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Topics - legowarrior

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I know that you can only go up to 4 points over in Titan Question, but is there a limit on how many bonus skill points you can stack?  If I have 14 Skill points in Wolves, can I get it to +20 by grabbing +6 bonus skill points to nature? 

If so, does that mean I can save a few skill points by not maxing out on skills?  Because, the new skills added is kind of busting my poison pet illusionist build, which is already hurt by the fact that I've gone strength instead of staff (so fewer pet boosting items). 

https://www.tqcalc.com/TitanCalce491e491e491.html?mastery=Illusionist&master1=4&master2=6&sa=29&m1=40-1-16-8-0-12-8-1-16-8-1-0-1-1-6-12-1-8-1-1-1-12-1-0&m2=40-1-1-1-0-1-1-0-1-1-16-12-0-8-12-1-1-12-0-0-8-0-8-0

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So, after a few months away, I've finally finished Ragnarok!  I'll probably run another character through the base game before moving on to the next difficulty level, but I'm wondering what to do with the crafting quest.  I've got the black steel, but does it probably a big boon?  Should I really be worried about what I upgrade?  If not, I'll upgrade my throwing weapon, but if it is a big deal, maybe I'll spend a little time farming.  Would it be a good idea to move on to the next difficulty, and when I find some cool items, go back to lower difficulty level and upgrade something?

Any advice is cool! 

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So, after killing the Aesir Gods and having Lolki reveal himself, I decided to ignore Loki and re do the battle, to see if I could grab some more loot.  Instead of resetting, the game move on, and Loki was gone.  Instead I could go on to Woden at the rainbow bridge, but it didn't show up on the quest log.  Everything seems to have caught up at the rainbow bridge, but I am wondering if I missed anything by not talking to Loki.  Anyone have any insight to what should have taken place their?

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So, throwing weapons are really cool, and I feel like the 2 masteries that benefit the most are Rogue and Hunting, but the one thing neither gets is two weapon fighting.  For a ranged build though, I don't feel like Rune or Warfare add as much as I would like.  The two weapon fighting for warfare focuses mostly on melee and most of the Rune abilities focus more on intelligence, so if you aren't going intelligence, you aren't making the best of the abilities.

What are other skills in either Rune  or Warfare mastery are helpful to ranged combat? 

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Warfare AE / Pure Warrior - starts easy, gets hard
« on: 27 February 2018, 15:20:18 »
So, I'm playing with Pure Warfare.   It was great fun, and 0 deaths until the 3rd act!  But now I'm having trouble with bosses. 
I'm a little underleveled because I'm just trying to get through the game and stealing any weapons and artifacts I can from my other characters (No epics yet so everything is pre epic) but with difficulty spike, I thinking of putting her down for a bit.

So, at this point, I have 3 options.  I can add the Dream Mastery to my character, and hope the extra stats make a difference, I can keep going and hope the difficulty spike isn't to bad, or I can just pick up my illusionist who is at the start of act 5 and see if I can find some cool stuff in act 5 to make it easier for my warrior later on.

Alternatively, I really want to try Rune sometime, but that means starting level 1 (I could start level 40, but to get a good feel for Rune, I would rather start from the beginning) and I have a few characters in Egypt I could play with a bit.

Thoughts or ideas.... Honestly, I really like my trapper Illusionist so far.   

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If an item you are using gives you a skill, do items and shrines that give bonuses to skills effect it?


If I have a shield that provides my illusionists the ability of Battle Standard, and I have 3 items that provide a general +1 bonus.  Is that skill at 4 skill points or 1? 

In addition, if I have an item that provides +2 to Battle Standard, I know it won't give me the Battle Standard skill, but will it boost my above Battle Standard skill?

Thanks for the help and information. 


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So, I was curious, what is the best attack replacement skill (aka, left clickability) for a throwing build character? Both in consideration of the rest of the abilities a master has and by itself. 

Onslaught Chain
Calculated Strike Chain
Marksmanship Chain
Rune Weapon Chain
Psionic Chain

Does the Hunting Mastery just have it beat due to its specialization? 

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Anniversary Edition - General discussion / Future Harbinger Advice
« on: 23 January 2018, 14:53:51 »
I have a 9th level warrior, and I'm pretty sure he is going to become a harbinger in the future.  The question is, what is the best-left mouse button attack for a dual wield harbinger? 

Also, can a Warrior comfortably make it through the game without switching to a harbinger?  I'm thinking about grabbing that solo mastery achievement sometime, and I'm torn between  doing it with a warrior or with a Hunter. 

Feel free to post character builds if you would like.  I'm kind of set on Dual Wielding, but I'm debating whether to do melee build or a ranged build. 

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This is something I put together on Reddit (under Psychcaptain).  I thought I might fill up the forum a bit by placing it here as well.  All feedback is welcome.  This is just to get the ball rolling. 

