There are five types of Auxiliary Skills - Recovery Pulse, Titan’s Protection, Teleport, Sprint, and Titan’s Gaze, which can be selected in the Master selection page. They are used separate to the Master’s skills and have various effects such as securing vision, HP recovery, and teleportation.
Due to the different effect each skill holds, it is important to select the appropriate Auxiliary Skill depending on the Master and your own playstyle. Normally, a position that guards against the enemy attack in the lane goes well with Titan’s Protection or Recovery Pulse.
If the Master generally performs a wide range of activities such as killing neutral monsters, then a movement-related Auxiliary Skill such as Teleport or Sprint would be good. It is recommended for one team member to have Titan’s Gaze in order to have vision of particular areas.
You can check out the skills in the Master selection page of Titan Ruins. You get into the stage where the selection of weapon parts, skills, and nodes are available after selecting your Master. There are five icons beneath the nodes, and they are the Auxiliary Skills.
Only one Auxiliary Skill can be chosen out of five available skills. Each has a different effect, thus you need to select the one that best suits your Master, playstyle, and position in the Titan Ruins. The skill is activated by pressing C in the match.
If you do not change the skill in the selection page, the default skill is Recovery Pulse. Simply speaking, the skill does AoE heals over a short amount of time. It heals 1200HP of the ally team members who are within 5 meters over 5 seconds. Not only the caster, but all affected team members can heal up, allowing players to rescue others who might be in a dire situation during battle. The cooldown time is 130 seconds.
Recovery Pulse is activated instantly by pressing C. A green circle is then created around the Master, and Masters within the range receive the buff. The buff maintains and heals for 5 seconds even after the Master leaves the circle. Thus, it is best to activate the skill with as many Masters around the caster as possible.
The skill is favored by many players for its capability of changing the flow of the game and also because it allows HP recovery outside of the base. The Master who frequently battles against opponents usually selects this skill. The jungler is a good example, as one often collides with enemy Masters while hunting monsters.
Titan’s Protection on the other hand focuses on defense. It provides a barrier on either the Guardian Tower or the Titan Core that absorbs some damage. You can create a barrier that absorbs 5000 damage by pressing C and selecting a nearby Guardian Tower or the Titan Core. The barrier absorbs 5000 damage or disappears after 15 seconds. The cooldown time is 180 seconds.
The amount of damage Titan’s Protection can absorb is quite significant. Considering that the HP of the Guardian Tower is 12000, and 16000 for the base Guardian Tower, the effect of Titan’s Protection is helpful for extra defense. The Masters specialized in defense of the lanes usually select this skill.
Although the best use of Titan’s Protection is defending the ally Guardian Tower, it can also be used for buying some time in certain circumstances. The ally team members can get some time to have an opportunity elsewhere or gather up to strike back while the enemy team is attacking the barrier. However, the caster needs to be careful with the use of it as the cooldown time is considerably long.
A player who values quickly getting to battle or quick movement around the map, such as the jungler, are recommended to take Teleport or Sprint.
Teleport allows the caster to teleport to the ally Guardian Tower or captured Titan’s Sight. By pressing C, the Master teleports to the location selected on the minimap after a 5 second cast time. Press ESC while casting if you want to cancel the skill. The cooldown time is 150 seconds.
The biggest merit of this skill is the unpredictable movement. For example, It allows you to quickly join the battle in the bottom lane even if you are currently in the top lane. It is easy to fluster the opponent team with an unexpected member joining the fight and may drive the situation to the victory as well. The Master with Teleport needs to alway keep an eye on the minimap, understand the situation, and decide when to use the skill or not.
You can also use the skill to quickly capture the Titan’s Sight in the early game. A Master can use the skill on the closest Guardian Tower, and attempt to capture the Titan’s Sight before the opponent team arrives. If the opponent team is late on arriving at the lane, you can also try to capture the Titan’s Sight close to the enemy base, and this would provide a great advantage of securing vision if successful.
Sprint gives an instant movement speed boost. The caster’s movement speed increases by 30% for 8 seconds on cast, and the cooldown time is 120 seconds. Whereas Teleport may change the flow of game, Sprint is the best for survival and chasing.
The Master with this skill needs to make the most of that increased movement speed. For example, the ally team members could secure an objective while the caster charges in the middle of the enemy team, taunt them, and then use the skill to quickly escape. The skill can also be used for chasing down an enemy Master or to quickly join a fight.
Lastly, Titan’s Gaze creates a circular vision device on the selected area around the caster. The cooldown time is 75 seconds, the shortest time out of all the Auxiliary Skills. Although the duration is 5 minutes, it can be destroyed by the enemy Master.
The Master with this skill needs to place the device on important spots. In order to understand the enemy team’s route and/or location of team members, it is typical that the devices are placed in the middle lane or around the Altar where battles occur frequently in the early game.
After some time, the caster then needs to place the device around the important neutral monsters like Tanian King or Kahzor in order to prevent the enemy ambush.
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