Skill loadout for the TL Anklyon?

I was watching a guide video for the TL titan (I primarily play Vasari, but want to try new things) and the video poster claimed that the weapon damage buff along with Furious Defense were the titan's worst abilities, and they only get 1 point at level 10 once everything else is maxxed out.  Looking at Furious defense, it seems like much too good an ability to pass up.  But I'm no TEC player, what are your guys' preferred skill sets with the Anklyon?

13,347 views 12 replies
Reply #1 Top

I build such that at lv 10 i have something around lv 2 furious, lv 4 shield, lv 4 gtfo bubble, lv 2 ultimate, lv 4 hull, lv 3 am, lv 1 damage.

Reply #2 Top

2 - Disruption Matrix

2 - Furious Defense

4 - Group Shield (at level 4 this gets you 83% damage reduction)

2 - Inspire and Impair (this is an awesome ability: lvl 1: 50% weapon cooldown increase for enemy ships in the grav well, -50% for your ships. lvl 2: 100% cooldown increase for enemy ships, -75% for your ships)

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2 - Health/shields

4 - Weapons

2 - Anti-Matter

 

The most important abilities for the TL titan are, IMO, Group Shield and Inspire and Impair. Both give your fleet a huge advantage in pretty much any battle. 4 points in the weapons upgrade makes it actually do a reasonable amount of damage. With 2 in Furious Defense and 2 in Health/Shields it is tough enough to stand up to an awful lot of punishment. Sometimes I put 4 in Furious Defense and 0 in Disruption Matrix, depending on what I'm facing.

Edit: Sorry, the last part is backwards. Should be: Sometimes I put 0 in Furious Defense and 4 in Disruption Matrix, depending on what I'm facing.

Reply #3 Top

Quoting JJBuck2, reply 2
2 - Disruption Matrix

2 - Furious Defense

4 - Group Shield (at level 4 this gets you 83% damage reduction)

2 - Inspire and Impair (this is an awesome ability: lvl 1: 50% weapon cooldown increase for enemy ships in the grav well, -50% for your ships. lvl 2: 100% cooldown increase for enemy ships, -75% for your ships)

--------------

2 - Health/shields

4 - Weapons

2 - Anti-Matter

 

The most important abilities for the TL titan are, IMO, Group Shield and Inspire and Impair. Both give your fleet a huge advantage in pretty much any battle. 4 points in the weapons upgrade makes it actually do a reasonable amount of damage. With 2 in Furious Defense and 2 in Health/Shields it is tough enough to stand up to an awful lot of punishment. Sometimes I put 4 in Furious Defense and 0 in Disruption Matrix, depending on what I'm facing.

Edit: Sorry, the last part is backwards. Should be: Sometimes I put 0 in Furious Defense and 4 in Disruption Matrix, depending on what I'm facing.
End of JJBuck2's quote

 

From what I can tell from the abilities this guy can roll pretty well solo but is god mode with a fleet.  I'm at work so i can't try him out yet, but from what it looks like he's pretty awesome.

It seems the TR have a lot more extra weapons tech though, is this guy and the 2 starbases worth losing that tech?

Reply #4 Top

Quoting ShibbyGTR, reply 3

From what I can tell from the abilities this guy can roll pretty well solo but is god mode with a fleet.  I'm at work so i can't try him out yet, but from what it looks like he's pretty awesome.

It seems the TR have a lot more extra weapons tech though, is this guy and the 2 starbases worth losing that tech?
End of ShibbyGTR's quote

It depends on how you like to play. The TEC Loyals can do a better economy than the TR (more SB's with Trade Docks along your trade route) and can certainly lock down planets better. I like to play defensively so the TL are more to my liking than the TR. As the 2 factions stand now, the TR are clearly overall more powerful than the TL, since the TL's bonuses are overall fairly weak. Even 2 SB's can easily be overcome with the right fleet.

Overall, I like building a well-rounded fleet and the Anklyon is perfect for supporting any size fleet so between the TL and the TR I go with the TL.

Reply #5 Top

At level 10 I typically have two skill load outs for my anklyon. The primary is level 4 health, 4 anti matter, 4 group shield, 4 furious defense. 2 inspire and impair and 2 disruption field (taken on the last level). I consider this the supporting tank role. The secondardy is 4 health, 4 weapon, 4 furious defense, 4 disruption matrix, 2 inspire and impair and 2 anti matter( taken last). I consider this the unstoppable offensive juggernaut role.

Reply #6 Top

jjbuck. it does not give an 83% reduction. Sins stacking. more like 45% damage reduction.

 

the tec rebel's weapon techs are some of the worst deals out of all the techs avalible in rebellion. totally worth skipping out on those... hell i often dont even get up to researching all their prereqs. armor and hp are a much better deal.

Reply #7 Top

True, the actual reduction works out to 45%. The info card says 83% so thats what I was quoting. Just like how Inspire and Impair's 100% increase to enemy weapon cooldown really means their weapons are half as effective, where as if you read it literally it sounds like it shuts them off altogether.

Reply #8 Top

Quoting JJBuck2, reply 8
True, the actual reduction works out to 45%. The info card says 83% so thats what I was quoting. Just like how Inspire and Impair's 100% increase to enemy weapon cooldown really means their weapons are half as effective, where as if you read it literally it sounds like it shuts them off altogether.
End of JJBuck2's quote

 

Wait what?  I'm confused?  How exactly do these mechanics work?  These percentages aren't accurate?

Reply #9 Top

The percentages are accurate, but the stacking in sins occurs by a series of formulas rather than strict addition.

For instance, a 50% buff to damage isn't actually +50% DPS.  It's actually (let me see if I can remember this one as positive buff formulas are the more complex ones) 2-1/(1+<buff>).  That means that a buff that says it increases damage output by 50% actually increases it by 33% in terms of the actual calculated damage.

Damage reductions work in a similar way: 1/(1+<buff>).  So a -100% damage buff won't shut off your weapons but instead cut their DPS in half.  Armor also works in this manner where the damage a ship takes is 1/(1+0.05*<armor>).

Reply #10 Top

Quoting Volt_Cruelerz, reply 10
The percentages are accurate, but the stacking in sins occurs by a series of formulas rather than strict addition.

For instance, a 50% buff to damage isn't actually +50% DPS.  It's actually (let me see if I can remember this one as positive buff formulas are the more complex ones) 2-1/(1+<buff>).  That means that a buff that says it increases damage output by 50% actually increases it by 33% in terms of the actual calculated damage.

Damage reductions work in a similar way: 1/(1+<buff>).  So a -100% damage buff won't shut off your weapons but instead cut their DPS in half.  Armor also works in this manner where the damage a ship takes is 1/(1+0.05*<armor>).
End of Volt_Cruelerz's quote

 

So for us stupid people, all of the percentages do half of what it seems like they're saying.

Reply #11 Top

no.

 

 

Reply #12 Top

Quoting ShibbyGTR, reply 11
So for us stupid people, all of the percentages do half of what it seems like they're saying.
End of ShibbyGTR's quote

"Half" is not completely accurate but it's close . It will be slightly different for positive buffs (-50% weapon cooldown) than for negatives ones (+50% weapon cooldown). Usually, I think, positive buffs are slightly better in terms of total benefit than negative buffs. As per Volt's example, a 50% buff to damage results in an overall 33ish% increase to dps while a 50% damage reduction would essentially cut dps by 25%.