Intellect – 80
Dexterity – 48
Strength – 0
Health – 640
Energy – 512

Active Skills –

Heart of the Oak (4th level) – Provides Health and Increased Speed to you and Allies and can be upgraded to provide reduced energy costs and elemental resistance (Tranquility of Water at 16 level, Permanence of Stone at 24th level)

Regrowth (1st Level)– Provides Rapid targeted healing, and can be upgraded allow for healing nearby allies and more frequent healing (Accelerated Growth at 4th level and Dissemination at 16th level)

Refresh (32th level) – Active ability that reduce the cool down of other active abilities

Briar Ward (10th level) – Creates a wall around you which can cause piercing retaliation damage to those attacking it. Can be upgraded to deal poison damage and increased protection/regeneration and reduced energy cost (Stinging Nettle at 16th level and Sanctuary at 32th level)

Call of the Wild (1st level) – Summons Wolves, and later on up to three wolves can be summoned with a bit of help of boosters. These wolves can be further boosted to deal extra piercing and bleeding damage, do increased damage when low on health, and the ability to boost nearby allies attack, speed and energy regeneration. (Maul at 4th level, Survival Instinct at 10th level and Strength of the Pack at 24th level)

Plague (4th level) – Spreads an affliction that deals poison damage and reduces the enemies’ total health. It can be upgraded to reduce the enemies attack and speed, and make them more susceptible to almost all damage (Fatigue at 10th level, and Susceptibility at 24th level)

Sylvan Nymph (16th level) – An archer for all your archer needs. At higher levels it can cast shields around allies, protecting them against attack and deal extra element damage (Overgrowth at 24th level and Nature’s Wrath at 32th level)
Discussion   ( edit )
Nature is considered a Caster Mastery, and it does provide you with both intelligence and energy, but there isn’t much about it that requires you to put any points into intelligence. A Wanderer would gravitate towards staffs and robes because of that bonus to intelligence, but none of the active abilities benefit from high intelligence, and none of the abilities benefits staffs, unlike Storm, Earth, or Spirit. The fact that Nature provides a melee pet that boosts physical damage at the highest level might be a reason to consider a bow over a staff.

The obvious reason to go with an elemental staff is that many staffs provide boosts to your pets, unlike melee weapons, shields or bows. It also allows you to attack at range, allowing you to seek cover behind your briar ward and wolves and giving you a chance to fire off plague before committing.

With Nature having so little impact on weapons and armor, Nature really seems to open up to a lot of masteries. That being said, the one offense ability that Nature does have (Plague) deals poison damage. Not a lot, but it does mean that Wanderers actually benefit more from Dexterity then it does from intelligence.

So, what does Nature offer?

Well, pets,, buffs and defense.

Pets - With both Wolves and Sylvan Nymphs allow easy area clearing without too much effort on your part. Both do physical damage. Both can benefit from Heart of the Oak, allowing them to move faster and increasing their health. With Heart of the Oak and Regrowth, both can survive most of the games, but without a lot of boosting, I would assume they would die in your boss battles.

Buffs/debuffs – Both your pets can buff nearby allies, but for extra help, you have Heart of the Oak, which increases allies attack rate (including traps!). For extra help, Plague will weaken whole groups, making them easy pickings. Finally, Refresh allows you a chance to recharge your abilities faster. This might be helpful if your pets are dying, or you need to throw out more briar wards/healing. It does cost energy though.

Defense – I wanted to separate this out even though most of your buffs of defensive. Briar Ward gives you a safe space to attack from and can even shelter your nymph and other ranged allies.


What you need –

As I said, Nature does not provide a lot of direct offensive power. Outside of plague, you won’t be dealing direct damage. Outside of the speed boost from Heart of the Oak, you won’t be buffing your standard attacks. Luckily most other Masteries can provide you with the perks you need, but it is something to keep in mind.

On the other hand, since Nature doesn’t boost any single avenue, it means that it is free to combine with any other mastery with little overlap. Jump in with Hunting , War or Rogue and get a solid boost to your attacks with swords, spears, bows or axes. Defense can provide you with more ways to boost your allies, allowing to survive longer and allowing you to get into the fray without worrying too much about your health.

Storm and Earth both provide you with some direct damage and a 3rd pet, although it does mean you have to step back. Spirit gives you access to several more pets, although it does tend to overlap in the survival department. Finally Dream lets you go in almost any direction you want, from pets to direct damage or weapons.

Personally, I’ve had some success with different types of illusionists.

So, is Nature as versatile as I think, or is it’s dabbling in pets and defense a snooze fest. Do you find yourself pulled in a particular direction with nature or is there a skill forever person? I am hoping that this post will start a jump off on how Nature can be used and combined in your game play.

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