Greetings one and all.
Today I would like to introduce you to my Tyrant build: Tube Reaver's Tyrantium Rage!
So let me explain the class then why I use this build.
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Just look at that smile. |
Tyrant
Simply put the Tyrant is a god of war and one big badass mofo.
He has the highest base health out of all the classes and when he uses Ignore Pain he becomes a tanky meat-shield for his team.
However don't make the mistake in thinking that the Tyrant trades damage for higher health and being tanky.
The Tyrant is a hard hitter, and if you piss him off he will go all Hulk/Super Saiyan and lay the smackdown on you!
Tube Reaver's Tyrantium Rage!
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Tyrantium Rage. |
The philosophy of this build is pretty much an "eye for an eye". They get your health low, well you PUNISH them for it! If you enjoy risk-reward play-styles and love dishing out damage and pain, then this is the build for you.
The build relies on getting a %damage as well as a %movement speed boost the lower your health gets with enrage, and with the berserker perk you get an even greater %damage boost when your health drops below 33% (I also have a special charge which also functions the same and therefore supplements the berserker boost).
Currently the Enrage % melee damage boost seems to boost all the damage output of the tyrant, including ability damage and fall damage caused by the tyrant's shockwave knockback (if the human player is on a ledge).
Why Charge?
I personally prefer Charge/Marathon over Jump, as there are certain maps where Jump is rendered useless due to the human team being able to camp inside, however you could easily charge indoors. (Also I was lucky enough to get a special charge which compliments my build.)
However on more open maps like Freeport I would suggest going with Jump.
Now if you're debating between charge and marathon, then keep the following in mind:
Marathon has quite the longer cooldown therefore you won't be able to re-engage as I stated above.
However there are times when I literally stop dead short of knocking the humans, and wish I had marathon equipped, so if you feel like charge isn't enough to reach them to even engage initially, then switch to marathon.
Why Ground Slam?
I think ground slam compliments charge pretty well as a combo, because with a good charge you end up going through some humans, so you are technically surrounded, and therefore it would be better to use ground slam over shockwave which will only hit in one direction.
How to use it?
This build is perfect for initiations and engaging the humans with. (However don't rush in alone expecting to solo 4 humans.)
When you spot the filthy rebel scum, you pop enrage from the start, and then begin your charge (for the movement speed boost). After charging through them use your ground slam to keep them stunned, then start to lay down vampire law on their asses and pummel away at them with your melee attacks.
So it's basically
Enrage > Charge > Ground Slam > Melee attacks.
There are instances however when you should
Charge > Ground Slam > Enrage > Melee attacks.
If you are close enough that you'll charge most of them without needing the movement speed boost of enrage, then save it, and pop it when you're in the midst of them, so you are enraged for a longer duration.
Don't Kamikaze!
If you feel like you're taking too much damage, it's fine to withdraw. Just because you do more damage the lower your health gets, that doesn't mean you should swing away blindly until you're dead. The reason for this is because the Tyrant's animations can be quite slow, and if you're being shredded with arrows and bolts then it's best to try and take cover and regen. In that time your cooldowns should be over and you're ready to charge back into the fight, and with your health pretty low already you can surprise them with sudden burst damage that takes them out.
Pros and Cons of the Build
Pro: You deal a LOT of damage per hit in this build. Under the right circumstances you could even one-shot.
Con: Most of your damage relies on you being on low health, and you are especially weak to Bolas.