Survival Mode Season 3: Titan's Training Sim

Titan’s Training Sim is a Survival Mode 2.0 instance taking place in the Titans Tower.

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Overview

  • Titan’s Training Sim is a Survival Mode 2.0 instance taking place in the Titans Tower.
  • Progress points are given after every two rounds and after round 10 the adds and bosses appear again, but with higher CR.
  • Size: 6 player
  • Required Combat Rating: 350 (356 recommended)
  • Reward: Data Chips
Related article links (6)stub · expanding it with additional information · Survival Mode 2.0 · Titans Tower · Combat Rating · Data Chips
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Synopsis

  • The Teen Titans are looking for the best of the best to run their new Advanced Holographic Technology through its paces. Think you've got what it takes?
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General Tips

  • It's a marathon, not a sprint. More DPS = shorter fights = less time for mistakes to happen, but max DPS doesn't equate to cleanest/safest. I've found a balanced approach is best.
  • You don't need to be some meta DW flurry spam group to do well. SM is all "about passing the exam," ie. knowing the mechanics and doing them. The better you do the mechanics, the easier your life is to the point you can completely trivialize most of the bosses. Mechanics come first, always.
  • The DPS doesn't need to be max CR/SP as long as they're good at the mechanics and can do good damage regardless. The supports, especially the tank, should be, as you really want the toughest shields you can get your hands on. That said, the tank is the most important and beyond that there's a lot more flexibility. Don't think you can't do SM if you aren't maxed out yet.
  • Robot Sidekick (and pets in general) is your best friend in here
  • Manacles of Force is worth thoughtful consideration
  • Additional tip that virtually everyone has overlooked: Lazarus Pit Water is OP af in SM, especially in the longer, higher rounds where it's basically up as often as you need it to be and it has the potential to snatch victory from the jaws of defeat where you'd otherwise lose 40+ minutes of work. With the potential exception of DPS vs Vampire Lord (due to the soft DPS checks on his shadow pets), the more people who can run it the better. I keep it in my primary boss loadouts then have backup "He is Risen" loadouts that I quick swap to to replace Lazarus w w/e artifact I want. Don't just insta-pop it though; do revives like normal with Water as a last resort, to be popped at the last second if it's in doubt that someone can reach the cog in time. Even if you know you're going to die as soon as you get up, you'll still get another 10s window where hopefully a teammate can revive you.
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Tank Build

  • Tank is the most critical role in SM and, in addition to knowing the bossfights to a tee, you should be built to maximize your chances of success. Since that's heavily PVP dependent with no sustained blocking and no adds (that you're ultimately responsible for) outside of trash waves, that means your tank build's gonna be a lot different.
  • Home Turf Mods:
  • Head: If you're Super Speed, and using it, Energized Dash Attack is ideal. Otherwise this is player's choice.
  • Neck: Fortified Assault, with extra in your inventory in case you want to switch to Fortified Blocking for Ultraman (if his lunge combos are messing you up more than his ranged attacks). Overall, Fortified Assault is BiS in SM since we spend most of our time kiting and waiting to PVP the bosses
  • Chest: Hearty
  • Legs: W/e one helps you, if any
  • Hands: Regenerative Shielding
  • Feet: Explosive Block. This makes boss fights so... so much easier. With PVP mechanics being so prevalent, you nets you a lot more time with the boss on its *** while allowing you to instantly reset him back to kite distance.
  • Artifacts:
  • Manacles of Force + Dilustel Refractor + Mystic Symbol of the Seven. This gets you max health, max dom, max resto, and max survivability.
  • Weapons:
  • Rifle vastly simplifies your job in 9/10 boss fights. The ability to PVP at max range while maintaining your distance is invaluable. It also has the best lunge "duration," allowing you to pre-empt, for example, skull attacks on bosses that often have lungeable skull attacks, completely negating all damage and allowing you to do a second counter before the window closes.
  • Loadout:
  • Maximum mitigation and survivability with a single, instant, ranged taunt. The more clippable your loadout, the better. Obviously this will vary from power to power but the goal is to be able to save yourself in those "oh ****" moments. SM is long stretches of boredom followed by near-death moments. If you can, Dash Attack is a good
  • Soder/Trinkets/Etc:
  • For most of the climb you can rock offensive trinkets/pets/etc but at a certain point, especially for certain bosses, you should have a 100% pure "I don't want to die, mommy!" setup. For that, I recommend you have an armoury with. Sidekick + Personal Dampening Field + Fiendish Brute's Tome + Heartthrob. Sidekick should be popped whenever available. Personal Dampening Field is a free, clippable, stacking 32k shield. Clipping Heartthrob to Fiendish Brute's Tome nets you an instant, massive health buff, which can be used defensively like an additional shield.
  • Unorthodox Min:Max
  • Use Robot Sidekick combined with the Soul Link Affinity. It's exceptionally reliable, gives you an extra 2% mitigation, ups group DPS with no additional effort, gives the bosses something else to target, and can body block.
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Round 1

