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Messages - mammoth_hunter

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16
Lightning Dash Is a LMB Skill. Like onslaugt, rune weapons ecc. But its too up in the tree. In a lover level It Will have make more sense.
I fear it lacks much more as an lmb skill, than as movement skill. It is supposed to be a skill for hybrids which had always been sort of problematic in TQ. In rune mastery autoattack skill, rune weapon, this is addressed by stacking crazy intelligence buff (up to 140%), flat elemental damage (50 I think) and full physical to elemental conversion. And still, rune weapon does not always get to satisfactory performance as a melee autoattack skill.

Now compare it to lightning dash, it has what, 10 flat lighning damage on it, and some character evasion buff.

17
Atlantis / Re: Titan quest Atlantis Feedback
« on: 14 May 2019, 17:39:25 »
looks like im the only one who ddint enjoyed Atlantis music very much, maybe i need to do more runs
The soundtrack is very good. I do not know, what more do you want from it.

18
Atlantis / Re: Titan quest Atlantis Feedback
« on: 14 May 2019, 01:18:30 »
Not sure whether the enemy noises are really that much different from the base game. Satyr (death) grunts and Meanad (death) cries also get repetitive.
Base game sounds were never as annoying. Monster sounds in base game was a good work which I cannot say about two new expansions. New ones are too unnatural and also too loud. They could be better if they were at around the same volume as crablings in Atlantis city.

19
Lightning Dash seems pretty excellent for Paladins, Thanes, Sorcerers, and Thunderers.  At least with Melee Builds. 
One problem with lightning dash is that most melee masteries have their own movement skill and do not need another one urgently. I wouldn't be building rogue + storm as melee, so the only exception would be rune + storm. This lightning dash would better fit rune then.

Slam in warfare is a single hit for 500 base damage with long cooldown, which translates into something like 3,5K on my battlemage. Thats around 1/3 of engame common mob's hp. Its one of the problems of some others new skills too - a single hit with long cooldown, in endgame its not enough unless the skill is really strong like seal of fate. So far that battlemage learned to use it on archer packs, followed by eruption, but stun is also too short. If it can't have better damage, it could have longer stun duration.

20
Actually, all archers are nuts in the new area, you absolutely need either passive defense or reliable strategy against them.

Environment and story are good until the last two out-of-place bosses. Devs still recycle mobs on industrial scale though like someone needs to tell them this is actually not okay, and base game never did that.

And the skills... most of them are terrible with few exceptions. This comes from poor utility, or damage, or both. Some are rendered useless by inability to control them, then there are temporary expensive summons with no damage potential. For people to use the skill it has to do something in their build, its not just one more button to press for extra oumph once in awhile. Base game wasn't exactly famous for good skill design, but it is usually better to stay with the old ones and ignore the new ones.

21
The patch notes are vague and do not detail all changes but after playing like two hours I did meet a few dangerous mobs in the expansion. I have a character with 6500 hp and 60% pierce resistance, but no physical resistance, caster armor, no projectile evasion or block, and no blocker CC and just not very good ranged CC. There are giant squid mobs with bows in one the first locations that feel very much like Machae, you survive by chugging potions, and running straight into a pack of more than three is dangerous. Then they are "giants" and have huge hp pool on top.

Regarding stats, each mastery gives its own hp, mana, and stat points per point invested. Numbers for each of them might be available somewhere, or you may go to titan calc and get them there, then multiply by 8.


22
So I loaded some of my old characters in new expac and tried most of level 40 skills at legendary act 4, in Rhodes or Hades palace.

Rune - tested with rune weapon dragon hunter.

Rune storm - haven't seen it trigger any effects, feels useless.
Rune field - creates full screen of rune mines. For some reason skill didn't level past rank 15. The idea is decent but runic mines damage in endgame is too low, it takes 5-6 runes to kill most basic trash mobs with flush out debuff running.

Rogue - tested with poison trickster and phys/pierce corsair.

Blade barrier - creates 3 spheres around you that do flat pierce and bleed damage and convey weapon effects. Not very useful for a poison build as there are better ways to convey poison. For a pierce build the damage seems low to bother. Maybe on pierce brigand with study prey it would be ok as a fancy AOE.

Poison mayhem - throws 5 poison bombs, one where you click and the others at random. The idea is good but I wish it was more predictable.

