Rebellion Titan Ability Guide

Things have stabilized a bit with regard to how the Titans work, so I thought it a good time to pull this together.  Please provide feedback if you see anything amiss.

TEC

Ragnarov (TEC Rebel Titan)

- Scattershot  *****
Antimatter cost - 65
Cooldown time - 60
Range - 6000
Duration - 30
Damage - 250 / 500 / 750 / 1000
Armor - -5 / -6 / -7 / -8
Fires a salvo of projectiles, dealing damage to and lowering the armor of all enemies (except Corvettes) in a cone in front of the ship.

- Snipe  *****
Antimatter cost - 70
Cooldown time - 11 / 10 / 9 / 8
Range - 18000
Damage - 1200 / 1600 / 2200 / 2600
Fires an extremely powerful, long-range shell, dealing massive damage to a single enemy target (excludes Corvettes).

- Explosive Shot  *****
Antimatter cost - 60 / 65 / 70 / 75
Cooldown time - 40
Range - 10000
Damage Range from Target - 2500
Damage - 600 / 1000 / 1300 / 1600
Fires an explosive shell at an enemy Frigate, Capital ship, or Titan - dealing damage and knocking back nearby enemy Corvettes, Frigates, and Capital ships. This ability targets a single unit and then does damage to all units in range of that target.  Note that the primary target can be a Titan, but Titans are excluded from the in-range damage.

- Overcharge  ****
Antimatter cost - 40 / 30
Cooldown time - 60 / 40
Duration - 90
This ability doubles the damage output of the next ability the Titan uses.  If the next ability is Explosive Shot, the damage range area is also doubled.

Ankylon (TEC Loyalist Titan)

- Disruption Matrix  ****
Antimatter cost - 90
Cooldown time - 45
Range - 6000
Duration - 5 / 8 / 11 / 15
Abilities disabled
Damage taken / sec - 40.0 / 50.0 / 60.0 / 70.0
Targets all enemy Frigates, Capital Ships, Structures, Starbases, and Titans in range.  Cause all abilities to be disabled and damage per second taken for all targets in range.

- Furious Defense  ***
Antimatter cost - 70 / 65 / 60 / 55
Cooldown time - 90
Duration - 60
Hull repaired / sec (friendly gravity well) - 30.0 / 40.0 / 50.0 / 60.0
Hull repaired / sec (non-friendly gravity well) - 15.0 / 20.0 / 25.0 / 30.0
Damage Output (friendly gravity well) - 35% / 45% / 55% / 65%
Damage Output (non-friendly gravity well) - 25% / 35% / 45% / 55%
Greatly increases the Titan's hull repair rate and weapons damage.  The effect is significantly increased if the Titan is in a friendly gravity well.

- Group Shield  ***
Antimatter cost - 60
Cooldown time - 90 / 80 / 70 / 60
Range - 4000
Duration - 30 / 35 / 40 / 45
Damage Reduction - 18% / 33% / 54% / 82%
Can target itself, friendly Capital Ships, Frigates, Structures, Starbases and Corvettes.  The titan emits a powerful shield around a group of allied vessels, reducing some of the damage they take for a short period of time.

- Inspire and Impair  ****
Antimatter cost - 150 / 120
Cooldown time - 150 / 120
Duration - 30 / 45
Weapon Cooldown (friendly ships) - 50% / 75%
Weapon Cooldown (enemy ships) - 50% / 100%
Targets friendly, allied, enemy, and unowned Planets.  Friendly ships within the gravity well receive a weapon cooldown bonus while enemy ships (including Corvettes) receive a weapon cooldown penalty.

Advent

Eradica (Advent Rebel Titan)

- Purification  ****
Antimatter cost - 65 / 60 / 55 / 50
Cooldown time - 70 / 50 / 30 / 20
Range - 3500 / 4000 / 4500 / 5000
Destroys a single owned Frigate, allowing the Titan to absorb its remaining hull, shields, and antimatter

- Chastic Burst  *****
Antimatter cost - 80
Cooldown time - 30
Ability Range - 6000
Damage Range from Target - 2000 / 2500 / 3000 / 3500
Damage  - 500 / 715 / 915 / 1115
Powerful energy burst that damages all enemies (excluding Corvettes) within range of a target enemy ship.  This ability targets a single enemy within its stated range and then damages all enemies within a smaller range from the target.

