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Messages - Laionidas

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181
Gameplay wise IT, AE and probably Ragnarok should be merged. Having three separate "General" sections plits up the community too much, and it's not necessary: AE basically is IT, and builds that work in AE also work in Ragnarok.

What I don't want: separate build section per mastery as on the old TitanQuest.net. That never made sense to me, as you never know under which of the two masteries to post.

182
Immortal Throne - General discussion / Re: Which pet is the best?
« on: 21 January 2018, 12:50:26 »
I voted Nymph, because she's jolly. I always enjoy playing with a character with the Nymph more simply because of that.

Objectively though, it's rather situational. Corey and Lich are considered the best indeed, but the Nightmare is very usefull in combination with other pets, and the Wisp provides some massive buffs to elemental damage users (at relatively little skillpoint expense). When it comes to co-op gameplay, the Wolves trump all: having three Wolves spamming SotP in co-op with other non-pet party members is just insane.

183
General Discussion / Best Artifact
« on: 21 January 2018, 11:53:58 »
So, I found this rather mediocre Recipe for a Lesser Artifact in epic Egypt. However, as I am playing a melee pet Diviner, I figured it could work for levelling, then,.. HOLY !@#$%^&* that Completion Bonus is just glorious for this build!
Quote

184
General Discussion / Re: most hated God in TQ
« on: 21 January 2018, 11:47:24 »
oh yeah the god who can't keep his dick in one place

Mmmmmmmuuuuuuuuuuultiverse dick!

What an amazing divine ability  ;D

185
Gaming / Re: Whats else you play ?
« on: 16 January 2018, 08:58:47 »
Currently playing:

Transistor (OMG, this game is epic!)
World of Tanks
Black Squad

Pazuzu, you must get back into GD as well.  There's their new expansion to try out and a couple of new masteries with it as well, lots of new stuff to find, etc.  I split my time between TQAE and GD, a few days here, a few days there.  For the expansion playtesting though it was all GD for about 2.5 months.  I'm really enjoying the Inquisitor mastery - I've been wanting a dual wield gunslinger for ages, but can't really get my head around the Necromancer.  Can't seem to decide the best way to play with that one.  :-\

I was an original KS Backer for GD (as well). I found TQ's setting and setting diversity much superior to GD's though. Also, some things in GD were worked out poorly or not at all, like the original concept of having salt as the ingame currency, which would make much more sense than iron bits.

186
Or your old toon is now screwed up.  ;)

Nah,.. his old toon 'ascended'.

187
Just checked Olympus, and it is indeed the ninth portal:

Spoiler for Hiden:
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But boy,.. was that implemented poorly!

The rebirth fountain that was there has been removed to a bit of debris on the side, and no longer functions, and a second rebirth fountain has been placed a bit further up the mountain path. Also, there is no actual model for the portal, as you can still see the base of the rebirth fountain on its original location.

Finally, they seem to have added a lot more debris along the mountain path overall (I can't remember there being thát many fallen collumns), which might make sense, but rather breaks with Olympus' atmosphere.

188
That ninth gate is the new olympus portal added to the AE version in a recent patch ;)

Really?

I thought it was there before.

I haven't been to Olympus in a while though, but if that's what it is, I don't understand why it's not on its own tab, or even the Asian one.

189
Having just completed Act IV again on a new character, I find myself facing the same question I forgot about on countless playthroughs. There are about two or three areas in Act IV, which are alltogether inaccessible, but do seem to feature have fully interactive elements such as gates and doors, as well as killable mobs, and I am not talking about glitch spawns either. These mobs are clearly supposed to be there. While one could just consider it a nice immersion gimmick, it has always bothered me, since I assume epic or legendary items could potentially spawn in the hands of these unreachable mobs.

First, there is this area on the Fields of the Diadochi. It is clearly a planned area, as there are two mechanical traps positioned at a blocked pathway and a few Empusa or other mobs always spawn there. I always end up trying to get there by getting up and down the ramps, but you can't:

Spoiler for Hiden:
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Then there's the lower Prison of Souls, which always has a Gigantes guard. The prison gates appear unlockable by the Warden of Souls key, but again,.. you can't actually get there. I suspect there to have been a Quest planned with the prisoners, that was eventually left out of the game. It would made sense to have another teleporter, such as to the various Shards of Erebus areas, connect to an area with a door that grants access to the lower level:

Spoiler for Hiden:
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Finally there's the Ninth Gate of Hell, which might perhaps be an easter egg:

Spoiler for Hiden:
Quote

Still pretty weird IMO.  Initially I thought it was just there as an area signifier for an area that doesn't have a portal, but once you know how to deal with Act IV normal mobs, you'll find that Hades is not really that far from the last active portal (Hades' Palace / Persephone's Gate). As such there's not real reason for the final area to be seperate and warant a map entry with a broken portal.

All in all, this thread is pretty pointless. It doesn't really lead anywhere, but I just wanted to share my thoughts. Any other ideas and/or comments are much appreciated.

190
Anniversary Edition - General discussion / Circle of Power, viable?
« on: 21 December 2017, 11:46:16 »
So, I've picked up my melee Diviner again, and have been playing for a while now with 1 point in Circle of Power.

It seems a bit like a one point wonder, yet I can't help but feel that the effigy's low HP (200) renders it all but useless in practice. It doesn't seem to be getting much more HP, even if I would invest points in it.

I was wondering what others' experience were with this skill on a melee toon.

191
Dang, email notifications of replies still don't seem to work. Anyway,..

Unfortunately, Laionadis, apart from Runesmith and Dragon Hunter, none of your build ideas show the Rune part of the class in TitanCalc AER.  And why stop the bonus skill points at 21?

