Author Topic: Planned Builds  (Read 7557 times)

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Offline DwayneA

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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.
« Last Edit: 23 December 2021, 19:18:55 by DwayneA »

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Re: Planned Builds
« Reply #1 on: 29 May 2020, 22:37:48 »
First I'll discuss Warfare mastery. This is mainly an offensive mastery using physical damage. All characters made have the option of whether or not to dual wield, all depending on what their second mastery is. Even casters focused on physical damage can find much use here.

Everyone focusing on combat should max Weapon Mastery for increased attack speed. Slam is useful for both physical warriors and casters. Dualists should have both Dual Wield and Hew, with Cross Cut and Tumult being optional depending on your style. The Onslaught tree is your primary attack for increasing your physical damage and it stacks with other attack skills as long as they deal physical damage. Everyone should have Dodge Attack, Battle Standard, and Triumph Maxed. They should also have a point in War Horn and max Doom Horn for stunning and reducing enemy health and armor. Ancestral Horn and Lasting Legacy can also help supplement your damage and make powerful pets if you have the right equipment. War Wind makes a great attack for when you're surrounded, Lacerate can increase the number of targets hit, but it can only be used if you have an axe or sword. If you have enough points and no other place to put them, the Battle Rage Tree can help increase your damage and allow you to counterattack when hit.
« Last Edit: 23 December 2021, 19:28:04 by DwayneA »

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Re: Planned Builds
« Reply #2 on: 30 May 2020, 00:31:12 »
Next, I'm going to focus on Defense. Like Warfare, this mastery focuses on physical damage, but is more defensive than offensive. Many of the skills require the use of a shield. All shield users should get Shield Charge and Disruption for multiple enemy hits and skill disruption, Quick Recovery for faster shield blocks, Shield Smash, Disable, and Pulverize for use in melee combat. Depending on your class, Perfect Block might also be helpful for surviving when surrounded. Colossus Form increases your health, strength, and physical damage, making it very useful for those who specialize in physical combat.

Even if not using a shield, there is much here that is very useful. Battle Awareness and Iron Will do not need a shield and can provide you with powerful buffs. If using a shield, add Focus for higher chance to block.

Everyone should max the Rally tree for healing of yourself and your allies, energy recovery, elemental resistances, and damage reflection on your enemies. They should also max both Adrenaline for increased health recovery and Defensive Reaction for the increased Speed, Physical Damage, and Bleeding Damage. Unrelenting Phalanx is also very useful for all characters.
« Last Edit: 23 December 2021, 19:34:41 by DwayneA »

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Re: Planned Builds
« Reply #3 on: 30 May 2020, 03:33:31 »
This entry focuses on Hunting Mastery. Depending on your other mastery, you may or may not be limited to the usage of bows, spears, and throwing weapons. Everyone should max Herbal Remedy for healing and poison resistance. The trees for Study Prey, Call of the Hunt, and Art of the Hunt are all very useful for increasing your piercing and bleeding damage as well as weakening your enemies' defenses. You only need one point in Trail Blazing for more speed and immunity to entrapment. Finesse is useful only if you or your allies are fighting in melee. All fighters should max Wood Lore for increased attack speed. Users of Spears should have a point in Take Down and max Spear Dance for when you are surrounded. Bow and Throwing Weapon users should max Marksmanship, Puncturing Arrows, and Scatter Shot. Users of all three of these weapons should max Volley as well.

If you have enough points leftover, you can get Gouge for more bleeding damage, Ensnarement for reduced defensive ability, and Barbed Netting for adding bleeding damage to your nets. Monster Lure and Detonate can be helpful depending on your build.
« Last Edit: 23 December 2021, 19:40:31 by DwayneA »

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Re: Planned Builds
« Reply #4 on: 30 May 2020, 04:28:24 »
Now for Rogue. Rogue is the only mastery with a reliable source of poison damage. Everyone should have Poison Gas Bomb and Poison Mayhem. If you want to max the poison damage you deal, have a point in Envenom Weapon and max Nightshade and Toxic Distillation. Max Envenom Weapon if you want to maximize your poison damage with Throwing Knives or if fighting in melee. All fighters should get Lethal Strike for more physical and piercing damage and have a point in Mortal Wound for increased stun, or max if they want more bleeding and poison damage. Anatomy is good for those who want to maximize their bleeding damage. A point in Disarm Traps allows you to deal more damage to constructs and suffer less damage from them. Calculated Strike and Lucky Hit are good for use in melee combat. Throwing Weapons pierce through enemies easily with Calculated Strike. Throwing Knife together with Flurry is the spammable skill of choice for casters, but you need both to be at the maximum four bonus levels from equipment, shrines, or Battle Standard for it to have no recharge and use it to its full power. Skills and items that increase piercing and bleeding damage, as well as other equipment properties work with throwing knives.

