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Tyr's Wanderer's Nature Guide
« on: 28 April 2018, 11:01:48 »
FOREWORD
Welcome to my nature mastery guide.
The purpose of this guide is to show you how to do this in around half the time and in the easiest way possible.
Allow me to bring you up to speed minus several months’ worth of frustration and toil.
This guide is designed for both new players and veteran players and should (hopefully) be a valuable resource for anyone interested in playing a nature/x petmancer.
Enjoy. 🙂
Abbreviations/Relevant Terms:
TQ – Titan Quest
IT – Immortal Throne (TQ’s official expansion)
AE – Anniversary Edition (the latest major TQ official modification)
mod/s – modification/s, usually player generated. A lot of the more interesting ones have an official thread in these forums
Int – intelligence
Dex – dexterity
pot – potion
proc – programming random occurence, the chance of a special ability activating
respec – visiting the Mystic NPC to re-assign skillpoints
aggro – aggression, “to draw aggro” would mean to draw the aggression of enemy monsters
HP – health points/health
DPS – damage per second
AoE – area of effect
toon – your character
twink – the act of giving your toon powerful pre-farmed gear, can also be used to refer to a toon with with pre-farmed gear
affix – enchantments on items
completion bonus – the random enchantment generated after you complete a relic, charm or artifact.
standard completion bonus – completing a relic/charm already socket-ed in an item causes it to generate the standard completion bonus, which is a fixed bonus (as of November 2016, the standard completion bonus feature is still missing from TQ:AE)
Table of Contents (Use this to ctrl-F your way around the guide)
I. Nature Pros and Cons
II. Stats
III. Gameplay (includes Pre-AE and Post-AE builds)
IV. Items and where to find them
VI. Relevant Data
VII. Multiclassing
VIII. Frequently Asked Questions
IX. Credits
I. Nature Pros and Cons
Nature is the game’s default pet-user mastery. It is the only mastery that relies almost exclusively on pets to defeat enemy monsters. Any nature/x combination can be played as a petmancer, although each of the other masteries has something different to offer.
Pros
-Solid gameplay, you have several options for offense, defense, crowd control and buffing/debuffing
-High single target/multi-target DPS
-Great survivability with skills like Regrowth and Heart of Oak
-Core gear can be bought from NPC stores
-Playable as a petmancer within minutes of character creation
Cons
-Needs to shop for items
-Some nature skills have really long cooldowns
-Lacks a killer AoE nuke
-Pets won’t defend you if you lag in multiplayer
II. Stats
There are two basic stat routes in TQ – the Str route (for melee types) and the Int route (for casters). Builds using bows/spears usually also pick the Str route.
Either stat route works for nature but pet builds can be very mana-intensive so picking the Int route (most points in Int, a few in Dex) helps offset high mana consumption and allows you to use staves with pet affixes.
An excellent guide on proper stat point distribution, made by Poinas, can be found here. Use the guide/google if you want specific item requirement values.
The general idea is this:
Int – enough points to get to 560+ by legendary for staff requirements if you pick the Int route, zero if you decide to go melee/ranged
Dex – enough points to get to 170+ by legendary for Int gear, 380+ if you want to use very rare Dex gear (like Stonebinder’s Cuffs), 400+ if you want to use the best bows/spears
Str – zero for casters, enough to get to 140+ by legendary if you want to use very rare Dex gear (like Stonebinder’s Cuffs), enough to get 500+ of you pick the Str route and wish to use the best weapons/armor
Don’t forget that you get bonus stats from different quests once per difficulty. You can also increase your stats easily through gear, accessories, relics, charms and artifacts.
III. Gameplay
There are basically two builds you should aim for (one if you play the AE version) though feel free to tweak them to suit your personal tastes. One build is ideal pre-Wusao while the other is for the rest of the game. Regardless of any changes you make, I recommend not getting Plague until after you reach level 25.