You're right, I know, the Ragnarok calculator isn't stable yet. This is also why I stopped at 21 bonus points. The calculator doesn't show yet how far in the expansion you should have progressed for a set number of points. Also, I imagine there currently being a lot of people playing with characters that are in Epic or Legendary, but have not even tackled normal Ragnarok yet. Ofcourse, this can't be an issue with Rune mastery characters, but still I decided to ignore those extra points for now to get a better general impression of where these builds should be. It doesn't matter much anyway, since none of the builds go up to their max level. JollyGreenFox is currently talking to get the calculator uploaded to Kirmizi, which should mean most of the compatability and stability issues should be addressed soon.

Regarding the actual builds,..

i actually see some synergies between warfare and rune.. first is what medea pointed out (DW tree and reckless offense).. 2nd is the %str from rune of life should boost onslaught (yes i will ignore rune weapon if i make a berserker)

I think my choice of words may have caused a bit of misunderstanding. When I said "only Reckless Offense", I meant that you combine it with DW and Onslaught. The "only" refers to it being the only thing you really want Rune mastery for in that particular build, as you indeed should ignore Rune Weapon. This makes the class uninteresting for me, since every other Warfare involved class can do that basically (and often does), and you're not fully exploiting Rune mastery's unique capabilities. It does not however, make it a bad class at all. In fact, I'd say it'd do quite well.

Secondly, all the impression builds I posted were build strictly on the premise that Rune mastery would lend itself for a good (hybrid)melee/hybrid(melee) character. For example, I am sure that Stonespeaker, Thunderer, and Seidr Worker, have some viable caster options available too, but that was not my goal.

Finally, I always strive for balance between my primary and secondary mastery. It's a personal thing, but I want each of the two masteries to contribute aproximately the same amount to the respective build. This comes from TQ's rather strict mastery point handling: it has long since been established that for an optimal build, it is wise to max out both masteries, lest you'll be suffering a significant stat handicap. With both masteries maxed out by definition, I want my builds to utilise at least one top tier skill in each mastery. In GD this is much less of an issue, as gaining stats through mastery maxing is less important.

192
So, since Ragnarok came with a new mastery, I figured I'd take a look at the possibilities that come with the new classes.

Let's start by stating that the Rune mastery seems to be developped for hybrids, as even its weapon based skills boost intelligence and convert to elemental damage. Bearing that in mind, I came up with the following core builds, using JollyGreenFox's modified TitanCalc:

  • Stonespeaker (Rune & Earth) This is probably the most obvious combination, since Earth has in fact a lot of physical damage buffs. Corey eats up a lot of skillpoints if you want him, but in exchange you're pretty much set with this build. Take a bow in one loadout and any melee weapon in the pther, and you're
    good to go.
  • Thunderer (Rune & Storm) The best build if you want to go for full elemental melee conversion. Compare it to a bow Sage (Storm & Hunting). Looks like a lot of fun with the combination of Rune's Thunder Strike, and Storm's Squall and maxed out Storm Surge.
  • Runesmith (Rune & Defense) Rune actually has good shield skills too, making Defense an excellent secondary mastery, if you do not want elemental melee. Runeword: Absorb, Energy Armor, and Defense's skills together, possibly make this the tankiest build ingame, with probably better damage output than any other t
    anky build.
  • Trickster (Rune & Rogue) Another option for those that do not want elemental melee. This class goes big on bleeding. The name "Trickster" bothers me though, because I thought it was used for a different class in the past, but maybe I mixing things up with Grim Dawn.
  • Dragon Hunter (Rune & Hunting) The final real non elemental melee alternative. A classic "take-the-excellent-Hunting-mastery-first-and-then-add-anything-else" build. Bit boring if you'd ask me, but the combination of Rune Weapon and Volley seems nice. You could probably do a bow build too, but I don't see why, as it would leave the Rune mastery with litt
    le to add.
  • Seidr Worker (Rune & Dream) Rune is a melee mastery with elemental support, Dream is a caster mastery with melee support; a match made in heaven. The most notable feature is the very specific electrical burn damage on Unleash, and how well it synergizes obviously with Dream's specifications.
  • Shaman (Rune & Spirit) Now we're getting to the less interesting Rune involved classes. Everything about this option is just "meh,..", or rather "melee Diviner does it better". Also, it's another class name that triggers me. Very confusing, as Grim Dawn's Shaman was more like a Thunderer.
  • Skinchanger (Rune & Nature) Can be fun if you like pets. I do, but I allready have a Guardian. The interesting thing about this class is that Briar Ward and Rune mastery offer some retaliation damage options.
  • Berserker (Rune & Warfare) The single most useless Rune class out there. Wait, am I being serious? Yes, I am. Any physical melee toon with Warfare will be dual wielding, and for any physical melee toon with Warfare, Onslaught will always be the best LMB skill. This renders Rune Weapon and Runeword: Absorb, the Rune mastery's best physical melee inputs, completely obsolete. Basically, you just want Reckless Offense, and that's it.

193
The role of Piercing Damage for Bow users has long been established. For melee toons, Spears seem to be the weapon to go to in combination with Piercing Damage.

What about Swords though? It is a known fact that lighter faster Swords have a higher Pierce Damage percentage. That mechanics must be there for a reason, and the Rogue class seems to be build around it: it is called "Blade Honing" after all, not "Tip Sharpening" as you would expect for Spears or Arrows. Yet, I've never in all these years seen any melee Piercing Damage builds using Swords.

Would a gladii style sword and board or dual-wield build be viable? Yes you're losing 10% Piercing Damage on your weapon, but you're also going from the second slowest type ("slow") of weapon to the fastest ("very fast").

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