- Strength of the Fallen  ***
Range - 3500 / 4000 / 4500 / 5000
Duration - 400
Damage output - 8% / 11% / 15% / 18%
Stacking limit - 5
Causes friendly ships that are destroyed near the Titan to increase its weapon damage.   This ability stacks with each ship destroyed.

- Unyielding Will  *****
Duration - 240
Ability Cooldown rate (<75% hull, <50% hull, <25% hull) - 25%,50%,100% / 50%,100%,200%
Damage reduction (<75% hull, <50% hull, <25% hull) - 5%,10%,20% / 10%,20%,40%
Antimatter restore rate (<75% hull, <50% hull, <25% hull) - 200%,400%,800% / 400%,800%,1600%
As the Titan's hull is depleted, it receives decreased ability cooldown rates, increased damage reduction, and increased antimatter restoration rates.  In addition, when the Titan is destroyed, it becomes invulnerable and is able to continue fighting for a moderate period of time.

Coronata (Advent Loyalist Titan)

- Subjugation  ****
Cooldown time - 20
Antimatter removed - 5 / 4 / 3 / 2
Damage output - 25% / 20% / 15% / 10%
Chance to Mind Control - 5% / 8% / 11% / 15%
Gives the Titan's weapon systems a chance to permanently mind control enemy Frigates and Corvettes.  This ability depletes antimatter for every weapon shot and reduces weapon damage while active.

- Suppression Aura  *****
Range - 3000 / 4000 / 5000 / 6000
Damage output - 25% / 30% / 35% / 40%
Max Speed - 33% / 43% / 54% / 67%
Suppresses nearby enemy Frigates, Capital Ships, and Titans - reducing their weapon damage and movement speed.  This ability is passive (i.e. always on).

- Unity Mass  *****
Antimatter cost - 80 / 75 / 70 / 65
Cooldown time - 25
Range - 6000
Max Targets - 20 / 30 / 40 / 50
Base Damage - 2500 / 3500 / 4500 / 5500
Damage Increase per nearby Friendly ship - 50 / 55 / 60 / 65
Fires a beam of energy at a single enemy target (excludes Corvettes).  The power of the beam is increased with each friendly ship near the Titan up to the max targets.

- Repossession  ***
Antimatter cost - 200 / 175
Cooldown time - 300
Range - 4000
Duration - 360 / 480
Cost Reduction - 0% / 33%
"Flips" an enemy planet to your control instantly.  The population, health, and upgrades for the planet all reset to their initial values (i.e. like it was just colonized).  On level 2, this ability also gives a cost reduction for planet upgrades.

Vasari

Kultorask (Vasari Rebel Titan)

- Nano Leech  *****
Antimatter cost - 100 / 110 / 120 / 130
Cooldown time - 60
Range - 6000 / 6500 / 7000 / 7500
Duration - 20
Waves - 20
Antimatter restored  / sec - 2.0 / 3.0 / 4.0 / 5.0
Hull repaired / sec - 2.5 / 5.0 / 7.5 / 10.0
Anitmatter drained / sec - 4.0 / 6.0 / 8.0 / 10.0
Damage taken / sec - 5.0 / 10.0 / 15.0 / 20.0
Unleashes a nanite swarm, stealing hull and antimatter from all nearby enemy Frigates in range.

- Nano Remit  ***
Antimatter cost - 40 / 50 / 60 / 70
Hull Cost - 300 / 400 / 500 / 600
Cooldown time - 45
Range - 6000 / 6500 / 7000 / 7500
Hull Points repaired - 150 / 200 / 250 / 300
Antimatter restored - 20 / 25 / 30 / 35
The Titan sacrifices some of its hull and antimatter to restore the hull and antimatter of all friendly ships in range.

