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[Guide] Rocket Rogue TTK 23s - Rogue Enters the Nova Corp [Movement Build]

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BUILD DIFFICULTY: EXPERT, FOR THOSE WHO WANT SOMETHING THAT ISN'T TOO EASY

NOTE: This build uses two bars. If you wish to use two bars you can bind keys so you can switch between them. Just go to your Options Menu, Go to the Keybindings Tab, Scroll all the way to the botton and you'll see Ability Set 1, Ability Set 2, Ability Set 3. You can set key bindings for all 3 or just 2 of them. I advise just 2 of them since that is all you need. Then you're ready to go.

THE BUILD

http://marvelheroes.info/build/48062/

Rocket Rogue, Nova Rogue, Rubberband Rogue, Yoyo Rogue, I don't know what to call it but I'm finally able to say I DID IT! It is normally impossible to get the full benefit out of Nova's Stolen Power (Blast Off) but by using the technique detailed in this guide, you will be able to do so in rubberbanding style.

The one thing you should know is how the Nova players do their rotations. This way you can see what I am trying to copy with Rogue. You can check out this Nova video here for an example of a Nova build:

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I am happy to say I have found a way to emulate this playstyle using Vanish and Blast Off. Not perfectly because there are some quirks but for the most part, I can actually do it.
Of course I know it's not as simple as all the punchy builds she has but what's the fun in a basic punchy build anyway? Who doesn't want to be THE HUMAN ROCKET!
Check out the video below to see how the build works and how I play it.

TTK/HOW TO PLAY THE BUILD:

TTK 23s: First Hit Starts at 0:08:00, last hit at 0:31:00
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HOW TO PLAY:
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POWERS:

1-POINTED POWERS:

VANISH: This is one of your main abilities for pulling of this combo.

DEADLY THROW: Increased Brut chance and brut damage. Helps with your TTK a lot. I put one extra point in here because there was no where else to put that last point.

DEMONIC BARRIER: Great burst heal from just activating this skill, so it's very useful for survival. Putting one point in it will still give you enough healing to fill your health bar. Worldmind approves.

DEVASTATING CHARGE: This skill clears Blue and Yellow Elites in one hit. Definitely helps in Axis and Muspelheim raids where some elites are quite powerful. And also the animation looks like you're rocketing through your enemies so win-win! That said, if you want to swap this for something you can use to improve your TTK, then go for it. I personally just use it for the utility.

GLOVES OFF: The amount of damage rating you get from this is pretty good without mazing it out.

RAGIN CAJUN: This skill gives you Crit rating and allows you to determine when your Blast off hits.

CRIMSON FORCEFIELD: At first you may think, this passive isn't needed. But from my TTK try outs, it adds quite a bit to your damage output since you spend the Momentum bar using Flanked From Above. When the bar is maxed, it adds 100% more damage to Flanked form Above. You'll see how this can get a little bit crazy when I start talking about FFA (flanked from Above). Apart from damage, it also reduces the spirit cost of movement powers by 50%, which may not seem like a lot at first but, as your main spender is a movement power, reduce the amount of spirit you would be spending for the majority of your fight with bosses.

MAXED POWERS:
BLAST OFF: Your main spender. You HAVE to max this or else what are you doing playing this build? GET OUT! Your main spender. You HAVE to max this or else what are you doing playing this build? GET OUT! This power can hit for 2mil to 2.9mil depending on if all your boosts are up. So far that's higher than most spenders I've used. And the speed it hits is very dependent on you, you can actually hit this twice per second or once per second and sometimes inch towards 3 times per second depending on your finger dexterity. Which makes this one of the only builds that improves it's TTK based on the skill of the player!

KREE RESILIENCE: I max this out to gain the crit chance, defence and health boosts. This build doesn't have much in the way of crit

SUPERSONIC CYCLONE: A very powerful impact power that utilises the amount of +Speed you have to deal more damage. I like this ability a lot and have it maxed because I want it to pump out as much damage from it as possible.

RECALL OVERLOAD: Your Signature ability. Which, can for some reason, be worse than Supersonic Cyclone in damage. But that aside, it still can hit for quite a lot on the last hit and is quite amazing when it decides to brutal strike.

FLAMES OF THE FALTINE: Your only mental trigger in this build. It is a low cooldown attrition power which I tried swapping for Wrath of Muspelheim but that turned up a lower TTK than this power which has me baffled to no end.

WRATH OF MUSPELHEIM: Your second dot layer that also acts as a steroid to boost your damage. Drop it down and then Supersonic Cyclone inside of it to pull everyone in for a big cozy hug of death. If you can't get into the raids to get this power, you can replace it with Static Field from Electro. Static field deals damage and boosts the damage of Supersonic Cyclone and Flanked From Above by increasing your +speed stat by 3. You can also chose to replace Devastating Charge with Static Field if you like. Although I feel that's way too many powers in one rotation.

