg per activation cycle- 57.08
dmg per cast cycle- 4.96
activation time- 1.00s
recharge time- 10.50s
endurance cost- 10.44
accuracy 1.00x
PBAoE 15.00ft rad 10targets max
available lvl 26

3 ticks of 85.00% chance for 4.17 letheal over 2.10s on target
75.00% chance for mag 0.67 knockback on target

+5% rage on self
+400% taunt for 13.60s on target
---------------------
Arc Of Destruction
avg dmg- 108.27
dmg per activation cycle- 40.10
dmg per cast cycle- 4.77
activation time- 2.70s
recharge time- 20.00s
endurance cost- 14.30
accuracy 1.00x
range 10.00ft
cone 120.00 degree arc 5 targets max
available lvl 32

75.00% chance for mag 67.00 knockback on target

+5% rage on self
+400% taunt for 13.60s on target

i hope this helps every one that reads this, this is the first time i have done anything this helpful for the CoH community


The path of Villainy is an arduous one, but one that must be tread because without it there would be no heroes, and what would the world be like without either. So for all those heroes out there I chose Villainy.

 

Posted

Quote:
Originally Posted by boppaholic View Post
Here's a thought for everyone... which AT do you believe benefits most from TW? I am sort of thinking Scrappers because I think of critical hits as Proc damage. And with so much AoE, it just increases the odds of atleast one enemy takes double damage and likely dies... leading to more steam rolling. But then again, tanks get higher a benefit with the T1 attack as they have a higher defense benefit (15% as opposed to 11.25% for melee and smashing defense, plus you can add bruising to that) and their -res debuff has a higher base (-10% vs. -7.5% I believe). Then again, brutes are brutes. So how bout it, what do you think?
I've rolled 2 /TW tanks on beta and I think it is a VERY solid set for tanks. The higher DPA makes up for the lack of a critical/fury mechanic and the AoE seriously magnifies the effect of Gauntlet, helping aggro control. I will buy TW as soon as it goes live and reroll two different tanks with it.

I can only imagine it is devastating on both Scrappers and Brutes.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
End issues? Sweet.

This is going to make it a great example when I roll a Titan/Dark Armor scrapper.
I have a 50 tw/da brute in beta. Solid slotting with SOs+nrg pool+t1 cardiac == "What End Problems?" Add in IOs, ToE proc, and Perf shifters (room for 3) .. well, you guys are better at the maths.

Quote:
Originally Posted by BigBlackAfrica View Post
I've rolled 2 /TW tanks on beta and I think it is a VERY solid set for tanks. The higher DPA makes up for the lack of a critical/fury mechanic and the AoE seriously magnifies the effect of Gauntlet, helping aggro control. I will buy TW as soon as it goes live and reroll two different tanks with it.

I can only imagine it is devastating on both Scrappers and Brutes.
Hmm. Are the attacks in the same spots for tanks? A t1 cone on a tank might be very interesting!


 

Posted

Taunt is the T4 as with all tank sets. I'm not sure what they moved, but if Taunt is the T5 for Scrappers and Brutes then it's a little different.

The T1 cone has better numbers on a tank (15% S&L def v 11.25) and is super sweet. TW is one set where being "forced" to take the T1 at 1st level is no big deal because I'd take it as my first power on a TW primary as well.