- Gravity Pulse  ****
Antimatter cost - 60 / 75 / 90 / 110
Cooldown time - 45 / 40 / 35 / 30
Range - 6000 / 6500 / 7000 / 7500
Duration - 35
Weapon Cooldown (if enemy target does not have Nano Leech) - 10% / 15% / 20% / 25%
Max Speed  (if enemy target does not have Nano Leech) - 20% / 30% / 40% / 50%
Disable Duration (if the enemy target has Nano Leech) - 5 / 7 / 9 /12
The Titan unleashes and powerful gravimetric wave that slows nearby enemy Frigates, Capital ships, and Titans.  If the enemy ship has Nano Leech then the enemy ship is completely disabled for a short period of time.

- Dissever  *****
Antimatter cost - 160 / 180
Cooldown time - 120
Range - 6500 / 7500
Damage - 900 / 1350
Damage taken / sec (if the target has Nano Leach) - 30.0 / 40.0
Causes damage to all enemy Corvettes, Frigates, Capital ships and Titans in range.  In addition, for enemy ships having Nano Leech, this ability increases the damage / sec that Nano Leach causes.

Vorastra (Vasari Loyalist Titan)

- Micro-Phase Jump  ****
Antimatter cost - 90 / 80 / 70 / 60
Cooldown time - 60 / 50 / 40 / 30
Range - 20000 / 26000 / 33000 / 40000
Instantly transports the Titan to the targeted position within the current gravity well.

- Desperation  ****
Splash Damage - 10 / 20 / 30 / 40
Splash Damage Range - 1500
Weapon Cooldown - 1% / 2% / 3% / 4%
Weapon Cooldown Duration - 10
Weapon Cooldown Stacking Limit - 15
Damage Reduction - 2% / 3% / 4% / 5%
This ability has three effects.  It gives the Titan a small permanent reduction to damage.  It gives a stacking buff to the Titan's weapon cooldown for every weapon hit the Titan receives for a short period of time .  Finally, it causes every weapon shot the Titan fires to do splash damage to all enemies (including Corvettes) around the weapon's target.

- Spawn Phase Stabilizer  ****
Antimatter cost - 200 / 150 / 100 / 0
Cooldown time - 1200 / 1000 / 800 / 600
Instantly constructs a Phase Stabilizer building in the current gravity well.

- The Maw  *****+
Antimatter cost - 150 / 130
Cooldown time - 210
Range - 3500 / 4500
Duration - 10
Waves - 100
Resources Gained - 50% / 100%
This ability disables all enemy Frigates and Corvettes in a cone in front of the Titan and sucks them into its Maw.  Each enemy ship that is sucked in is instantly destroyed and converted into resources for your empire.  The amount of resources (Metal and Crystal) gained is equal to the initial cost of the Frigate times a resource multiplier - i.e. you get half the cost of the ship on level 1 and the full cost on level 2.  Note that this ability will suck in Corvettes, but the initial target must be a Frigate.


Edit 1:  Updated Chastic Burst to reflect it dealing damage around a target, updated Group Shield to be 3 stars, and updated Strength of the Fallen to be 2 stars.  09/27/2012

Edit 2:  Updated description of Explosive Shot, Overcharge, and The Maw.  Also changed Explosive Shot to be a 5 star ability.  09/28/2012

Edit 3:  Added the stacking limit to Strength of the Fallen.  Also updated the Desperation ability to more accurately describe how it works.  09/28/2012

Edit 4:  Fixed spelling of Nano Leech and added disable duration to Gravity Pulse when target is affected by Nano Leech.  Removed channeling from the Maw description.  09/28/2012

Edit 5:  Fixed spelling error in Ragnarov and changed Strength of the Fallen to be 3 stars.  10/01/2012

Edit 6:  Updated abilities to reflect changes in v. 1.1 (Group Shield, Chastic Burst, The Maw, and Corvette changes).  11/14/2012

Edit 7:  Updated Subjugation, Inspire and Impair, Desperation, and Dissever to reflect that they do affect Corvettes.  11/16/2012

157,815 views 32 replies | Pinned
Reply #1 Top

I do have a couple of question on these abilities if anyone has the answers to them...

- Does Explosive Shot on the Ragnarov do any AOE damage or does it just move the ships around the target?