WEAPON SPECIALIST: One of the most powerful passives that Rogue has. So good, it's almost too good. Unfortunately though, it doesn't boost Recall Overload's damage.

FLANKED FROM ABOVE: This is your momentum spender. Belly flop has a faster animation and gains 30% damage increase from your max health but Flanked from Above is tagged movement meaning it benefits from the amount of +speed you have in combat (Fyi you have +19 speed in combat which is 74% more damage to movement abilties), it activates your midtown ring, activates Wasp's passive if you choose to use her, AND it consumes a full momentum bar meaning it gets 100% damage boost on top of all of what I just mentioned. At first I thought the animation would be too slow but when I tested it out, I got my 23s TTK (Consistently mind you) and I was like.... well.... that's impressive. Oh and I almost forgot, it gives you a buff that boosts movement powers by +399 at max points..... basically making itself even more powerful!

GEAR

SLOT 1 - 3
Her uniques are perfect for slots 1-3. They allow her to max out all her abilities.

SLOT 4
Batroc's Savate Boots: It gives +speed and +fighting but you can use her own boots if you don't have this or something similar. I also put +1 Speed Challenge bonus on it just to boost my Supersonic Cyclone further.

SLOT 5
Essence of Jinn: At Item grade 69 it gives +2 to powers that you use regularly, guarateeing that you max them out. It also has a 20% chance to give +5 energy for 6s which is very much a guaranteed proc and would boost your signature's damage, your main spender and your dot powers by quite a bit. If you don't have EoJ you can go for Cobra hood for similar TTK numbers or you can get Mask of Xorn, Helm of Doom or Jocasta's Holographic Image Inducer.

MEDALLION
Pick any of the below Medallions you have access to. I tried to go for medallion with pure damage rating to all powers so that all powers would benefit from it.

Onslaught Medallion: For damage Inside Raids
Cosmic Madame Hyrda Medallion: For Damage Outside Raids
Cosmic Doctor Doom Medallion: For Damage. It gets the same TTKs as the above.
And any cosmic variant of the below should work as well.

ARTIFACTS:
ARMOR GRENADE: This artifact gives a lot of damage rating, crit and brut rating so I wouldn't replace it for anything.
DOOP ECTOPLASM: This artifact boosts dodge rating and damage to bosses. And as it is a very versatile Artifact, I wouldn't swap it for anything else.
CROSSBONES TEACHING CREDENTIALS: The amount of Brut damage this gives you, I don't know any other artifact that can top it or match it.
GEM OF THE KURSED: This can be replaced by Flag of the Empire or Sharabus

RELIC:
Atlantis - Choose this if you're not running out of health or running out of spirit too fast and you want a slightly better TTK.
Gibborim - Choose this if you find you run out of spirit too fast. TTK is 26s.
Lemuria - Choose this if you run out of health too fast.
Subterranea - Choose this to increase defence so you don't run out of health too fast.

URU-FORGED:
The Power Doop... duh?

PET:
Affix #1: 8% Health
Affix #2: +50 Spirit
Affix #3: +10% brut damage or any combo that boosts mental damage (this is for your dots)
Affix #4: +2 to area powers
Affix #5: +3 Speed or +3 Fighting (+3 Speed would be chosen to boost the damage of Supersonic Cyclone)

RINGS:
Midtown Guardian Signet: As this is a movement based build, the 30% damage from this will pretty much be, always on.

INSIGNIA:
Insignia of Quicksilver: I use this mainly for the +3 Speed. You can swap this for anything else you'd prefer.

LEGENDARY:
The Power Cosmic: So far I haven't gotten a better TTK from anything else I've tried.

OMEGAS YOU PROBABLY HAVE QUESTIONS ABOUT:
A-BOMB: I use this as an invisibility proc so that I can drop aggro when I'm getting overwhelmed

PYM'S SHRINKING PARTICLES: The +4 Speed gained from this improves the damage from Supersonic Cyclone and your movement powers.

NANO MINES: I use this because I have no way of applying vulnerability in this build. And with the amount of dots this build has, you're definitely going to proc this node.

AND IF YOU HAVE 10K OMEGAS YOU SHOULD GO FOR:

COUNTER EARTH: +5 energy when you hit with a physical power and +5 Strength when you hit with a mental or energy power. This node is in Interstellar Exploration.

IRON FIST, MJOLNIR, PRINCE OF ORPHANS: Putting near equal amounts of points in these nodes will help spread your damage across all your skills.

TEAM-UPS:
I use Howard the Duck to get this TTK but you can also use Wolverine (he seems to be pretty good in other people's TTKs), and Wasp in her passive form. But for more tankiness and aggro collecting, you should take Spiderman, I believe he offers the best tankiness and damage espcially if you set him up with the right cosmic gear.

Thank you for reading. Now Go Blast Off!!


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