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Post by SofaJockey on Jan 7, 2019 20:53:30 GMT
This thread is for the discussion of Colossus builds and loadout strategies. In due course, further threads can describe and discuss play tactics for differing optimal Colossus builds.
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Post by giubba on Jan 28, 2019 18:45:23 GMT
First build directly from the demo is the coil+flamethrower which must admit was pretty satisfying to use. Problem is that outside that i didn't see any other combination. At the moment the colossus looks like a one trick pony.
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Post by saandrig on Jan 29, 2019 11:41:33 GMT
First build directly from the demo is the coil+flamethrower which must admit was pretty satisfying to use. Problem is that outside that i didn't see any other combination. At the moment the colossus looks like a one trick pony. Which coil? The one where the button needs to remain pressed and the shield is lowered? Or the one that auto shoots enemies in front and can be used with the shield up? Haven't tried the flamethrower yet, will take a note. My second preference ended being the armor piercing shot which had a quick cooldown and could shoot the big shield wielding Scars through their shield dealing huge damage (1600+ if I recall the tooltip). Turrets went down in about 3-4 shots of this on Hard. Which defensive ability people ended up using? The Battlecry that aggroes all enemies is an obvious choice for coordinated teams. I had a Battlecry item that had an extra bonus of "100% Charges" and I have no clue what it means. Faster cooldown maybe? I ended up using the skill that reduces all damage to the team by 33% since most of the pugs I went with never took advantage when I used Battlecry. I kid you not, I had a Stronghold run where I had to pretty much solo the first encounter because my teammates just hid waiting for their shields to recharge even after they were hit by a single bullet. It was a long battle. I ended up with a huge group of Scars at one side of the field and two of my team played a shield recharge game with a couple of scouts and few mooks. When I thinned my group I went to help the team (they had one scout almost down to half health and no other progress) and bit later both players died because they didn't move from their hide spot and the Scars that followed me charged and killed them 😥 Probably the worst case of tunnel vision I have seen in a while.
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Post by giubba on Jan 29, 2019 12:08:18 GMT
First build directly from the demo is the coil+flamethrower which must admit was pretty satisfying to use. Problem is that outside that i didn't see any other combination. At the moment the colossus looks like a one trick pony. Which coil? The one where the button needs to remain pressed and the shield is lowered? Or the one that auto shoots enemies in front and can be used with the shield up? Haven't tried the flamethrower yet, will take a note. My second preference ended being the armor piercing shot which had a quick cooldown and could shoot the big shield wielding Scars through their shield dealing huge damage (1600+ if I recall the tooltip). Turrets went down in about 3-4 shots of this on Hard. Which defensive ability people ended up using? The Battlecry that aggroes all enemies is an obvious choice for coordinated teams. I had a Battlecry item that had an extra bonus of "100% Charges" and I have no clue what it means. Faster cooldown maybe? I ended up using the skill that reduces all damage to the team by 33% since most of the pugs I went with never took advantage when I used Battlecry. I kid you not, I had a Stronghold run where I had to pretty much solo the first encounter because my teammates just hid waiting for their shields to recharge even after they were hit by a single bullet. It was a long battle. I ended up with a huge group of Scars at one side of the field and two of my team played a shield recharge game with a couple of scouts and few mooks. When I thinned my group I went to help the team (they had one scout almost down to half health and no other progress) and bit later both players died because they didn't move from their hide spot and the Scars that followed me charged and killed them 😥 Probably the worst case of tunnel vision I have seen in a while. The automatic coil. You prep the target with the flamethrower and you detonate with the coil
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Post by saandrig on Jan 30, 2019 14:07:15 GMT
I am probably the only Colossus out there that didn't use the flamethrower 😁 The armor piercing gun (Railgun I think) was a good long range helper and I wanted to balance the close range Lightning Coil.
Still one of the best Colossus features is the AOE melee jump slam that detonates primed enemies.
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Post by PermTrouble on Jan 30, 2019 23:19:19 GMT
First build directly from the demo is the coil+flamethrower which must admit was pretty satisfying to use. Problem is that outside that i didn't see any other combination. At the moment the colossus looks like a one trick pony. How come no one mentions venom spitter for primer over flamethrower? Is it a weak ability or fire much better than acid for a primer?
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Post by saandrig on Jan 31, 2019 8:55:24 GMT
First build directly from the demo is the coil+flamethrower which must admit was pretty satisfying to use. Problem is that outside that i didn't see any other combination. At the moment the colossus looks like a one trick pony. How come no one mentions venom spitter for primer over flamethrower? Is it a weak ability or fire much better than acid for a primer? Never got it as a drop, so can't really test it. If it's with a longer range than flamethrower maybe it will have it's place. Right now the flamethrower wins fans because it's practically never on cooldown and is very useful in the available Stronghold with all the swarm encounters.