- Does anyone have the target cap per level for the Group Shield ability on and Ankylon?  My understanding was that it was target capped but I couldn't find the values anywhere.

- Does anyone know how, exactly, the splash damage for Desperation on the Vorastra works?

- Does anyone know how many resource of each type you get for each ship sucked into The Maw on the Vorastra?

Reply #2 Top

A very nice post!

Thank you! |-)

 

You should consider working for the Sins Wiki:

https://www.sinsofasolarempire.wikia.com/wiki/Main_Page

 

 

Quoting Bama498, reply 1
I do have a couple of question on these abilities if anyone has the answers to them...

- Does Explosive Shot on the Ragnarov do any AOE damage or does it just move the ships around the target?

- Does anyone have the target cap per level for the Group Shield ability on and Ankylon?  My understanding was that it was target capped but I couldn't find the values anywhere.

- Does anyone know how, exactly, the splash damage for Desperation on the Vorastra works?

- Does anyone know how many resource of each type you get for each ship sucked into The Maw on the Vorastra?

 

Explosive shot: IDK

Group shield has unlimited targets as far as I know. It is only limited by the range and by the fact that due to how sins math does work the actual damage reduction is only half as high as the values above: -->9% / 16% / 27% / 41%

Vorastra desperation: Anything within range takes the stated damage. Quite simple.

 

The Maw will give you:

 

50 % of the ressources on level 1

 

100 % of the ressources on level 2

 

Very very nasty. }:)

Reply #3 Top

Good post Bama.

I'd like you to do a bit more digging into the abilities though so you can provide accurate descriptions.

For example:

Chastic Burst  *****
Antimatter cost - 70
Cooldown time - 20
Range - 6000
Damage  - 500 / 715 / 915 / 1115
Powerful energy burst that damages all enemies within range.

 

This ability targets a single unit within 6000 range of the Eradica.

The Damage noted is then applied to all units with in range (2000/2500/3000/3500) of the targetted unit.

 

This is a substantial difference as the more tightly clustered your units are, the more susceptible they are to Chastic Burst.

Conversely spreading your fleet out around the Eradica signficantly reduces the number of units it can attack with this ability.

 

 

Reply #4 Top

I think Strength of the Fallen should be 1 or 2 stars...a little extra raw firepower isn't that big of a deal, you really are banking more on chastic burst and your fleet/bombers for DPS...

Group Shield should probably be 2 or 3 stars, not 4...it doesn't actually reduce all that much damage, it doesn't affect the titan, it only affects a small cluster of ships, and it has a terrible duration/cooldown ratio at lower levels....

 

Reply #5 Top

 It is only limited by the range and by the fact that due to how sins math does work the actual damage reduction is only half as high as the values above: -->9% / 16% / 27% / 41%


Utterly incorrect. 


It is only "half has high" as a value, if the value was 100%... which would give a 50% damage reduction.


18% reduction causes affected units to take 84.746% damage, or a reduction of 15.254%

33% reduction causes affected units to take 75.188% damage, or a reduction of 24.812%

54% reduction causes affected units to take 64.935% damage, or a reduction of 35.065%

82% reduction causes affected units to take 54.945% damage, or a reduction of 45.055%


same math applies to kols force shield, orky shield, donov flux field, speed reductions and others.




Reply #6 Top

Quoting ZombiesRus5, reply 3
This ability targets a single unit within 6000 range of the Eradica.

The Damage noted is then applied to all units with in range (2000/2500/3000/3500) of the targetted unit.

This is a substantial difference as the more tightly clustered your units are, the more susceptible they are to Chastic Burst.

Conversely spreading your fleet out around the Eradica signficantly reduces the number of units it can attack with this ability.

Thanks for the feedback.  I've updated the description of the ability in the OP. 

Just out of curiosity, where did you find the secondary range numbers for this ability? 

Reply #7 Top

Quoting Bama498, reply 7
Just out of curiosity, where did you find the secondary range numbers for this ability?

In the buff files.

Reply #8 Top

Quoting Seleuceia, reply 5
I think Strength of the Fallen should be 1 or 2 stars...a little extra raw firepower isn't that big of a deal, you really are banking more on chastic burst and your fleet/bombers for DPS...