Build 1: Pre-Wusao, Level 1-29
http://www.titancalc.com/TitanCalc.asp?mastery=Wanderer&master1=4&master2=0&sa=5&m1=32-1-7-12-8-1-0-1-14-0-0-1-0-1-0-1-1-0-1-0-10-0-0&m2=0
Playstyle
Let your pets defeat everything while you heal and loot. Your pets should have no trouble handling anything except bosses and against these just use scrolls. A scroll of Unbroken Fortitude works well against the gorgons and Alastor while a scroll of the Harpy Witches works well against bosses like the minotaur.
Since your character won’t be doing a lot of fighting take the time to familiarize yourself with enemy mobs and their behavior. Of note, learn to identify which mobs prefer to attack you instead your pets. Stay mobile. Study bosses and their behavior/attack patterns. Bosses in TQ have very specific strengths and weaknesses and it is very easy to fight a boss the wrong way and die.
Assemble a complete set of “Beastmaster’s”/”Spiritcaller’s” affix gear as soon as possible – the whole set includes a staff, pendant and two rings. You can buy these from any merchant in the game. Pick elemental damage over physical/vitality damage, you can switch to a damage type more appropriate for your build once you start buying “Summoner’s” or better affixes.
« Last Edit: 01 June 2020, 09:11:18 by MedeaFleecestealer »

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Re: Tyr's Wanderer's Nature Guide
« Reply #1 on: 28 April 2018, 11:02:37 »
Skills
PRE-AE VERSION
First order of business – raise Call of the Wild to level 7, then rush Dissemination. After that get the nymph and raise Nature’s Wrath to level 10. Finally try to max Accelerated Regrowth, Heart of Oak and Survival Instinct in that order. Your build should end up looking something like THIS at level 29.
http://www.titancalc.com/TitanCalc.asp?mastery=Wanderer&master1=4&master2=0&sa=0&m1=32-1-7-12-8-1-0-1-14-0-0-1-0-1-0-1-1-0-1-0-10-0-0-0&m2=0
This is your early game build – it was designed to get you as far as the Wusao Mountain waypoint with minimum hassle. Up until that point your wolves/nymph should be doing crazy DPS while your toon kept his/her distance and spammed Regrowth.
POST-AE VERSION
AE considerably simplifies things for petmancers by introducing a quest in mid act 3 that increases the HP of pets in normal(the Yeti quest), allowing you to stick to only one build. AE players should have something like THIS by level 29.
http://www.titancalc.com/TitanCalc.asp?mastery=Wanderer&master1=4&master2=0&sa=5&m1=32-1-16-1-8-1-8-0-1-0-0-1-0-1-0-1-1-0-4-0-12-0&m2=0
Build 2: Post Wusao build, Level 30-33 and onwards
Playstyle
At this point mobs start to hit a lot harder and no amount of healing is going to be able to save your pets unless you twink heavily. Fortunately ature two critical skills to address this: Plague and Refresh.
Plague is an AoE nuke that forces monsters to attack you instead of you pets. It’s a very powerful skill in the sense that it does mostly HP reduction damage (ie, % of enemy’s current health as damage). This means the tougher the affected mob, the higher the damage (which is why we ignored the skill completely in Acts 1-2). The only problem with Plague is that due to the way HP reduction damage works it rarely kills off enemy mobs by itself.
The great thing about Plague is that with both of its synergies maxed it is also one of the game’s most powerful debuffs. While tanking mobs may seem like a crazy idea it’s actually a very effective strategy in act 4 normal. Your character will survive for as long as Plague is up (and in many cases you probably won’t even notice that you’re taking damage) as long as your resistances/DA are decent. Be prepared to move away once Plague’s duration starts to run out, however. Also be wary of mobs with the Onslaught skill – Onslaught’s charges counters Plague’s damage debuff.
Refresh is one of nature’s more humble skills and is usually ignored by most other builds. Regardless, casting level 4 Refresh completely removes the cooldown of Call of the Wild allowing you to instantly resummon a second wolf in case both of your wolves go down. With almost all your DPS coming from either your wolves and Plague, Refresh invaluable.