  • Baron Von Savage
  • Weapon: Staff
  • Tanking PVP Mechanics:
  • Does uncounterable RA taps
  • Feints Block into Lunge
  • Feints Lunge into RA (really loves doing this)
  • Never (or virtually never) does normal lunges without being connected to a feint. If you think he did a normal lunge but you can't tell if he feinted Block into Lunge, don't block until you see the melee combo start or you risk granting immunity
  • Your lunge reflex instablock game is gonna be strong after having faced a brawler. Turn your muscle memory off and remember not to block the second he lunges because it's always, or almost always, a Feint and he will ruffle your jammies
  • Fight Mechanics:
  • Has two skull attacks, which he alternates. Random which one he starts on but it doesn't matter because the animations are completely distinct.
  • Pentathrust Skull attack - very fast such that if you're in range, it's gonna hit you. Will merc non-tanks but pretty safe for the tank
  • Ye Olde Tusken Dune Raider Skull attack - slams the butt of his spear into the ground then pumps it into the air like you called his mother a bantha. Anyone not blocking will be OHKO'd.
  • Every now and then he'll look away from the tank, throw his poop at someone, and jump at them. He will often follow this with a lethal (to non-tanks) PBAOE slam attack, a (lethal to non-tanks) frontal spear slam, or his (look if you're a non-tank just assume everything that his you is always gonna kill you in here ok?) Pentathrust skull attack
  • Best Tactics: Tank: Kite around the outside of the room while PVPing accordingly. Be very careful not to react incorrectly to his feints. He's otherwise pretty harmless. Easiest weapon to tank this fight with is Rifle. If using other weapons, clip your lunges to avoid closing the distance every time you go to PVP him in order to ensure he does as many of his freebie knockdown feints as possible.
  • Troll/Heal/DPS: Stay spread out at mid to long range. If you ever see him turn and throw his poop, **** immediately.
  • Survival/Mitigation: People (stupidly) die in this generall by not GTFOing when he throws his poop or by not blocking his Tusken Dune Raider co-splay. Remember to block ever skull until you're sure it's safe. Everyone should keep their soder off CD to pop immediately after Dune Raider goes off, which will hit everyone who's blocking for hefty %-based damage.
  • Tips:
  • Uses Skull attacks less often when continually kited and properly PVPed
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Round 2

  • Impassioned Catwoman and Carol Ferris
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Round 3

  • Deathstroke
  • Weapon: One Handed/Staff/Rifle/Bow
  • Tanking PVP Mechanics:
  • Almost all of his skull atacks are lungeable. Times correctly/preemptively, they can all be double-stuffed to keep him on his *** for twice as long
  • If you see him do a backflip, start lunging him as it's immediately followed by counterable RA (also double-stuffable)
  • Does Arrow Storm (lungeable but hard to double stuff)
  • Feints block into lunge
  • Does rifle's lungeable combat role (will usually CC you and require breakout)
  • Blocks normally
  • Does normal lunges (just walk/run away when he does this and it cancels his follow-on combo)
  • Fight Mechanics:
  • Shortly after you start the fight, he will drop a supply drop on himself and do his lethal beam attack. Tank needs to move him about haveway to the center of the room and keep him pointed such that, when he starts turning his beam, the group will be able to safely follow it in a circle around him. (The beam always goes clockwise)
  • At regular intervals he will activate Ikon Suit, which must be broken by damage. It's a good idea to coordinate an Orbital Strike order, as the Ikon Suit spacing is such that if everyone takes turns dropping a Strike each per Ikon, the first person to go will be ready again just before the fifth Ikon Suit happens.
  • He mostly just chases the tank around and gets put on his *** like a chump
  • Best Tactics: Tank: Kite wide around the room and PVP accordingly. Stay at max range to make it harder to for him start melee comboes. Tanking/PVPing this with rifle is easiest.
  • Troll/Heal/DPS: Don't get too close, don't clump up, and don't fall asleep.
  • Survival/Mitigation: The most dangerous attacks he has are rifle forward roll and his melee combos. The rifle forward roll can pull off some nasty damage spikes if the tank gets CC'd at an awkward time. If you hear/see the rifle, drop heals/shields
  • Tips:
  • Do not forget about the beam attack at the start of the fight. Do not forget about the beam attack at the start of the fight. Do not forget about the beam attack at the start of the fight.
  • _ You should be lunging Deathstroke out of everything. Rifle is ideal for tanking him as it lets you start your lunge the moment before the skull disappears & the attack starts and interrupt before any damage is done, followed immediately by another lunge for a second interrupt on the same vulnerability window. You should never be anywhere near him, staying at max range as much as possible.
  • The only skull attacks he has that aren't counterable are his beam at the beginning and Shock Staff (which he'll only do if someone is too close).
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Round 4