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Post by acehilator on Jan 31, 2019 13:44:53 GMT
The Venom Spitter is not my cup of tea. Range is quite a bit higher than the Flamerthrower, damage is ok-ish, but projectile speed is low with a tiny AoE, and not enough shots. Might be useful for some boss encounters to apply the acid debuff (more damage taken) and prime several times in a row, but Bosses are not easy to prime even on Hard, so not sure about that.
The other build besides Lightning Coil + Flamethrower would be Firewall Mortar + Railgun (less AoE damage, better single target).
And I am getting the sneaking suspicion that at least for harder content all Javelins are only able to use 2-3 builds.
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Post by giubba on Jan 31, 2019 17:48:03 GMT
How come no one mentions venom spitter for primer over flamethrower? Is it a weak ability or fire much better than acid for a primer? Never got it as a drop, so can't really test it. If it's with a longer range than flamethrower maybe it will have it's place. Right now the flamethrower wins fans because it's practically never on cooldown and is very useful in the available Stronghold with all the swarm encounters. Also bathing the foul xeno in holy promethium
The Venom Spitter is not my cup of tea. Range is quite a bit higher than the Flamerthrower, damage is ok-ish, but projectile speed is low with a tiny AoE, and not enough shots. Might be useful for some boss encounters to apply the acid debuff (more damage taken) and prime several times in a row, but Bosses are not easy to prime even on Hard, so not sure about that. The other build besides Lightning Coil + Flamethrower would be Firewall Mortar + Railgun (less AoE damage, better single target). And I am getting the sneaking suspicion that at least for harder content all Javelins are only able to use 2-3 builds. I wanna try in the open demo the combo acid spitter + high explosive mortarr IF i' am able to find em. Of course for harder content there will be 2 max 3 cookie cutter build that will rule, it always happen especially on random groups. But if you play with other 3 guild mate or friends i do not see any problem in trying more unorthodox build
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Post by giubba on Jan 31, 2019 21:38:59 GMT
Good recap video
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Post by SofaJockey on Feb 2, 2019 17:46:33 GMT
interesting Chaosprime build video, enjoy.
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Post by PermTrouble on Feb 13, 2019 2:39:38 GMT
When using Battle Cry I notice it marks targets red. Is this just a visual indicator of aggro or does the mark also debuff the enemy?
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Post by PillarBiter on Feb 13, 2019 7:40:14 GMT
When using Battle Cry I notice it marks targets red. Is this just a visual indicator of aggro or does the mark also debuff the enemy? If the skill does not describe a debuff, it is unlikely that it does.
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Post by commandcodes on Feb 18, 2019 6:26:09 GMT
For Melee, loving the Flak Cannon / Heavy Shield Reinforcement / Heavy Mortar death from above. Works well on Hard on the first Stronghold assault, so you know you're good in world. So far not yet level 30 to unlock higher difficulties.
You can melee everything (sprint shield and flak), all the time. Progression speed is unmatched. Bust out the grenade launcher and autocannon on armor. Heavy mortar is decent for that as well
For the Heavy Mortar death from above, you launch it while in the air, fly forward and land a melee slam right as the mortar hits. Can do the same with Fire Wall mortar, but I prefer explosives, it's versatile and good for pugs
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Post by Doc on Feb 19, 2019 0:30:13 GMT
I had to pretty much solo the first encounter because my teammates just hid waiting for their shields to recharge even after they were hit by a single bullet. I think this is going to be the game until some rebalancing happens. I play Interceptor and Colossus most often. One is for fun and the other is when I actually want to contribute to the fight.
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Post by PermTrouble on Feb 22, 2019 3:10:42 GMT
When using Battle Cry I notice it marks targets red. Is this just a visual indicator of aggro or does the mark also debuff the enemy? If the skill does not describe a debuff, it is unlikely that it does. People keep saying it also lowers elemental resistance but indont remember that being on the tooltip *shrugs*
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Post by PermTrouble on Feb 22, 2019 7:48:23 GMT
I know lightning coil and flame thrower is pretty popular ( i like it too) But it seems like boss mob melee range is a bad idea like the big guy in tyrant. Is there a diff common build for ranged in dungeons. Firewall mortar maybe?
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Post by Doc on Feb 23, 2019 2:40:25 GMT
Dunno if it's effective, but it sure is fun. Freightrain Facetank:
Video is "Hard" difficulty. Nothing happens after the Brute fight, but there's smaller sillier skirmishes prior.