Your new playstyle involves casting Plague on enemy mobs and then blasting away with your staff while your pets defeat them. Use Briar Ward if you aggro too many mobs and don’t be afraid to use scrolls. In case both of your wolves die use the Call of the Wild->Refresh->Call of the Wild combo. You can try to sneak in an extra casting most other skills (Regrowth, Plague, or even Eruption/Stone Form or Distort Reality/Phantom Strike for summoners/ritualists) before casting your second Call of the Wild.
Against Typhon I suggest buying a Scroll of Sky’s Rage and then using it with Plague. Stay close to Typhon (the scroll summons a thunderstorm that travels with your character) and watch his HP drop to less than half its max value once Sky’s Rage finishes. And you thought defeating Typhon in under 20 seconds untwinked in normal was impossible. 😛
Of course in the AE you won’t even need Sky’s Rage, just rush the Battle Marker/Frostbite shrines in Olympus and your wolves should be able to defeat Typhon in record time.
Do not use Briar Ward against Typhon or his life leech attack will him to heal to almost full health.
Additional tips:
-Act 4 mobs are especially dangerous and I would recommend raising your poison/piercing resistances to 50% or higher in act 4. Note that with Plague (HP reduction and Susceptibility effect) act 4 mobs will effectively have about the same health act 3 mobs. This means that the survival of your toon should be your primary concern.
-By now you should start looking for a charm/relic with the “% slower attack” completion bonus (if you don’t know which relics/charms have this bonus check out this thread). “% slower attack” is a very powerful enchantment that can cripple most mobs, even bosses!
Skills
PRE-AE VERSION
Your build should look like THIS by level 33.
http://www.titancalc.com/TitanCalc.asp?mastery=Wanderer&master1=4&master2=0&sa=5&m1=32-1-7-8-1-10-8-1-1-8-0-1-0-1-0-1-1-8-4-0-10-0&m2=0
Alternatively, if you’re a TQ veteran and you have pre-farmed gear in your caravan you can instead use THIS. Note that you need +2 skills (total) to get your third wolf.
POST-AE VERSION
Your build shouldn’t be that much different form your pre-Wusao one and should look something like THIS by level 33.
http://www.titancalc.com/TitanCalc.asp?mastery=Wanderer&master1=4&master2=0&sa=5&m1=32-1-16-1-8-1-8-0-1-8-0-1-0-1-0-1-1-7-4-0-12-0&m2=0
Nature – The Wanderer
Small section for new players, people who like playing as a wanderer, or anyone not yet interested in picking a second mastery.
The wanderer is a petmancer that specializes in healing, defensive buffs and HP reduction damage. It is the ideal petmancer for beating normal with, with very few exceptions.
Suggested Skills:
Plague – max all synergies. This is your main nuke and debuff.
Heart of Oak – max base skill in normal, leave Permanence of Stone at level 1 in normal and max it in Epic, leave Tranquility of Water at level 1. This is your core defensive aura.
Briar Ward – leave base skill and Stinging Nettle at level 1, max Sanctuary. This is your panic button, a very powerful defensive skill.
Call of the Wild – max Maul, then Survival Instinct, and then Strength of the Pack in that order. This is your main DPS source.
Sylvan Nymph – max base skill, leave Overgrowth at level 1. This is your secondary DPS source.
Regrowth – max base skill and Dissemination at the same rate. This is your main defensive skill.
Refreshand Briar Ward – any extra points. At high enough Refresh levels you can start to use Briar Ward as more of a general defensive skill rather than a panic button.
IV. Items and where to find them
Your main items: staves and jewelry (rings and amulets) with the “Beastcaller’s” -> “Spiritcaller’s”-> “Summoner’s” -> “Invoker’s” -> “Ritualist’s” affixes.
While only wanderers, druids, summoners, soothsayers and some ritualists should be using staves, ALL petmancers should be using +pet damage jewelry.
