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Topics - DwayneA

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1
Anniversary Edition - General discussion / Best Early Game Skills
« on: 22 February 2024, 21:10:02 »
According to online research, watching videos on the Kerplunk Gaming channel, and advice from other players, I think I have finally determined which skills to choose for leveling up early game. It all depends on your chosen first mastery. I've also been told that the rule of thumb means not choosing a second mastery until you are done with the first mastery. This was probably the most common mistake I've been making in previous playthrough attempts.

The key is to pick skills that focus on flat damage instead of dealing out percentages. Early game, percentage increases are very small and have little effect. On the other hand, when they are applied to a very high flat damage amount, then the bonus is more noticeable. In Normal, I've been told to focus more on damage and then defense.

The skills for each mastery that is the first to be chosen and the needed synergies to strengthen them are:

Defense: The shield attacks, both passive and active. Batter and Rend Armor in melee for damage and increased targets. Shield Charge and Disruption for long-range and multiple targets. Defensive Reaction and Colossus Form for more damage applied to all shield attacks, both passive and active. Pulverize, Shield Attack, and Disable. This mastery when chosen first builds your character as a physical melee with a shield.

Dream: Distortion Wave and Chaotic Resonance for damage, together with Lucid Dream for more damage. Distort Reality can also inflict high physical damage. Have a point in Psionic Immolation to further reduce the cooldown of Distortion Wave. Hypnotic Gaze reduces resistances. This mastery when chosen first builds your character as a physical melee caster.

Earth: Ring of Flame for damage, Earth Enchantment and Volativity for more damage. This mastery when chosen first builds your character as an auramancer.

Hunting: Wood Lore for increased attack speed and defensive ability, the Marksmanship tree for damage, buffed by Art of the Hunt, Call of the Hunt, Exploit Weakness, Study Prey, and Flush Out. This mastery when chosen first builds your character as a ranged fighter focusing on piercing and bleeding damage.

Nature: Call of the Wild, together with Survival Instinct and Strength of the Pack. The Plague tree debuffs damage, speed, and resistance. Earthbind reduces enemy defensive ability and immobilizes enemies. This mastery when chosen first builds your character as a petmaster.

Neidan: Dragon's Breath together with Shen Pao and their synergies. Weakest Chakra to reduce enemy resistance. This mastery when chosen first builds your character as an elemental caster.

Rogue: Poison Gas Bomb, buffed by Nightshade and Toxin Distillation. Poison Mayhem to increase the number of projectiles and expand the affected area. Shrapnel and Anatomy for bleeding damage. This mastery when chosen first builds your character as a poison caster with some bleeding damage.

Rune: Runic Mines and Seal of Fate for damage, Aftershock for debuffs. Don't invest too many points into Runic Mines' synergies because that will increase the energy cost and Rune doesn't increase Energy. Rune Weapon to increase elemental damage. This mastery when chosen first builds your character as an elemental caster

Spirit: Life Drain, Cascade, and Soul Drain for damage. Unearthly Power and Circle of Power for damage buffs. Necrosis for reduced vitality resistance debuffs. Liche King and Summon Outsider for pets. This mastery when chosen first builds your character as a vitality caster.

Storm: Squall for damage. Static Charge and Eye of the Storm for elemental buffs. This mastery when chosen first builds your character as a lightning caster.

Warfare: Battle Standard for damage increases. Triumph for reduced physical resistance debuffs. Weapon Training for increased attack speed and offensive ability. Onslaught and Ardor for increased damage and attack speed. Slam for a ranged attack. The Battle Rage tree for more damage. You can also use the skills in the Dual Wield tree. This mastery when chosen first builds your character as physical melee fighter optionally going dual-wielding.

The listed skills need to be maxed.

In the future, I'll post synergizing skills from other masteries for each mastery above and the skills chosen. Feel free to comment on the above and what I post and offer suggestions or other recommended skills.

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I have been analyzing each of the masteries, trying to find skills that synergize well with others in all classes. I've made a list of what I think are the best ways to make each class based on the synergies. From looking at various videos on Youtube, I've concluded that each class can be optimized for one build to max its full potential.

For example, all classes using Defense are best used with a shield. Shield attacks can be boosted by Onslaught, Unearthly Power, Lucid Dream, Strength of the Pack, etc.