  • Darkfather
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Round 5

  • Evil Cosmic Boy
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Round 6

  • Furious Metallo and Vice
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Round 7

  • Conjured Minotaur
  • Weapon: One Handed
  • Tanking PVP Mechanics:
  • 100% incapable of blocking. Can be pre-emptively lunged with impunity. (Seriously, you can trivialize much of this fight if someone other than the tank just spams rifle lunge on him non-stop)
  • Spams RA hold attack for heavy damage to tank. Will do it 2-4 times back to back.
  • 100% incapable of feinting
  • Does normal lunges followed by melee combos. You can walk away if you're moving when he lunges but the comboes track well and have a good range, so can be hard to pull off reliably Usually safe to roll but if you're not quick you'll eat the tail end of tap-tap-tap-hold.
  • Fight Mechanics:
  • Fundamentally the same as Underworld Trials minotaur without the adds.
  • Will occassionally throw beefy, slow-moving axes that deal heavy damage. Avoid them
  • Will summon orange spinning weapons around the room that follow a specific player. Avoid it and don't drag it onto other people.
  • Skull attack - aims at a player and charges them. Tracking stops when he starts running
  • Summons holographic chains on the cardinal directions of the room (a chain spawns every other charge). Group has to get him to break the chain with his charge. Failure to break the chain results in increasingly negative consequences in the form of more and more deadly and aggressive behaviour from the minotaur with each successive miss.
  • Will occasionally do a soft "lunge" that does low damage but causes a large knockback/stun effect and is generally followed by more deadly attacks on w/o it connects with
  • Best Tactics: Tank: Loosely kite him around the room but try to keep him positioned such that you can get a good charge at chains when they spawn. Most important thing is to stay away and lunge his RAs. Strongly recommend rifle for this fight, as it allows for cleaner pre-lunging while staying at a safe range.
  • Troll/Heal/DPS: Stay away from minotaur and dodge axes/aoes. Quickly identify and position to break chains.
  • Survival/Mitigation: The primary danger to the tank is Minotaur's RAs. Tank should maintain low level mitigation while keeping most available to pop whenever minotaur starts his throw spam. During throw spam, healer should be read to keep the tank topped off.
  • Tips:
  • Do not prioritize chains over dodging aoe. The easiest way to wipe this fight is by grouping up at a chain with an aoe tracking someone and everyone getting caught/CC'd in it because they had tunnel vision trying to break the chain. W/e is being tracked, either stay farther out from the wall than your teammates or stay a little offset and, if you're targetted with charge, line it up at the last second. You can afford to miss a few chains but this is the hardest fight to revive people in (minotaur doesn't have a set rotation with grace periods to allow for revival, like the more overall lethal bosses do).
  • Tanks can be the target of charge. Charge target may not be who it looks like it's going to be (he can swing 45 degrees sometimes before he starts running, it's janky)
  • When tanking, don't be afraid to use Dash Attack's movement boost to quickly reposition if an AoE is uncomfortably close to you while he's doing his charged ranged attack spam. That's the combination of factors most likely to cause problems in general. While you can simply move and let someone else handle the lunges, just popping Dash trivializes the situation, lets you get clear instantly, and gets you back on point.
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Round 8

  • Possessed Beast Boy
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Round 9

  • Krona
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Round 10

  • Superman (Sixth Dimension)
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