Dream - tested with vitality diviner and ritualist summoner.

Psionic beam - makes psionic touch pierce when used with a staff. I wish it just did more damage instead or had AOE on every hit, piercing isn't that good to waste points there.

Dream image - summons a doppelganger that attacks with your weapon. Damage is apparently physical as stated in tooltip, and low. Doesn't convey pet damage from gear. Bad for damage, but can hold aggro. But doesn't last long. I wish it dropped one of your items like the original.

Spirit - tested with vitality diviner.

Soul drain - an extension of life drain line that does vitality damage in a nova around first target it hits. Damage is good with deathchill up close but less good at range. But it stuns target. Overall useful as half damage half crowd control skill akin to volcanic orb.

Soul vortex - steals life and mana in a radius around you (lifeleech damage). Can heal very quick and with deathchill can kill mobs. Skill is good and does what is supposed to do.

Nature - tested with ritualist summoner

Earthbind - screen wide immobilization. Overall useful for a character that needs crowd control. 300 something flat poison damage suggests it may be useful for a poison caster.

Sylvan protection - castable ability for nymph that looks like short range wave and does like earthbind. Thats very narrow in utility for those who want nymph to do more things. Can only be unlocked after putting one point in nature wrath which is a major downside for me as I don't want nature wrath.

Storm - tested with a bow/spear lightning sage.

Lightning dash - movement ability like take down. No idea what is it doing in storm mastery, I'd rather asked for more reliable crowd control there.

Arc discharge - does not make wisp do any notable damage on a non-summoner when maxed. No idea how it would fare on a dedicated summoner.

Earth - tested with a physical battlemage.

Meteor rain - rocks fall in a large radius around you in random locations, physical and burn damage. Damage is poor on a physical caster for an ability with such cooldown. Inability to target makes it even worse, if it misses, you'll be waiting some 40 sec to try again.

Fire nova - don't have an appropriate fire caster in legendary to test this.

Hunting - tested on a slayer.

Spear dance - 360o arc attack with low damage, chance of fear and slower attack. I don't think this is useful, spear builds can often kill foes faster than they would scare them, and if they can't kill them, chance of fear won't help.

Finesse - extensio of the call of the hunt skill. Adds 10% and 600 flat offensive ability. This is madness, hunting does not really need more OA with flush out to crit so its a group buff mostly. Some other masteries may need OA more, say rogue.

Defense - tested with melee corsair.

Perfect block - 100% damage absorption for 1.1 sec duration. Mirror of ereoctes like skill, but isn't it too short?

Unyielding phalanx - summons a line of elysium ghosts that attack all mobs that come in melee range with them. Deal decent damage on non-summoner and I don't know if they convey pet damage from gear. Overall fun and efficient but weird for defense mastery.

Warfare - tested with physical battlemage.

Slam - flat physical damage wave-like spell that does damage in a straight line and stuns. Damage isn't good on a physical caster and there is also warhorn for stun so dubious overall.

Lasting legacy - Increased duration for ancestral horn summons. Haven't tested it as I don't have appropriate character for it but should be useful for a dedicated summoner.

23
Don't mess with life drain, it is mostly the same as before.

Spirit can be played as vitality damage mastery with vit damage staves, there are currently 3 in the game. Highest damage one is Praxidikae. You need it to try the whole thing.

I wrote some observations on vitality ternion diviner link. Torstein159 published a video not long ago link.


Vitality diviner is a build that can be considered top but with its staves requirement its heavily gear dependant of course. My diviner did something like 7,5K damage per projectile with deathchill, its 22K point plank. How much hp does legendary Typhon have? I don't remember the exact number, but he is the toughest boss in the game along wtih Hydra, and he died in 8 hits. Most bosses do not have that much and die is 3-5. Its like you come to the place, cast dark covenant, drop circle of power, hit-hit-hit its over. Liche is not needed there as he will always be too late. Maybe with mods like massboss he won't.

Constructs are immune to vitality damage and you should consider having another type to deal with them.

24
General Discussion / Re: TQ Fans Forum Layout Ideas
« on: 20 March 2019, 13:07:01 »
Good thing you're reconsidering this. I'm sure, the reason general is the "main hub" is because 90% of people are confused or not even aware the others exist. People see "mod" written all over it and stop at that. Definitely separate mods from masteries.