Some classes however are more difficult for me to synergize and discover the best way to make. They are:

-Contemplator
-Dreamkiller
-Trickster

Now I know that for the Contemplator, Melding Armor and Trance of Empathy stack together to give us the best damage reflection in the game outside of equipment, but Lucid Dream does not increase elemental damage of any of the elemental damage skills in Neidan, although the Vitality damage of Weakest Chakra is increased. Mastermind could improve the damage of the Terracotta Servants and their damage could be further increased with Lucid Dream. Consequences and Mutual Suffering together with Weakest Chakra could further reduce resistances with Trance of Wrath.

The Dreamkiller doesn't have as much synergies between both masteries. Lucid Dream increases the physical damage of Calculated Strike and Lethal Strike, Trance of Wratch could reduce poison resistance and piercing and bleeding damage from Throwing Knife with Flurry. Mastermind could improve the traps.

For the Trickster, Seal of Fate could reduce the resistances of enemies to poison, piercing, and bleeding from Throwing Knife and Traps. Anatomy could increase the bleeding damage of Aftershock.

What are your opinions? What is the best way to make all three of these classes?

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Anniversary Edition - General discussion / Another Failure
« on: 15 January 2024, 05:15:34 »
So I tried my hand at this game for the first time in months. I started with Nature, maxed Call of the Wild, and then climbed up the mastery bar. At level 8, I picked up Defense cause I wanted to try a Guardian. I got a point in Batter and assigned it to my left click. However, I'm starting to think that I picked my second mastery too early. If I'm lucky to find a Mastery shrine, I can have three wolves and they destroy everything in sight. So I rarely get a chance to hit something with Batter. And even when I do, the damage isn't very high since there is no increased physical damage from another skill. So I ended up deleting him as I have done with other characters.

(Sigh) I don't think I'll ever get the hang of this game and get used to the character-creation process. No matter what I do with any character, I feel like they are too weak.

4
To fully understand how to effectively make a character and maximize the effectiveness of all classes, you need to analyze both masteries, and the skills they offer, then choose skills that synergize well with each other in terms of the types of damage dealt, offensive buffs to increase that damage and enemy debuffs to reduce enemy resistances, and other skills for both defensive and offensive purposes.

This thread contains my analysis and what I've learned from using online skill calculators on how to maximize the potential of all masteries and how the various combinations should be built. Some say that certain mastery combinations don't synergize well or at all. But I disagree. The trick is the figure out how. Then you'll be able to maximize the potential of both masteries that make up your character.

Here's my conclusion for each mastery:

Defense: Many skills require the use of a shield to be equipped and many of those skills can only be used in melee combat. They all deal physical damage. There is a buff that increases both physical and bleeding damage, as well as another buff that increases physical damage and strength. Classes using this mastery need to use a shield and are best suited to fight in melee range inflicting physical damage.

Dream: A buff increases physical, electric burn, and vitality damage, so most classes will focus primarily on one or more from this mastery. Many attack skills inflict two of those types of damage. Options are available for warriors or casters.

Earth: Primarily a spellcasting mastery, but does have options for warrior classes if built as one. Primary damage types are physical, fire, and burning, with buffs to increase all three. Certain spells inflict more than one type of damage. Classes using this mastery will focus primarily on either fire or physical damage depending on what their second mastery is.

Hunting: Combat skills require the use of a bow, spear, or throwing weapon, so your weapon choices are limited with this mastery. Has buffs for increasing piercing and bleeding damage, so chances are your class will be built around inflicting those types of damage with bows, spears, or throwing weapons.

Nature: A support mastery as there are no skills that allow you to deal reasonable damage of your own. You have minions to do that. Wolves can buff all physical damage dealt by yourself or other minions. Depending on your second mastery, pets are either your primary source of damage, making for some powerful petmaster builds, or they are primarily used to provide distractions as the mastery has other skills to improve your survivability.

Neidan: Another hybrid mastery as it contains options for spellcasters and warriors, though there are skills that inflict elemental damage. Buffs increase the potency of potions as well as your defenses.

Rogue: A damage supplement tree as it contains buffs to increase bleeding and poison damage, as well as increase the pierce ratio of certain weapons. You'll also be able to envenom your weapon to inflict poison damage. In fact, that buff needs to be applied in order for the poison buffs that increase poison damage to be activated. Some skills also deal physical and piercing damage. Classes built with this mastery will be heavily dexterity based whether as fighters or casters, unless their second mastery focuses on elemental damage.