+300% shield damage Component is key, with help from Colossus shield health and recharge buffs. Lightning coil might work well with this build, since it can fire with the shield up.
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Post by PermTrouble on Feb 23, 2019 12:38:51 GMT
Dunno if it's effective, but it sure is fun. Freightrain Facetank: Video is "Hard" difficulty. Nothing happens after the Brute fight, but there's smaller sillier skirmishes prior. +300% shield damage Component is key, with help from Colossus shield health and recharge buffs. Lightning coil might work well with this build, since it can fire with the shield up. Coil with Shield dmg component feels so good imo. Just stampeding through trash is great. That being able to take care of trash so easily is why I'm still not sure if I wanna bother with flamethrower or grab something ranged instead
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Post by acehilator on Feb 23, 2019 17:32:41 GMT
If you don't want to use Flamethrower + Lightning Coil, try Railgun + Firewall Mortar.
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Post by Doc on Mar 1, 2019 0:29:15 GMT
Anyone know more about the C'lossus shield? It's not in the gear section of the journal menu. I'm trying to find out which bonuses and damage types apply. Does the shield count as gear? Damage appears inconsistent in-game when I try to test.
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Post by BamBam the Destroyer on Mar 4, 2019 0:39:34 GMT
The shield counts as melee, whether you use it flat (just charging) or swinging
Though, unlike the colossus base melee (ground pound), it does not det primers
I find the damage to be pretty consistent, though it may be more if you hit a unit multiple times when charging, which is a good thing
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Post by BamBam the Destroyer on Mar 4, 2019 1:50:49 GMT
So... here is some info to help clear up the chart a bit. Please note that this does not take into account Masterworks and Legendaries.
ORDNANCE LAUNCHER ABILITIES
High Explosive Mortar Pros -Good Damage -Detonates Primers Cons -Rather slow and unresponsive to use and target- you cannot just tap to shoot, you have to hold for a split second and release -Projectile has considerable travel time, you will have to 'lead' mobile targets, and effectiveness drop-off with long range is considerable -Only on shot in reserve This is mediocrity at its finest. It is rarely useless, but almost never particularly useful.
Burst Mortar Pros: -Multiple Projectiles mean larger changes for hit -You can move around to change your aim in the middle of a volley Cons -Inaccurate, often rather low single target damage -Slow and unresponsive to use, just like its single shot cousin the High Explosive mortar -Only one volley in reserve, you must use the whole volley -Does not prime or detonate In my opinion, this is the worst gear for this slot. The Firewall Mortar is better against trash, the heavy mortar is better against bosses, and the lightning and shock coils are MUCH better at close range. This guy just doesn't stand out anywhere.
Firewall Mortar Pros -Covers a broad area, primes all enemies -Burns for a LONG TIME-you can potentially get multiple combos out of a single use Cons -Slow and unresponsive to target and fire -Only one shot in reserve -Some enemies are wholly immune to fire damage This is probably the best 'combo whore' gear for this slot for team play. While both are pretty good on their own, it is inadvisable to bring both the firewall mortar and the flamethrower-their purposes are largely redundant and will impair you greatly against fire-resistant enemies
Lighting Coil Pros -Quick and easy to use - just turn on and turn off -Sizable Capacity -Can be used with the shield up -Detonates Combos Cons -Very short range -Cooldown is on the long side when depleted -Lacks the splash of its competitors This is a fantastic 'diver Colossus' Weapon. If you prefer to stay at range, this will not be very useful
Shock Coil Pros -Quick and easy to use -Sizable Capacity -Primes enemies for combos -Good Splash Cons -Very short range -CANNOT BE USED WITH SHIELD- you have to tank all incoming fire This is also a good 'diver Colossus' weapon. It is more damaging than the lightning coil, but less survivable to use
HEAVY ASSAULT LAUNCHER ABILITIES
Siege Artillery Pros -Great Range -Quick and easy to use -Detonates combos Cons -Lower damage than some of its counterparts -One shot in reserve, long cooldown It's simple and it hits hard, but some of the more complex weapons are simply much more effective
Flamethrower Pros -Ignites all enemies in a line, priming for combos -High capacity -Reasonable cooldown -Can damage Scar enforcers through the shield-though damage is reduced -Quick and responsive to use Cons -While not horribly short, range is on the short side -Some enemies are wholly immune to fire damage This appears to be the community favorite for this slot, and for good reason. It's versatile, it's responsive, the damage is respectable, and the list goes on. It would be my first recommendation as long as you are not fighting Ash Titans. One note: Do not tap-release-tap-release for groups of enemies, just hold it down and go side to side. It does take a quarter second or so for the thing to get going immediately after you stop.