25
You can using modified " game.dll " file to show direct dmg of character. It can help you see how good gear change affect to your attack dmg.
I think last time we tried to check it it turned out that modified game.dll makes floating numbers show your physical damage on ranged attacks, much like melee attacks do. Any non-physical is lost, but its what you actually need to know. Unless you know how to adress that specifically.

If you are interested in it, Koderkrazy made it into cheat table, and that one actually displays non-physical. https://titanquestfans.net/index.php?topic=504.0

26
i can't switch them, because they provide me with flat int, flat str, and +20% int.
And that int is from Durinn. Looks like you crafted yourself into a corner or something. Maybe you can replace one str/health ring with int mana though, if max strength you need is 320.

caster gear is so poor in TQ.
you really are a hater it's unbelievable.. but i won't start an argument.. sorry but i don't mean to be rude
Caster phobia! And then you ask "why do you hate us so much?" You really need a... different fix in gaming, this one is getting old. Its not hate, its stating and discussing things. By old team design decisions, warriors items in this game got warrior related stats, like strength, health, DA, pierce resistance, armor. Caster items got intelligence, mana and regen, cast speed, skill interruption protection and reduced recharge. They just forgot to spare some of the other part to both. New team tried to fix this mess with new items and redesigning old ones, but not nearly enough, there are still fuckton of shit caster gear, and try to get simple cast speed as melee without elemental related green rings or the like. And while lacking cast speed and recharge can be unpleasant, lacking resists and DA might be really painful.

If you remove Ragnarok items, what would you have for boots slot with decent resists and DA/hp, not counting demonhide? Leggins of the defiled, Santa's boots. Looks like all? Blackbeard's booties, if you are a fire mage perhaps and desperately need cold and lightning res.

And if you need to invest in strength as int character to get some basic defense stats, the game might have problems with itemisation.

27
I had demonhide greaves from someone's else shared stash but never used them because never dropped them legitimately.

If you are using stonebinders you have +5 all skills. I won't look over your skills now to see whether you really need that or not, sorry, maybe later in the evening. But if your lich is "optional" then perhaps not. You can replace these demonhides with leggins of the defiled, Freija's boots or boots of the allfather. Or perhaps look better among dex and str gear when you have stats like these, caster gear is so poor in TQ.

discs of Mani https://tq-db.net/equipment/discs-of-mani Belisama's greaves https://tq-db.net/equipment/belisamas-greaves both have ok droprate in game. Or you can take very common Tracian shin guards https://tq-db.net/equipment/thracian-shin-guards for 20% str, then replace one of your rings with either Apollo's will or star of Elysium https://tq-db.net/equipment/star-of-elysium

28
General Discussion / Re: Juggernaut - True Hybrid?
« on: 03 March 2019, 13:15:03 »
Batter tends to be my RMB skill and it is fantastic at clearing out the weaker mobs around you, even at 1 point because of how the shield abilities work
I'm sorry but that is not going to fly. Elemental melee juggernaut needs some amazing gear to be anything decent, and you want to do that without conversion and with one pointer skill. Then add some of the worst damage spells in the game.

When it falls apart mid to late epic, if you will even care to try to continue. Remember, that your way out is to drop attacks and use best spells available together with a strong debuff. Or perhaps go all attacks, but then its best done as a physical build.

29
General Discussion / Re: Juggernaut - True Hybrid?
« on: 02 March 2019, 20:49:23 »
Just looked at that titancalc and I am confused.

You have seen my recent post on flame surge, did you? Link. And that does not stop you from wanting flame surge on a juggernaut?

What do you need batter for at one point exactly? You are aware that ring of flame costs 16 mana per second while doing approx nothing? Defense WPS with spells are redundant, better use one or the other. Unless you want to go physical spells, but I thought you want fire.

TitanCalc
You can always swap flame surge with volcanic orb. And at that point you will just have to decide how you get debuff, which is important for you. I believe its best done with throwing weapons like winds of Asphodel, or perhaps some combination of Monkey Kings, Shen-Nong and twisted Coil of the Parasite.

30
Rogue AE / Re: Poison damage deserves better
« on: 28 February 2019, 21:16:00 »
If rogue mastery is not a poison mastery, which one is? Raptor.jpg

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