Rune: While there are options for melee and ranged combat as well as spellcasting, this mastery focuses primarily on elemental damage. An attack skill increases your intelligence which boosts all elemental damage. One of two masteries that allow dual wielding, though throwing weapons are best used if that option is taken, with some exceptions depending on your second mastery. Classes built with this mastery have a heavy focus on elemental damage increasing their intelligence.

Spirit: Another support mastery, but unlike Nature, has some skills that allow you to inflict damage on your own. Primarily vitality damage, but there are buffs to increase elemental, vitality, bleeding, and physical damage. Also has spells for healing and a powerful staff attack. Thanks to a debuff that reduces enemy resistance to vitality, bleeding, and life leech resistance, this can be an effective class for healing purposes as well as dealing bleeding and vitality damage. Regardless of what your second mastery is, Spirit is mainly useful for buffing your damage, debuffing your enemies, and healing yourself. Chances are that if you are building a caster, you'll be using the staff attack, with some exceptions depending on the second mastery.

Storm: Another spellcasting mastery, with a major focus on cold, lightning, and frostburn damage. There are buffs to increase, cold, frostburn, lightning, and electric burn damage. Also has buffs for increasing your defenses against certain elemental attacks. Certain spells can reduce physical resistance or enemy defensive abilities, so even melee fighters focusing on physical damage have some options here.

Warfare: The second mastery that allows dual wielding. Has a high emphasis on physical damage, though there are a couple of skills that can also inflict bleeding damage. Classes built with this mastery will focus primarily on physical damage, not just due to all the skills that inflict it, but on the physical damage buff increase and the enemy physical resistance debuff. With some exceptions, they may also dual-wield weapons.

Future posts in this thread will discuss the various synergies between the masteries for each class and overall best style for each.

5
General Discussion / Best Way To Develop Each Class
« on: 18 January 2022, 17:19:05 »
I've decided to limit one build for each class and use what I think is the most effective way to make them. Here is my list of what I've come up with:

Assassin - Dualist Melee

Avenger - Elemental Bow/Spear

Battlemage - Dualist Physical Melee Caster

Berserker - Dualist Physical Melee

Bone Charmer - Bow/Spear

Brigand - Bow/Spear with Traps

Champion - Dualist Melee Petmaster

Channeler - Huangdi Elemental Caster

Conjurer - Fire Ternion with Pets

Conqueror - Melee with Shield

Contemplator - Elemental Beam Caster

Corsair - Melee with Shield

Daoist - Dualist Physical Melee

Disruptor - Poison Caster with Traps

Diviner - Elemental Ternion Caster with Pets

Dragon Hunter - Bow/Spear

Dreamkiller - Melee with Traps

Druid - Elemental Caster with Pets

Elementalist - Tri-Elemental Caster

Esoterist - Dual Throwing Elemental Caster

Evoker - Elemental Beam Caster

Guardian - Melee with Shield and Pets

Harbinger - Dualist Physical Melee

Haruspex - Bow/Spear

Hermit - Huangdi Elemental Caster Petmaster

Illusionist - Poison Caster Petmaster

Juggernaut - Physical Melee Caster

Magician - Elemental Knife Thrower

Monk - Physical Melee with Shield

Oracle - Lightning Ternion Caster

Paladin - Elemental Melee Caster

Pilgrim - Bow/Spear

Prophet - Lightning Beam Caster

Ranger - Bow/Spear with Pets

Ritualist - Physical Beam Caster Petmaster

Runesmith - Elemental Melee with Shield

Sage - Elemental Bow/Spear

Seidr Worker - Dualist Elemental Throwing Caster

Shaman - Ternion Elemental Caster with Pets

Skinchanger - Dualist Elemental Throwing Petmaster

Slayer - Bow/Spear

Soothsayer - Ternion Petmaster

Sorcerer - Elemental Knife Thrower

Spellbinder - Physical Melee with Shield

Spellbreaker - Dualist Physical Melee

Spiritualist - Ternion Elemental Caster

Stonespeaker - Dualist Elemental Throwing

Summoner - Elemental Petmaster

Templar - Melee with Shield

Thane - Dualist Elemental Melee

Thunderer - Dualist Lightning Throwing

Trickster - Poison Caster with Traps

Warden - Spear with Shield

Warlock - Ternion Knife Thrower

Wu - Elemental Huangdi Caster

If you know another way to build one or more classes, let me know.