Flak Cannon Pros -Powerful at close range -Quick and responsive -Two charges Cons -Only really potent at melee range -Long cooldown -Does not prime or detonate What kills this one for me is the cooldown. It's too long. It's powerful, but you better hope you kill whatever you hit with it, or have a backup damage source to finish them off.
Railgun Pros -Hard hitting shots (significantly harder than the siege artillery) -Detonates Combos -Fantastic Range Cons -Requires a charge up to hit hard -Cooldown is on the long side -One shot in reserve If you like to keep the enemy far away, this is probably your best choice. Even so, the charge up can be a problem when time is tight.
Venom Spitter Pros -Combo Primer -Good Capacity -Relatively Fast Recharge -High rate of fire Cons -Underwhelming Damage Like the artillery cannon, the Venom Spitter (in my opinion) trades power for versatility. It just doesn't stand out.
SUPPORT GEAR
Battle Cry Pros -Keeps the enemy off your more fragile allies Cons -Keeps the enemy on you, stresses your shield I'm not gonna lie, I've never found this to be particularly useful. If you want to disrupt, you can just charge in with your shield. Then again, I've never gone above Grandmaster I.
Shield Pulse Pros -Provides and AoE defense buff Cons -Doesn't do much good if you are already low on health - you must learn to effectively guess when the pain is coming This is a good ability to use before you go into the mess of things. But it likely will not save you or busted up allies.
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Post by Innocent Bystander on Mar 4, 2019 2:38:56 GMT
Though, unlike the colossus base melee (ground pound), it does not det primers Shield Charge, slamming enemies by sprinting into them, doesn’t detonate, but Shield Slam, meleeing them with shield drawn does. I’m using Vassa’s Arc and Soylent Green for blowing shit up extra fast and very high. Priming supplied either by teammates or Ralner’s Blaze.
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Post by BamBam the Destroyer on Mar 4, 2019 2:40:14 GMT
Since I already wrote all that, may as well:
COLOSSUS NATIVE ABILITIES (or lack thereof- see below)
Heavy Smash (Basic Melee)
This is an AoE combo detonator. This does have a slight cooldown; you cannot tap the button till the cows come home like you can with an Interceptor.
Siege Cannon (Ultimate) Your Ultimate. Hits are devastating, and if you fire quickly you can get three shots. Like all others, it makes you temporarily invulnerable, and does fully heal you. It is not unheard of to use this for healing during boss fights.
Weapon Classes The Colossus can use Autocannons and Grenade Launchers. It cannot use Heavy Pistols.
No Dodge The Colossus does not have evasion abilities like the other classes do, either in flight or on the ground.
No Overshield The Colossus does NOT have a basic overshield (or whatever it's called in this game) like the other classes do. That is, all hits on your core with directly come off your health pool. The Colossus is, as a result, much more dependent on health drops than the other classes are. The Colossus can also regenerate some (not a lot) of health while low on health and out of fire.
Deployable Frontal Shield The Colossus can deploy a shield for cover as a substitute for its lack of dodge and overshield. Think of it as Temporary Mobile Cover- that's exactly what it is The Frontal Shield only covers the front, shots in the back will come directly off your health pool -The Frontal Shield has a health bar that recharges when it is not deployed -If the Frontal Shield is broken, it will stagger the Colossus and impede its movement temporarily -You can revive fallen allies with the shield up -You cannot shoot or use most abilities with the shield up -The Frontal Shield can be used as a weapon in two ways: -'Shield Charge': Sprint and run into enemies. -This will knock down most 'trash' enemies and do some damage. -The shield remains up, but be careful about charging past enemies and letting them shoot you in the back. -You will bounce off of larger enemies, which will stagger you and lower your shield -This does not detonate primers -'Shield Slam': Use the melee button to swing the shield at an enemy. You do NOT need to be sprinting -This takes some practice to land consistently, especially while sprinting. -The shield does not protect you for a second when you swing -This does detonate primers -The Frontal Shield can be deployed in Flight- and that is a big deal -You can use it in flight to tank damage from ground fire that you would evade with other classes -You can use it in flight to ram enemies and damage them -This takes practice, but you can knock enemy hovering units out of the sky in horizontal flight with the shield. This is a great way to get them close for your close range weapons
Colossus Components The Colossus has a set of components that are only available to it. I'm not going to list them all here, but some basic guidelines are: -Stick to Colossus Components as much as you can. The health bonuses are HUGE compared to universal components of a similar level and rarity. -Grab the shield damage boost component, and keep one on all the time. It turns out a 300% boost is quite a bit.
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