Group Shield should probably be 2 or 3 stars, not 4...it doesn't actually reduce all that much damage, it doesn't affect the titan, it only affects a small cluster of ships, and it has a terrible duration/cooldown ratio at lower levels....

Thanks for the feedback on these.  I updated Strength of the Fallen to be 2 stars and Group Shield to be 3 stars.  I agree that Group Shield isn't worth much at lower levels but it gets much stronger at levels 3 and 4.

Reply #9 Top

Quoting ARESIV, reply 2
Explosive shot: IDK

I looked up the values on Explosive Shot and then did some testing.  It appears to work in the same way as Chastic Burst does.  Hits an initial target and then also does the same damage to all other targets within range of that target.

If I'm reading the files right, it actually appears to be a better ability than Chastic Burst when coupled with Overcharge.  Its cooldown is twice as long, but it does almost triple the damage (at level 4 overcharged) and has a significantly larger radius in which the damage is applied (again with Overcharge).  Without Overcharge, Chastic Burst is better, but the range increase that Overcharge give Explosive Shot's AOE greatly adds to it power.  Based on this, I bumped it up to a 5 star ability.

Quoting ARESIV, reply 2
The Maw will give you:
50 % of the ressources on level 1
100 % of the ressources on level 2
Very very nasty.

OK, I have this ability updated.  It gives you half / all the initial cost of the ship.  Very nasty indeed.

Reply #10 Top

Quoting GoaFan77, reply 8

Quoting Bama498, reply 7Just out of curiosity, where did you find the secondary range numbers for this ability?

In the buff files.

Thanks Goa.  I downloaded the text versions of the files and have been looking through them...

Reply #11 Top

I don't know how you exactly rate the abilities, but i find strength of the fallen a quite good ability, it can give a damage boost up to 70% or so i think ;o

Reply #12 Top

Quoting Seleuceia, reply 5
I think Strength of the Fallen should be 1 or 2 stars...a little extra raw firepower isn't that big of a deal, you really are banking more on chastic burst and your fleet/bombers for DPS...

Group Shield should probably be 2 or 3 stars, not 4...it doesn't actually reduce all that much damage, it doesn't affect the titan, it only affects a small cluster of ships, and it has a terrible duration/cooldown ratio at lower levels....

 


 

A little bit?????

 

For your information:

Total Weapon DPS (All Weapons, All Banks)


Ankylon Titan: 286,37
Ragnarov Titan: 333,83
Coronata Titan: 388,73
Eradica Titan: 438,83
Vorastra Titan: 372,53
Kultorask Titan:  356,13


Seeing that that the Eradica posesses tremendous basic firepower already the - easy to get a long lasting - buff is quite powerful. Anything that survives Chastic Burst gets sliced by the beams.

 

I agree about group shield.... it is just to weak.

 

Yes, Explosive shot is very powerful..... makes entire frigates fleet go BOOM.

 

 

 

Reply #13 Top

Quoting ezeltje299, reply 12
I don't know how you exactly rate the abilities, but i find strength of the fallen a quite good ability, it can give a damage boost up to 70% or so i think ;o

My intention is to adjust these ratings based on community feedback.  I just took an initial stab at them based on my experience but I'm sure the community has a lot more knowledge than I do.

For Strength of the Fallen, I'm inclined to bump it back up to 3 stars, but I'd like to hear back from Seleuceia as it was his recommendation to drop it down this far.

Reply #14 Top

Quoting Bama498, reply 14
A little bit????? For your information:
Total Weapon DPS (All Weapons, All Banks)

Eradica Titan: 438.83


Seeing that that the Eradica posesses tremendous basic firepower already the - easy to get a long lasting - buff is quite powerful. Anything that survives Chastic Burst gets sliced by the beams.

Total DPS is deceiving....your number of 439 DPS includes all banks...that means on a per target basis you are not doing anywhere close to 439 DPS....IIRC the Eradica can target 10 ships, which means each ship is taking somewhere around 40-50 DPS...and of course, you only benefit from all that firepower if you are entirely surrounding by targets (not an unusual circumstance, but definitely something that Chastic Burst doesn't require)...

