Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - mammoth_hunter

Pages: 1 ... 6 7 [8] 9 10 ... 18
106
Hunting AE / Re: Elemental Archer Sage build showcase
« on: 12 August 2018, 09:10:33 »
Just when I decided to separate them from my account and deleted them all you are asking for more. Maybe I'll make another one for spam and confirmation emails and reupload whats left.

Youtunheim is boring, in legendary I think I made few shots, thought fuck that and switched  to spear. Werewolves made me switch back to bow though. I actually found one crowd control mechanic that works on common yotuns, its confusion. But sage has none.

107
edit: tunic of the magi + crest of hypnos + torc of the ancestors
Sounds like using three blessings at once. I don't mean any offense, just sarcasm.

108
Blessing of the Moirae is one item that makes things easy. For me its also one item I have tried not too long ago so I will likely pass on it for now. People here praise Chakrum of the Sun and this one is similar, you get some of the most useful stats this game has on just one item. Call it OP but if you take it you won't fail.

But if you wanted a 2H bow things are more complicated. I think TQ has too few slots for items. Thats an impression after spending lots of time in more modern competitors. If you just put eitr on two rings that leaves out demon's blood or legendaries and is a very drastic impact overall. You can't just give players eitr and call problem solved.

109
Heroes & Bosses / Re: Post Your Enemy Hero Screenshots
« on: 03 August 2018, 22:35:10 »
http://titanquest.wikia.com/wiki/ this one? It has one of the heroes mentioned http://titanquest.wikia.com/wiki/Terror_of_the_Dark_-_Odontotyrannus_Hero . And the third one draugr is not anywhere I could possibly find him

110
Heroes & Bosses / Re: Post Your Enemy Hero Screenshots
« on: 01 August 2018, 23:48:40 »
And where exactly is the wiki this is for?

111
Don't remember any new issues here, mobs may at random be closer or further from the walls.

112
Anniversary Edition - General discussion / Re: Throw weapons??
« on: 01 August 2018, 23:34:40 »
Its not a weapon based skill, formally it is a spell. That creates knives with piercing and bleeding damage. These knives do not act quite like normal spells though, they convey flat damage and effects from equipment, as if they were indeed weapon attack. Like chance of flat physical from rage of Ares relic or burning from earth enchantment. And poison from envenom weapon. Envenom weapon was one of the main reasons people were using it at all, because their own damage is low and too low for legendary. Most of the time its just to spread slow and confusion, a crowd control skill. It can be built around with some good items.

113
Spirit AE / Re: Liche King is dubious
« on: 01 August 2018, 13:45:13 »
Thats some offtopic, but yes, masteries were not designed for this amount of skill points. Mostly. There are builds where you don't know what to take and then there are others that still don't have enough. Like when you are a summoner and want 3 different pets that cost 16-12-12 each. Pets cost absurd amount of points for their utility in general. Fully maxed liche is 52 points, fully maxed onslaught together with dual wield wps passives in warfare is 50 points.

114
Spirit AE / Liche King is dubious
« on: 01 August 2018, 00:08:25 »
I've been trying to make this body do something useful in a non-summoner build and couldn't.

Since life reduction is now useless against bosses, so is the liche king, and he lacks the damage to be of any help against both bosses or trash mobs. Arcane blast makes no difference, it is approx 1,5 times stronger than main attack which is still too low in legendary. Best I could make him do is 1,5K-2,5K (normal attack - arcane blast) with the help of deathchill, unearthly power and the circle of power. But then my character in same conditions does 7K per ternion projectile and 3-4-5 shots bosses before liche reacts to their presence.

Spoiler for Hiden:

His attacks  do not convey pet damage from gear, thus he is only made stronger with % buffs like circle of power or nightmare's mastermind, which is still not much.

He can be used as decoy to distract bosses, but nightmare can do the same for 2 points.

This leaves him the role of the glorified debuff tool for 16 points which you can not control directly, slower than seal of fate.