6
General Discussion / Alternate Weapons Swap Slots
« on: 07 June 2020, 05:26:07 »
In Diablo II, the main reason people use the alternate weapon swap slots are to equip a Call to Arms Flair with a Spirit Monarch to gain access to Barbarian warcries to increase life, mana, and stamina, while the Spirit runeword increased levels of said warcries, both of which could prebuff your character for battle. Barbarians could simply use two Heart of the Oak Flails since they already had access to those warcries, and could dual wield.

I'm not sure if there are items and equipment used for similar purposes to prebuff your character in Titan Quest. Can someone explain exactly why we would need the alternate weapon slot for and how it could be useful for melee and long-range fighters or casters?

7
General Discussion / Planned Builds
« on: 28 May 2020, 21:00:01 »
I have compiled a notebook of all the planned builds I have for the Anniversary Edition of Titan Quest with all the DLC's. I've only got the build names, the masteries for each listing both starting with the one that gets more investment, and finally the male and female chosen names. However, I haven't gotten around to listing stuff such as final endgame stats or endgame equipment and skills as I figured that unlike Diablo II, it is too complex and there seems to be no set best equipment suited for each build.

For each mastery, there will be for each resulting class from it:

Warfare: At least one build for dual-wielding and another for dual throwing.

Defense: At least one build for melee combat using a shield.

Hunting: At least one for bows, another for spears, and another for throwing weapons.

Rogue: At least one that uses throwing knives.

Spirit: At least one caster using Ternion Attack.

Earth: At least one caster specializing in flame. Other classes may also have characters that specialize in physical damage depending on the second mastery.

Storm: At least one caster.

Nature: At least one build focusing on using pets to deal the majority of the damage.

Dream: At least one melee build and one caster. All casters will have the option of using Psionic Beam.

Rune: At least one dual throwing build.

Neidan: Depending on the second mastery, either a caster or a melee. Casters have the option of using Huangdi's Favor.

Future posts by me on this thread will summarize each build's style.

8
General Discussion / Need Advice For Next Playthrough
« on: 24 May 2020, 02:17:10 »
Finally, after nearly 100 hours, I beat the entire game from the start to the end of Ragnarok. Man, this is one heck of a long game! Even other role-playing games at most take me about 40 hours.

I think I did better this time than I did back when I played the game when I had only the Immortal Throne. Again, I beat the game with a Conqueror. But this time, I didn't die a single time! Though I did have some close calls though.

Still I don't think I've gotten the whole hang of the game just yet. So I will need some advice for future playthroughs.

1. For melee builds: should I stick only with swords due to them having the fastest speed in melee combat?
2. I've found a lot of Epic items during the playthrough but sold most of them due to having no use for them with my character. I don't think there would be enough room in my shared stash for all of them. If I find a good epic item, should I start a new character that can put it to use? What should I do with all those epic items I find on future playthroughs?
3. I've been collecting and storing all of my charms, relics, and recipes in my stash. Is this a good idea or not?
4. Apparently, some skills would be much more valuable on higher difficulties. How will I know if a skill is not worth getting on Normal difficulty? What priorities should I follow?
5. I've been investing most of my stat points into strength and whatever else I earned during Normal in Dexterity. Should I do things differently next time I make a fighting hero, such as dividing points equally between strength and dexterity? When should I start investing heavily in the other?
6. I've been using the Altar of Separation a lot to recover charms or relics, yet some items got really expensive to destroy? How do I know if I should keep the item, the relic/charm, or not?
7. What's the best way to deal with enemies who attack from range with either bows or throwing weapons while taking as little damage as possible?
8. I found pieces of head scrolls. What purpose do they serve?
9. What can I do in the Tartarus Pit and what rewards can be earned?
10. When is the best time to start Atlantis?
11. How long should I stay in an Act in terms of gaining experience and loot?

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General Discussion / What Am I Doing Wrong?
« on: 21 May 2020, 20:13:15 »
I just recently got to Act 5: Ragnarok with my Conqueror. This is the first time I've ever gotten to Act 5 as a player. I beat Atlantis yesterday and finished the first quest of Act 5. By the way, Corinth in my opinion has the best music of any city or town in the game.