If we grant that you have lost 5 ships (the stacking limit of Strength of the Fallen), you are looking at a 40%-90% increase in DPS...that is basically somewhere around 18-41 extra DPS per target, limited to 10 targets at most....

Compare that to Chastic Burst, which averages out to 20-56 DPS per target (even more if you have selected the AM upgrades which reduce ability cooldowns) and has no target limit...

On a per target basis strength of the fallen doesn't appear to be that much different from chastic burst...but strength of the fallen can only help you against 10 targets at a time, and that is only if all 10 of those targets are on all sides of the Eradica...chastic burst meanwhile can affect infinite targets and does not require them to be all around the eradica...

If you are pursuing a fleet of carriers, fighting a group of capital ships, or dealing with a clustered fleet, strength of the fallen is only going to be relevant to a handful of targets (not all ten)...early game when frigate spam is viable, strength of the fallen may be decent since you'll actually have frigates dying close to the eradica and you can micro to move in the middle of the enemy fleet...but people will quickly adapt, and against kiting carriers using bomber spam, lots of capital ships, titans, or SBs strength of the fallen isn't going to be all that useful...it's better than nothing but honestly I'd rather invest in the other abilities, HP, AM, or in weapon upgrades that are permanent and don't require you to lose ships....

Reply #15 Top

Minor spelling error: it's "Nano Leech", not "Nano Leach".

I'm concerced about Gravity Pulse. If the target has not Nano Leech, they get the Cooldown and Speed reduction for 35 seconds. If Nano Leech is active, they instead get completely disabled for 5 seconds, and after it worns off they don't have any other debuff. The disable effect duration increases as the skill levels up, to roughly ~10 seconds at Level 4.

The ability does not affect Capital Ships or Titans.

So, is it better to use it after Nano Leech to disable them for a short time, or before Nano Leech, to apply a debuff for 35 seconds?

I used to invest my points in Nano Leech, Nano Remit, Hull and Antimatter, but I'm starting to think about swapping Nano Remit for Gravity Pulse, what do you think?

Reply #16 Top

Quoting Seleuceia, reply 15

Quoting Bama498, reply 14A little bit????? For your information:
Total Weapon DPS (All Weapons, All Banks)

Eradica Titan: 438.83


Seeing that that the Eradica posesses tremendous basic firepower already the - easy to get a long lasting - buff is quite powerful. Anything that survives Chastic Burst gets sliced by the beams.


Total DPS is deceiving....your number of 439 DPS includes all banks...that means on a per target basis you are not doing anywhere close to 439 DPS....IIRC the Eradica can target 10 ships, which means each ship is taking somewhere around 40-50 DPS...and of course, you only benefit from all that firepower if you are entirely surrounding by targets (not an unusual circumstance, but definitely something that Chastic Burst doesn't require)...

If we grant that you have lost 5 ships (the stacking limit of Strength of the Fallen), you are looking at a 40%-90% increase in DPS...that is basically somewhere around 18-41 extra DPS per target, limited to 10 targets at most....

Compare that to Chastic Burst, which averages out to 20-56 DPS per target (even more if you have selected the AM upgrades which reduce ability cooldowns) and has no target limit...

On a per target basis strength of the fallen doesn't appear to be that much different from chastic burst...but strength of the fallen can only help you against 10 targets at a time, and that is only if all 10 of those targets are on all sides of the Eradica...chastic burst meanwhile can affect infinite targets and does not require them to be all around the eradica...

If you are pursuing a fleet of carriers, fighting a group of capital ships, or dealing with a clustered fleet, strength of the fallen is only going to be relevant to a handful of targets (not all ten)...early game when frigate spam is viable, strength of the fallen may be decent since you'll actually have frigates dying close to the eradica and you can micro to move in the middle of the enemy fleet...but people will quickly adapt, and against kiting carriers using bomber spam, lots of capital ships, titans, or SBs strength of the fallen isn't going to be all that useful...it's better than nothing but honestly I'd rather invest in the other abilities, HP, AM, or in weapon upgrades that are permanent and don't require you to lose ships....

