Code of the Earthshaker: Everything you need to know to turn a gunfight into a fistfight
Code of the Earthshaker is path for the Titan that focuses primarily on dealing damage over time. This guide will only cover abilities unique to the Code of the Earthshaker and not normal Titan abilities like Barricades or Jumps. Let's go over the ability nodes in the order in which they would be unlocked.
[b]+ Seismic Strike[/b]
- After sprinting for 1.5s unleash a charging attack which explodes on impact. This attack travels 8m and has [url=https://youtu.be/C4lVjLveGOI]strong lock-on[/url]. Hitting an enemy with this attack releases an explosion from the player that deals melee damage to everything with 5m.
Interestingly how this attack works is that it actually reduces the player's melee damage by 88%, but then releases the explosion that deals 100% melee damage to all targets hit by it, including the initial enemy that activated it. Thus that enemy takes 1.22x melee damage. Any enemy killed by the explosion counts as an arc melee kill.
[b]+ Aftershocks[/b] (Outdated)
- Enemies damaged by Seismic Slam recharge grenade energy. Keep in mind that enemies only need to be hit by the attack, not actually killed by it in order to get grenade energy back. As to how much you get back, i'm afraid that is...confusing. I couldn't derive any sort of sensible pattern so i'm simply going to just post my results and let you do what you will with it.
[spoiler]1st Grenade
Enemies_____1______2______3_____4______5___
0x Mod_____(40%)__(40%)__(80%)__(80%)__(100%)
1x Mod_____(40%)__(60%)__(60%)__(80%)__(100%)
2x Mod_____(20%)__(40%)__(60%)__(80%)__(100%)
2nd Grenade
Enemies_____1______2______3_____4______5___
0x Mod_____(20%)__(60%)__(60%)__(80%)__(120%)
1x Mod_____(40%)__(60%)__(80%)__(100%)_(120%)
2x Mod_____(60%)__(60%)__(80%)__(80%)__(100%)
[At time of publication I was not able to acquire a 3rd Arc Ordinance mod][/spoiler]
[b]+ Magnitude[/b] (Outdated)
- Gives the player a second grenade and increases the duration of grenade effects. The player's first grenade gains 2x the player's grenade cooldown while the seconds grenade has the normal cooldown. If the player throws the second grenade at any point while the first is still recharging the cooldown immediately doubles to that of the second grenade. As to the effect duration the exact affect differs by which grenade the player is using.
• Flashbang Grenade increases stun duration in PvE from 7s to 9s
• Flashbang Grenade increases Blind duration in PvP from 4s to 6s
• Pulse Grenade increases its number of pulses from 6 to 8
• Lightning Grenade increases its number of pulses from 4 to 5
[b]+ Terminal Velocity[/b]
- Fists of Havoc leaves a damaging shockwave after every slam that deals DoT and deals increased damage the longer its in the air. After a 1s delay a shockwave will appear at the origin of the slam and damage everything within 5m (shorter than the actual slam's radius). This shockwave pulses five times with a 1s delay inbetween. The shockwave deals 36% the damage of the slam with its own falloff.
The damage increase works kind of strangely. If you spend less than 0.5s in the air there is no damage increase. Spending between 0.5s and 1s in the air grants half bonus damage. After the slam damage is applied three instances of 30% maximum slam damage are applied in rapid succession with no fall off, totaling in a 90% damage increase. For any time longer than 1s six instances of 30% maximum slam damage are applied, totaling in a 180% damage increase. Because the damage in applied in rapid succession if a target dies before all the damage is applied it will appear as though the slam did less damage because not all the damage numbers will appear.
[u]Fun Facts[/u]
• For Fists of Havoc using the forward leaping slam gives the player more "airtime" than using the straight down stationary slam, making the former more suitable for attempting to get the bonus damage.
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