Blade Barrier is good for anyone as well and also gains bonuses from equipment. Blade Honing is good for anyone who uses spears, swords, axes, or throwing weapons, equipping yourself with one of them and activating the skill will also work with Throwing Knife and Blade Barrier. Open Wound is good for anyone who uses swords, axes, spears, or bows for more bleeding damage.

Traps can be very powerful, but they need to be maxed for their pull potential. Flash Power is good for when you are surrounded and can help save your life.
« Last Edit: 23 December 2021, 19:50:28 by DwayneA »

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Re: Planned Builds
« Reply #5 on: 30 May 2020, 05:18:08 »
The next mastery I will cover is Earth. This is primarily a casters mastery, but warriors can find much use here as well due to some skills using physical damage. The Core Dweller makes a powerful tank for anyone who needs one to divert attention away from themselves. Volativity can increase your fire, burning, or physical damage. Meteor Shower, Eruption, and Volcanic Orb can be very useful for anyone who uses physical damage. Eruption and Volcanic Orb also inflict fire damage as well for elemental casters. Volcanic Orb becomes more powerful with a point in Conflagration and maxed Fragmentation. Eruption can also be good for fire damage. Fire Nova is good for fire damage and impairing the aim of your enemies.

Brimstone increases physical damage, Earth enchantment increases fire and burning damage. Stone Skin, Stone Form, Heat Shield, and Molten Rock are good for defensive purposes.

At higher levels and enough recharge reduction from equipment, Flame Surge is the spammable skill of choice for and fire mage. Maxing it and its tree makes it even more powerful.

Ring of Flame and Soften Metal are also good for defensive purposes as well.
« Last Edit: 23 December 2021, 19:56:46 by DwayneA »

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Re: Planned Builds
« Reply #6 on: 30 May 2020, 06:03:14 »
Storm is our next topic. This is basically a caster tree with little to offer physical fighters in the way of damage, but there are some skills of use. Freezing Blast, Energy Shield, and Reflection are good for defenses. A point in Lightning Dash is good for increased movement speed. Elemental fighters need to max the Storm Nimbus tree for more damage. The wisp is good for a companion to strengthen yourself and your other allies as Eye of the Storm can increase your resistances and elemental damage.

Ice Shards has no recharge, making it the spammable skill of choice, but you need to max its tree for full effectiveness and have high casting speed as well. Lightning Bolt and Chain Lightning are very useful lightning damage spells. Spell Breaker and Spell Shock can break enemy enchantments and drain their energy to inflict massive damage.

Everyone should also have a point in Storm Surge as well as max Squall and Obscured Visibility for reducing resistances, damage, and impairing enemy aim.
« Last Edit: 23 December 2021, 20:01:54 by DwayneA »

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Re: Planned Builds
« Reply #7 on: 30 May 2020, 06:30:45 »
Next up is Spirit. This is another casting tree, but the element is that of vitality. You have access to a power staff attack in the form of Ternion Attack together with Arcane Lore. Liche King and Outsider make very powerful minions to help deal damage. Circle of Power increases casting speed, reduces energy costs, and increases Vitality damage. Spirit Ward and Spirit Bane are both useful for dealing with the undead. Dark Covenant and Unearthly Power strengthen you and your allies in various types of damage, but the cost is in life, so be careful!

Everyone should max the Deathchill Aura tree for weakening your enemies. Anyone will also find Death Ward helpful for saving their life. Soul Vortex is a great melee ranged spell for rejuvenating you at your enemies' expense. Everyone should have a point in Life Drain and max both Cascade and Soul Drain for healing themselves. Vision of Death can be useful for when surrounded.
« Last Edit: 23 December 2021, 20:06:25 by DwayneA »

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Re: Planned Builds
« Reply #8 on: 30 May 2020, 06:58:09 »
Nature mastery focuses primarily on support. While your pets deal the majority of the damage, you'll also be fighting alongside them, using skills to buff and heal them, as well as attack and debuff your enemies.