 

The idea is, to have it together with Chastic Burst you :troll:

 

Yes, of course only a part of the total firepower is directed at a single target. That is so for most Titans.This is what makes the Ragnarov so deadly.... because it can focus it. BTW, Vorastra has more frontal firepower than even Ragnarov.... ouch

 

You should however consider that on lower levels CB has a considerable cooldown.... not to mention that you might have runned out of AM.

 

Strength of the fallen helps in dealing with anything that survives CB. Like Capitalships or Titans for example.

 

You will ALWAYS loose ships, so the ability is basically free.It also has very long duration, so it never wears of. It does also affect anti SC weapons.... something you BADLY need.

 

I stand to it.... when you cant have an upgrade point in CB you should have a at least one point in Strength of the fallen.

 

Strength of the fallen on 1 level DOES more damage than all 4 weapon upgrades..... see forget the weapon upgrades and get the following for an unstoppable juggernaut of destruction:

 

2 Level in Purification - Repair damage

4 Levels Chastic Burst - pulverise frigates

4 Level of Strength of the Fallen - smite his capships and titan

2 Levels of Unyielding Will - Chastic Burst Rampage!

4 Levels of Unity Armor - only defense against phase missiles

 

Why no antimatter regeneration upgrade? Because Unyielding will comes with a far larger bonus, making any AM upgrade useless.

Why no weapon upgrades: Strengh of the Fallen offers far more firepower.

 

 

If you go against a phase missile bomber abusing Vasari, change to:

4 Level in Purification

2 Level of Strength of the Fallen

 

and more importantly... start praying...

 

 

Reply #17 Top

Quoting Draco-nyan, reply 16
Minor spelling error: it's "Nano Leech", not "Nano Leach".

I'm concerced about Gravity Pulse. If the target has not Nano Leech, they get the Cooldown and Speed reduction for 35 seconds. If Nano Leech is active, they instead get completely disabled for 5 seconds, and after it worns off they don't have any other debuff. The disable effect duration increases as the skill levels up, to roughly ~10 seconds at Level 4.

The ability does not affect Capital Ships or Titans.

So, is it better to use it after Nano Leech to disable them for a short time, or before Nano Leech, to apply a debuff for 35 seconds?

I used to invest my points in Nano Leech, Nano Remit, Hull and Antimatter, but I'm starting to think about swapping Nano Remit for Gravity Pulse, what do you think?

Thanks for the info on Gravity Pulse and the spelling error catch.  I added a duration line to Gravity Pulse for the disable effect.

I've always used Gravity Pulse right after Nano Leech because it shuts down the targets' engines to keep them from running away.  After Gravity Pulse wears off and I'm back full on antimatter, I then hit them with Dissever to take them out.

I've never been a big fan of Nano Remit - Repair Cloud on the Skirantra is just a better repair ability.  The cooldown on Nano Remit is just too long IMO.

Reply #18 Top

I think we've got the errors out of this post and have all of the abilities accurately described.  I'm requesting this post be stickied as it contains useful information to players that are new to Rebellion.

Reply #20 Top

Updated for v1.1 changes (Group Shield, Chastic Burst, The Maw, and ability affects on Corvettes)

I haven't yet had a chance to test these or look at the buff files - I made the changes based on what was in the change log.  If anything here is wrong, please let me know.

Reply #21 Top

Sticky approved.  :thumbsup:

Reply #23 Top

Good guide, thanks for putting all this in one place.

Reply #24 Top

Updated the ability descriptions of Inspire and Impair, Subjugation, Dissever, and Desperation to reflect the fact that these abilities do indeed affect Corvettes. 

Inspire and Impair and Subjugation do make some sense to me as it gives these somewhat less powerful Titans an edge in dealing with Corvettes.  However, the splash damage from Desperation absolutely murders packs of Corvettes and, even worse, Dissever is an instant kill for all Corvettes in range in most cases.  Were these two abilities overlooked in the Titan ability changes with regards to Corvettes?

Reply #25 Top

JOC, I was reading through this, what doe the star levels mean, or more/less what do they do?  Thank you.