Possible late-game items:
The game isn’t balanced around end-game gear, so feel free to swap these for any ultra-rare end-game monster infrequents/legendaries you find.
Weapons and Jewelry
-A staff with the “Ritualist’s” affix and with the Incarnation of Shen-Nong’s Dark Medicine (+”% slower attack” completion) legendary relic
-An amulet with both the “Ritualist’s” and “of Convocation” affixes with Incarnation of the Monkey King’s Trickery (standard completion/+resistance completion) legendary relic
-A pair of “Ritualist’s” rings with a +DA/HP suffix, both with the Incarnation of the Monkey King’s Trickery (standard completion/+resistance completion) legendary relics
-switch weapon: Druid’s staff with -recharge suffix (if your total +skills is less than 4) or any defensive staff like the Kirin (+elemental/poison/pierce resistance)
-For non-staff users, any weapon with -resist effects like Sapros and Mbuti’s Advocate
Armors
-“Hallowed” headgear (+vitality resist, +1 to skills) with a +DA/HP suffix
-“Honor Guard’s” torso armor (+pierce, stun resist, +defense) with a +DA/HP suffix
-“Of the Pegasus” leggings (+elemental resistances) or any leggings with both the +poison/pierce/bleeding resistance and +movement speed affixes. If you’re going for overkill try farming the incredibly rare Demonskin Walkers
-Any yellow/green armlet armlet with +poison/pierce resistance/bleeding and the +DA/HP suffix. A few monster infrequents and legendaries like the Stonebinder’s Cuffs and the Scourge Wrap are also worth using
Items for rounding out your character:
You will be using these items to fill out any weaknesses your character may have, like low DA/health and resistances.
Artifacts
– Leafsong/Song of the Serpent/Shroud of Eternal Night/Druid’s Wreath/Thoth’s Glory/Star of Istar/Knot of Isis (basically any artifact with good resistances). For non-wanderers feel free to pick an offense-type artifact that complements your main nuke (eg, Ikon of Zeus would be great on a druid)
Charms/Relics
-Hag’s skin (+pierce resist or +DA completion)
-Pristine Plummage (+DA or +poison resist completion)
-Udjat of Horus/Guan Yu’s Grace (torso armor only, +DA/+armor/+movespeed/+resistance completion)
-Dionysus’ Wineskin (ideally +DA completion, but what really matters is the base enchantment)
-Monkey King’s Trickery (+DA or +poison resist completion)
-Crystal of Erebus (+1/2 to skills, +resists completion or “%slower attack” completion)
-Iron Will of Ajax (+DA or elemental resistance completion)
Note that the torso armor usually takes the most hits from mobs (this is how enemy attack works in TQ so the individual armor value of each of your gear matters, not the total) so the Udjat of Horus can be invaluable in act 4 normal.
Beware of bleeding damage – powerful enemies like Yao Guai, the Melinoe and mobs with rogue skills (like the Machae) like to use bleed damage. Bleeding resistance can be safely ignored PRE-AE but AE players should definitely consider stacking some bleeding resistance.
One other important thing – KEEP YOUR DA DECENT. Good DA is important to petmancers because Plague likes to redirect a lot of aggro to your toon. 400-600/800/1000 DA for normal/epic/legendary is ideal and you can reach these values easily using green items with the proper affixes and with the +DA completion bonus from charms and relics.
Item Location info:
Beastcaller’s
All throughout normal, as early as Helos.
Spiritcaller’s
I’ve seen one appear as early as the Village of Tegea (right after Sparta) although they’re quite common in Act 2 Egypt. Try to complete a set by mid Act 2 normal.
Summoner’s
All throughout Epic although they can start appearing as early as as the Chumbi Valley/Chang’an merchants. Get a set (or export one) by Chang’an normal.
Foe AE players, “Summoner’s” can now drop in act 4 normal.
Invoker’s
Act 3 Epic although I’ve seen one appear as early as Act 1 Delphi. Complete a set by Chang’an (Epic).