Call of the Wild is your main form of damage. Strength of the Pack increases all physical damage, including that dealt by your other minions or yourself and your skills. Heart of the Oak together with Permeance of Stone increases health and resistances. Tranquility of Water may or may not be useful depending upon how much energy you spend. Regrowth and its addons are needed to keep your minions healthy. A point in each of the nymphs addons can be useful as well. The Plague tree is useful for debuffing your enemies. Earthbind is great for defensive and offensive purposes. Refresh is good for reducing recharge times of your other skills. With Sanctuary, the Briar Ward can increase survivability.
« Last Edit: 23 December 2021, 20:11:01 by DwayneA »

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Re: Planned Builds
« Reply #9 on: 30 May 2020, 18:01:38 »
Dream was introduced into the first DLC, Immortal Throne. This is a hybrid mastery that is good for just about anyone, whether they are melee or casters. The Nightmare familiar is good for reducing enemy resistances and confusing them as well as strengthening your pets. Psionic Beam is great for casters using staves, but the reduced charge level works with any weapon as well, you just won't get the beam attack. Phantom Strike and Dream Stealer are great for melee purposes and rejuvenating yourself. Distoration Wave makes a great physical damage spell, Chaotic Resonance can reduce enemy armor, and Psionic Immolation is great for elemental casters. Having at last a point in all three reduces the overall recharge time, which is further reduced by equipment bonuses, making it a great spammable spell for physical or elemental casters.

Distort Reality and Temporal Rift are great for melee range as well, whether you are physical or elemental. Lucid Dream increases physical, electrical burn, and vitality damage. Premonition is good for increased offensive and defensive ability. Temporal Flux increases your speed, resistance to slow, and chance to dodge projectiles. Dream Image is a powerful temporary pet. Trance of Empathy is good for melee or petmasters as it reflects damage and heals you. Distortion Field and Sands of Sleep are both good for defensive purposes.
« Last Edit: 23 December 2021, 20:17:39 by DwayneA »

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Re: Planned Builds
« Reply #10 on: 30 May 2020, 18:51:04 »
Rune was the second DLC-introduced mastery, this time from Ragnarok. It is primarily an elemental mastery as there is little for physical damage here. Everyone will want to max Rune of Life for increases resistances to vitality and bleed, increased strength, and speed. Menhir Wall is good for defensive purposes. Guardian Stones is better for elemental characters and can help against tougher enemies. Seal of Fate and Aftershock are both great for weakening and damaging enemies. The Runic Mines tree is great for casters.

Rune Weapon increases intelligence and elemental damage, so the whole tree is very useful, though physical fighters can still get some benefit as well without Transmutation. Thunder Strike works with all weapons including staves as does Runeword Explode. Runeword Burn is better for projectile weapons and Unleash can be useful for anyone. Runeword Feather is great for reducing strength requirements of weapons. Sacred Rage and Frightening Power are both good for defensive and offensive measures. Rune Storm is useful in melee range. Energy Shield can be useful for increasing your defenses, but you need energy reduction costs from equipment to use it at higher levels. Runeword Absorb is good for those who use Staves or Shields. Reckless Offense is good for dualists, though it is better used with throwing weapons.
« Last Edit: 23 December 2021, 20:24:29 by DwayneA »

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Re: Planned Builds
« Reply #11 on: 23 December 2021, 20:32:14 »
« Last Rated on: 02 June 2022, 06:07:49 »
Neidan was the third mastery introduced through DLCs, from Eternal Embers. It is primarily a casting and elemental mastery with little to offer physical fighters. Huandgi's Favor together with Spreading Influence is good for a primary attack and can be used with any weapon. Consequences and Mutual Suffering are mandatory for anyone who fighters with weapons as they reduce enemy resistances. Weakest Chakra is great for anyone who needs something to reduce the resistances of their enemies.

Aura of Tranquility and Melding Armor are useful for anyone wanting to increase their defenses, but the energy cost can get high. Potent Elixer and Essence of Jade are useful for all builds as they increase the power of potions and resistances when drinking. Smoke Cloud is great for defensive purposes. Chi Realignment and Reverberation can also be useful for any build as they rejuvenate you and weaken your enemies.

Shen Pao and Breath Attack can be useful for debuffing your enemies offensive abilities, but their addons, Voice of the Ancients and Echoes of the Ancestors, are better off used by elementalistic casters.

Convergence and Blessing of Jin Chan are skills that depend on chance and luck, so getting them is optional.

Terracotta Servants can make powerful minions. Shatter and Forged In Fire may be useful depending on you build.

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