115
Guides AE / Re: Resistance requirement for Act 5 bosses
« on: 31 July 2018, 18:05:58 »
As an effort to reduce the number of damage types? Perhaps, but thats a little too grave of a change to the game. When Nordic asked what to do with the game they were asked to fix bugs mostly, not make TQ2. And I'm sure they won't, life reduction stays. Its better to make it in full analogy with the game main competitor then: turn it into obscure damage type that is hard to protect against, but also very rare. And remove it from most mobs attacks so that they couldn't chain cast it at least. If its not affected by vitality resistance, resistance reduction into negative values won't affect it either. Both on players and monsters. Its the best solution not counting removing it completely.


Apparently botebote is right though.

Here is a test subject with low vit resistance
Spoiler for Hiden:

Spoiler for Hiden:


And with a demons blood ring to 80% vit resistance
Spoiler for Hiden:



116
Guides AE / Re: Resistance requirement for Act 5 bosses
« on: 31 July 2018, 11:38:22 »
It just looked like a lazy design. Last minute fix or I don't know what.

How it was: Life reduction damage affected by vitality resistance, life leech damage displayed in vitality resistance. Making players and monsters different is just complicating this mess further.
How it should be: Life reduction is a separate damage type, life leech is a separate damage type, both have their own resistance de facto and in player stats.

And why life reduction in AE was removed from many attacks that were doing it in IT.

117
Guides AE / Re: Resistance requirement for Act 5 bosses
« on: 31 July 2018, 11:21:04 »
Any evidence they are still linked other than anecdotal? My impression is they shouldn't have been from the start. And Nordic just fixed up things. Or they didn't.

118
Guides AE / Re: Resistance requirement for Act 5 bosses
« on: 31 July 2018, 10:44:31 »
vit resist also affects life reduction

http://titanquest.wikia.com/wiki/Reduction_to_Enemy%27s_Health

Quote
Reduction to Enemy's Health is a special type of direct damage. It is a type of Vitality Damage (Life Damage) and its effect is reduced by Vitality Resistance.

but it doesn't scale with %vit damage
- Nope. Haven't you heard about life reduction nerf in anniversary etc? That wiki is clearly pre-anniversary

https://titanquestgame.com/pcchangelog/TQ_AnniversaryEdition_FullChangelog.txt

Quote
- Special resistances against % Life Reduction and Mana Burn Damage can no longer be reduced

And it is decoupled from vitality resistance.

Quote
- Heroes and Bosses now have 75/80/85% and 85/90/95% resistance against % Life Reduction

119
There was a discussion and someone even did a video explaining this. Don't know why not just write plain text and hey - what do I know about youtube culture. Its basically adding prefix and a suffix to legendary or epic item. From a pool of chest armor affixes for everything except weapons. Staves have their own pool, and melee weapons - another one.

You will get something like this. Most often it is a resist and either one of the stats or health or energy, or reduced requirements. Occasionally rare like veteran's, mammoth's, kingly etc.

120
Anniversary Edition - General discussion / Re: Earth and Rune
« on: 30 July 2018, 17:31:01 »
I started as a Pyro, saw all the knives so added Rune as secondary, thus Stonespeaker. Not very far up the Rune mastery.
Thats actually the wrong way to do it if you want to attack rather than cast spells. Rune weapon skill needs points to do any satisfactory damage. Its best started as rune, then you put 3 points in skills and 3 points in mastery bar every other level until masteries are maxed. At around level 40 that would be both masteries maxed, rune weapon half maxed, and most others skills as one pointers. Rune weapon except energy drain can then be fully maxed at around level 45 or so. Dragon hunter I was playing got respectable 4K DPS at the beginning of epic with a vendor grade weapon much like what I told you



Basically its overleveling one single skill ahead of the curve. And if you are not even going into legendary, you won't even reach the point when it becomes less overpowered.

Once around level 40 and act 5 normal it won't be very important what you started with though, with both masteries maxed you can just move points around at mystic.

Pages: 1 ... 6 7 [8] 9 10 ... 18

SimplePortal 2.3.7 © 2008-2024, SimplePortal