Ritualist’s/of Convocation
Legendary. Ritualist’s can appear as early as epic Chang’an but they are very, very rare.
I’ve seen the “of Convocation” affix appear as early as epic Rhakotis but you’ll want that to go with the “Ritualist’s” affix.
For AE players “of Convocation” can appear as early as act 3 normal.
“Hallowed” headgear
The Great Wall/Chang’an mage merchants like selling “Hallowed” headgear .
“Honor Guard’s” torso armor
Most merchants in late act 2/early act 3 will sell these occasionally.
Wanderer staves/amulets
Most merchants in late act 2/early act 3 will sell these occasionally.
Scrolls
Act 1 gives you scrolls of Unbroken Fortitude (for act 1 bosses), Harpy Witches (for act 1 bosses) and Ice Nova (for any annoying mob group in normal). Act 2 gives you Elemental Shielding (for Barmanu/Yao Guai) and act 3 gives you Sky’s Rage.
These scrolls have epic/legendary difficulty counterparts that appear in the same acts as their normal difficulty counterparts with the sole exception of Sky’s Rage, which appears in epic act 1 as Earthquake.
In Legendary you can also use Divine Scrolls of Stalwart Alliance.
Pristine Plumage
Note that items tend to spawn with a lot more pierce resistance than poison resistance, making Pristine Plumage charms a cheap and efficient way to raise your poison resistance.
There’s a very easy way to farm Pristine Plumage. Once you reach the Rebirth Fountain in Kairatos Bluff near Triton’s Ridge, Knossos (the one that precedes the Rebirth Fountain with the merchant) there should be a group of Harpies just ahead of the fountain and then across the bridge behind it. Clear these, port to Knossos, clear the Harpie group southeast/east of the Herakleion, then port to Helos. Proceed to the area north of the cave where you saved the cornered shepherd (your very first quest outside of Helos) and then continue to finish off all Harpies in the area (they should be all over the edges of the map) until you reach the man who gives you the quest to find his Dowry. There should be more Harpies in the north and east, near the cave entrance. Familiarize yourself with this route – a single run should only take somewhere between 4-6 mins and you’ll likely find at least 1 Pristine Plumage per run unless you’re very unlucky.
Hag’s Skin
Hag’s Skin charms are a cheap way for you to raise your piercing resistance. Note that a lot of mobs in act 4 deal piercing damage.
Right before the town in the Lower Nile there’s a Rebirth Fountain. There will be several hags in the east and northeast areas, in the cliffs and near the cave. Just activate the fountain and keep exiting/reentering the game while clearing these areas.
Relics
Your best chance of getting Monkey-king’s Trickery/Shen-long’s Dark Medicine/Dionysus’ Wineskin/Will of Ajax and other relics is to use the massbosses/xmax mods to from act-specific gods and titans (bosses that spawn a magic orb)
A note to casual players:
Grinding is completely optional. If you don’t want to grind for items just make sure you carry around an extra set of gear with vitality/stun resistance/bleeding/elemental/poison and creature type (eg. -x% damage from beasts) resistance for use against specific mobs/bosses. Switching gear for dealing with specific mobs is a cheap and easy way to avoid having to farm/grind for items.
General rules of thumb: if the boss uses attacks that distort the game graphics switch to vitality/stun resistance. If it’s a green-colored attack switch to poison resistance. Red attacks usually do vitality/bleeding resistance.
Pay attention to mob/boss creature type (appears right below their name). Creature type resistances from charms/gear (like -x% less damage from beasts from the Hydradon Hide monster charm) are rare, but incredibly effective and valuable.
VI. Multiclassing, ie, choosing a second mastery
All classes in TQ are viable, even solo mastery classes like the wanderer, but it’s important that you enjoy your character. The wanderer is the support petmancer, the “doctor” class. If you want a more aggressive petmancer feel free to combine nature with any other mastery.