With my Conqueror, I've been investing stat points in a ratio of 2:1. For every two points I put into strength, I put on into dexterity. Physical damage is more important to a conqueror as it is his/her style of damage judging from the available skills. Currently I've put 62 points into strength and 31 into dexterity. If I follow this to the max level, I'll have 124 points in strength and 62 in dexterity, so I'm halfway there now!

Still, there have been some places where I've struggled. I've had some close calls fighting certain monsters such as one of the generals in Hades' Palace and one of the generals in Atlantis. Often I find that the enemies are dealing too much damage to me at once and I'm not dealing enough. Even when I had a weapon with life leech, I wasn't dealing enough damage for the life recovery to be high enough to not depend on potions for healing. This even though I had maxed Onslaught by the middle of Act 4. I've also maxed Weapon Training, Triumph, and Ardor. All other important skills have one point in them, including the Adrenaline tree, Battle Rage, Battle Standard, Batter, Rend Armor, Shield Charge, Hamstring, Disruption, Colossus, Unyielding Phalanx, War Wind, War Horn, Doom Horn, Slam, the Battle Awareness Tree, and the three shield passive attacks. I had tried out Ancestral Horn, but the damage was pitiful so I got rid of it with help from a mystic. When I got to Act 5, I went to the mystic and removed the points I had invested in Dodge Attack and Ignore Pain and then put them into Rally and Defiance for more life recovery, elemental resistances, and damage reflection which would be more useful. I also started buying and wearing items that increased health by flat numbers and percentages. Maybe that's why I had some problems earlier in the game, because I wasn't using certain skills and spending points on skills that I didn't need yet. I think some of those skills are more useful in later difficulties are thus not worth getting in Normal.

What am I doing wrong? Am I going to have problems when using other classes? How can I avoid making the same mistakes with other builds?

10
General Discussion / Performance Issues
« on: 20 May 2020, 01:26:44 »
I recently started the Atlantis act. Over the course of the previous acts, there have been sections where the frame rate isn't as smooth as it usually is. This seems to happen at certain points in caverns and cities. But in the first city I enter in Atlantis, throughout the city the performance is reduced so that the action isn't as smooth. Does this have anything to do with my computer and graphics card?

11
General Discussion / No Left Click Attack For Your Class
« on: 19 May 2020, 02:58:22 »
I've been going through the Titan Quest Skill Calculators, and I know of all the left click attacks that you use for a main attack. Warfare has Onslaught. Dream has Psionic Strike. Spirit as Ternion Attack. Rune has Rune Weapon. Rogue has Calculated Strike. And Hunting has Marksmanship. None of these attacks has a recharge time so they can be used indefinitely as long as you can meet the energy needs.

But the other masteries, Earth, Storm, Nature, and Defense have no skills that you can use as a left-click attack without recharge. So if you make a character using two of those masteries, you'll have nothing special. Which means you may need to just use the basic attack. And some of the other masteries listed above in the first paragraph have the same problem if you use an attack style or weapon that cannot use the attack. For example, the melee Spellbinder, the Spear Warden, the Guardian, melee Paladin, melee Juggernaut, etc.

So what do you do if your character has no left-click attack that lacks recharge?

12
General Discussion / Getting Started and Improving Playstyle
« on: 25 April 2020, 06:10:50 »
After numerous playthroughs of Diablo II, and numerous attempts at Titan Quest, I've come to see that Titan Quest is an overall much more difficult game. To me, the difficulty feels uneven because even the monsters at the start of the game can pose a challenge. Apparently, even the satyrs and boards are much stronger than even the Fallen in Diablo II. I feel like I'm not doing enough damage. Weapons with fast attack speed don't deal enough and stronger weapons don't attack fast enough. And some of the enemies deal more damage to me than I to them. Some of the earlier bosses I struggle against such as Nessus.

On previous playthroughs, I used to pick up and sell everything, making frequent trips back to town to pawn off my inventory, but eventually, that got tedious. And like I do in Diablo II, I tend to re-explore previously explored places in new games to get more loot and experience. And even though I'm spending most of my skill points on the masteries, I still feel underpowered much of the time. Even when I successfully took a Conqueror through Immortal Throne years ago I felt like I wasn't doing enough damage and taking too much, frequently drinking healing potions. I find myself asking if I'm doing something wrong with the way I play the game.

Some players use mods, but I don't want to because I'm a purist. I tend to play on normal speed because anything faster than that is too fast for me. I have difficulty making good equipment choices and determining which piece is overall better. Like I do in Diablo II, I focus on trying to improve my character's resistances.