I’d also like to point out that ALL single mastery classes are incredibly powerful in normal while dual-mastery class builds usually start to come together at around epic. If your planned build requires a lot of skill points (like you need to be level 38+ to get all your core skills) you may wish to stick to playing a solo mastery in normal.
General guidelines for picking a second mastery early on:
1) Max Call of the Wild and get Refresh to level 1-4 depending on how many +skill items you use.
2) Try to max the Plague line as soon as you reach Wusao Mountain in normal. This allows you to pull aggro away from your wolves, raising their survivability and thus keeping your DPS intact. Dead wolves = no DPS. Maxing Fatigue is optional for non casters.
3) Weigh your options. When it comes to AoEs the nymph’s Nature’s Wrath, for example, pales in comparison to Earth mastery’s Eruption. Even if you decide to max Nature’s Wrath later you should pick Eruption first, given the choice.
4) For act 4 normal focus on improving your character’s survivability – a full +pet damage gear, Plague, your wolves, a level 4 Refresh and a strong nuke are basically all you need DPS-wise. Increase your survivability by taking skills that help minimize the damage you take like Distortion Wave (massive slow), Visage of Death (fumble and fear), Ravages of Time (enemy damage penalty), Squall + Reduced Visibility (protection from enemy attacks), Soften Metal (enemy damage penalty), Stoneskin (massive fire resist and armor boost), Trance of Convalescence (HP regen and damage absorption), Sands of Sleep (sleep effect), Knives + Mandrake (fumble and confuse), Enslave Spirit (crowd control), and Heat Shield (fire and physical damage resist).
5) Always have at least 3 pieces of +pet damage gear. This is mostly for non-staff users.
6) Get “% slower attack” items.
7) Against Dactyls use items with the -%damage from monster effect like Ritual amulets and Tortured Soul charms with the Ritual completion bonus
8) When planning your build make sure they’re fully functional by level 33. This is the level most characters are in before the normal Typhon fight (without farming/grinding).
9) Always remember that your toon has the potential be tougher than any pet in the game. Only dedicated caster builds should ever rely on their pets for tank/support. One of the most common mistakes new players make with nature/x petmancers is to rely on their own toons for DPS while letting their pets deal with aggro – this never really works and there are mobs in the game so powerful they can kill even the toughest pets in the game in seconds. The same isn’t true for a well-prepared character.
Generally speaking leave the DPSing to your pets and the surviving to your toon.
Bottomline, your core build should look something like THIS.
http://www.titancalc.com/TitanCalc.asp?mastery=Wanderer&master1=4&master2=0&sa=0&m1=32-0-16-1-0-1-8-0-1-1-0-0-0-1-0-1-0-8-4-0-0-0&m2=0
This build will be used as the basis for the next section.
« Last Edit: 04 June 2020, 10:53:15 by MedeaFleecestealer »

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Re: Tyr's Wanderer's Nature Guide
« Reply #2 on: 28 April 2018, 11:03:37 »
Rough overview of all nature/x petmancer build classes
Earth – The Summoner
Earth is one of the two elemental caster masteries and favors fire/physical damage. The mastery specializes in nukes and powerful defensive skills.
The summoner (nature/earth) is caster that combines pets with powerful attacks and a TON of defensive options against physical damage. Skill combinations like Eruption, Plague and Refresh make it ideally suited for dealing AoE damage on large scale.
Suggested Gear Type:
Character: Staves, Int armors, possibly lower tier Dex armors (like normal/epic Stonebinder’s)
Pet: +elemental damage pet gear, +physical damage pet gear for specialized builds
Suggested Skills:
Earth Enchantment – max base skill and Brimstone, leave Stone Skin at level 1. This is your core offensive aura.
Heat Shield – leave base skill at level 1. This is your utility/defensive buff, try to keep this up on everyone as much as possible.
Stone Form – leave base skill at level 1. This is your panic button.
Eruption – max base skill. This is your main nuke.