I have looked online at beginner's guides and videos, but they don't seem too helpful for me. So I now turn to the Titan Quest community on how to improve my playstyle.

13
General Discussion / Supertough Hero Monsters
« on: 22 April 2020, 00:38:15 »
For the last couple of days, I've been playing Titan Quest again. This is my first playthrough of the Anniversary Edition with Atlantis. But yesterday, I went into the cave before Delphi in act 1, and I ran into a monster called "Shadowmaw". I swear, he wasn't in the cavern when I played Titan Quest with the Immortal Throne expansion years ago. So he must have been added by the Anniversary Edition.

Damn! Shadowmaw was tough for me at my level at that point in the game. I had many close calls, had to lead him outside (he wouldn't follow me too far outside the cavern), and finally wore him down gradually just when I was about to run out of health potions. When I played through the path from Megara to Delphi again, this time I ran away when I encountered him in the cave again.

What were the game producers thinking when they decided to add in this creature? Just how many more creatures are there in the whole game who are practically too powerful for you to take down the first time you find them? When do you know that you're strong enough to fight them?

14
General Discussion / Tips On Character Building
« on: 05 March 2020, 00:36:54 »
As I said in my first thread, I only took one character through Immortal Throne in the past and not playing anymore because I didn't think I was any good at the game. The character was a Conqueror, which I thought was a good choice for a beginner because this class has the highest base health of all characters when both masteries are maxed. I struggled through the game and felt like I wasn't doing much damage. I had to frequently visit the mystics in order to reallocate skill points, whether to spend on other skills or the mastery itself. Even when I reached Hades, my character wasn't dealing impressive damage and I didn't have high-level skills like I usually do when playing Diablo II.

So before I try this character again through Atlantis and Anniversary Edition, (or any other character for that matter), I'd appreciate it if someone could answers these questions to help me build a good character and spend my skill and stat points wisely.

-Which masteries are best to start the game with?
-Should I wait to pick my second mastery even at level 8?
-How many points per level should be spent on the mastery and how many per level on skills?
-How do I know if I should get a skill right away or if I should wait?
-What determines if a skill should get more than one point or be maxed?
-Should I max some skills as soon as they are available?
-Should I spend my stat points as soon as I get them or should I reserve them?

15
General Discussion / Mastery Questions of Certain Skills
« on: 04 February 2020, 04:08:16 »
I have been using the online Titan Quest Calculator for Atlantis trying to choose appropriate skills for builds I have planned. But I have questions concerning some skills that I would appreciate being answered by more experienced players.

Warfare
-Does the damage increase of an active Onslaught stack with the damage of other combat skills such as Marksmanship, Calculated Strike, Rune Weapon, Psionic Strike, etc?

Defense
-Does the increased stun duration of Concussive Stike affect only your physical attack or does it work with any skill that can stun?
-Do you need a shield in order to use Battle Awareness?
-Is Armor Handling necessary if you wear mage armor?

Hunting
-Do you need to have fight in melee in order for Finesse to take effect?

Rogue
-What skills and properties work with Throwing Knife and it's synergy Flurry?
-Does Lethal Strike only apply to melee attacks?
-Can your attributes increase the damage of traps?

Earth
-Do Earth enchantment and its synergies increase the damage of Core Dweller? Does it affect other pets?
-How does Heat Shield Work?
-Does Volatility increase the damage of the Core Dweller?

Storm
-Can Storm Surge be activated by your pets?
-How does Energy Shield and its synergy work? Does Reflect use physical damage when your enemy strikes you?

Nature
-Do your attributes affect the physical, bleeding, pierce, and elemental damage of wolves and nymphs?

Spirit
-Is Deathchill Aura necessary even if you are a mage or a long-range fighter?
-Does Vision of Death stack with Flash Powder?

Dream
-Do Lucid Dream and its synergies work with pets?
-Does Phantom Strike work with bows or staves?
-Does Trance of Empathy stack with Rally's Defiance in terms of damage reflected?

Rune
-Exactly how does Rune Weapon work?
-Is Runeword Explosion's synergy work with melee weapons?
-Does Runeword Feather work with bows and staves?
-Does Aftermath stack with Obscured Vision?
-Which skills can or cannot work with staves, bows, and throwing weapons?

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