Heart of Oak – max base skill, leave Tranquility of Water at level 1, leave Permanence of Stone at level 1 and max it in Epic/Legendary. This is your core defensive aura.
Summon Core Dweller – at least 1 point in base skill, either max or leave Inner Fire and Metamorphosis at level 1 as desired. Max Wild Fire. The core dweller is a decent tank/secondary DPS source.
Sylvan Nymph – leave base skill at level 1, leave Overgrowth at level 1, max Nature’s Wrath. The nymph is also a good secondary DPS source.
Ring of Flame, Soften Metal, Fatigue and Sanctuary – any extra points. These are extra sources of DPS/damage mitigation.
***
Storm – The Druid
Storm is the other elemental caster mastery and favors lightning/cold damage. Its skills favor crowd control over the more aggressive playstyle of Earth.
The druid (nature/storm) is a caster with access to great buffs/debuffs and very powerful crowd control skills. Skills like Plague and Squall allow it to shut down all but the most resilient enemy mobs.
Suggested Gear Type:
Character: Staves, Int armors, possibly lower tier Dex armors (like normal/epic Stonebinder’s)
Pet: +elemental damage pet gear
Suggested Skills:
Squall – max base skill and Obscured Visibility. This is one of your two main debuffs.
Plague – max Fatigue. This is one of your two main debuffs.
Summon Wisp – leave base skill at level 1 and max Eye of the Storm. Eye of the Storm amplifies all the damage that you and your pets do.
Heart of Oak – max base skill, leave Tranquility of Water at level 1, leave Permanence of Stone at level 1 and max it in Epic/Legendary. This is your core defensive aura.
Sylvan Nymph – leave base skill at level 1, leave Overgrowth at level 1, max Nature’s Wrath. The nymph is also a good secondary DPS source.
Storm Nimbus – max base skill, leave Heart of Frost at level 1 and max Static Charge. This is your main offensive aura.
Regrowth, Accelerated Regrowth, Dissemination, Lightning Bolt and Chain Lightning – any extra points. Decide whether you prefer a defensive (Regrowth/Accelerated Regrowth/Dissemination) playstyle or an offensive (Lightning/Chain Lightning) one.
***
Spirit – The Soothsayer
Spirit is one of the two caster masteries that focus on alternative damage types like HP reduction (the other being Nature).
The soothsayer (nature/spirit) is a caster with some of the most powerful debuffs in the game. Able to stack a TON -resists from skills like Plague, the Liche King and Death Chill Aura and specializing in vitality/HP reduction damage, soothsayers are ideally suited for dealing with tough mobs like bosses. They can also potentially control the most number of pets/temporary allies.
Suggested Gear Type:
Character: Staves, Int armors, possibly lower tier Dex armors (like normal/epic Stonebinder’s)
Pet: +physical or +elemental damage pet gear (based on which buffs you choose), +vitality damage pet gear for specialized builds
Suggested Skills:
Deathchill Aura – max base skill, leave Ravages of Time at level 1, max Necrosis. This will be your main offensive aura.
Vision of Death – max base skill. This will be your main crowd control skill/panic button.
Summon Liche King – max base skill, leave Death Nova and Wraith Shell at level 1, max Arcane Blast. The liche king is an excellent DPS source and debuffer, especially against bosses.
Summon Outsider – leave at level 1 or max, as desired. The outsider is a good secondary DPS source. Use with Refresh spam.
Heart of Oak – max base skill in normal, leave Permanence of Stone at level 1 in normal and max it in Epic, leave Tranquility of Water at level 1. This is your core defensive aura.
Ternion Attack, Arcane Lore, Enslave Spirit, Circle of Power, Dark Covenant, Unearthly Power, Maul and Refresh – any extra points. Choose whether you want to add a nuke/potential crowd control skill (Ternion/Arcane Lore), extra allies (Enslave Spirit), extra pet DPS (Maul) or more buffs/utility (Circle of Power, Dark Covenant/Unearthly Power, Refresh) to your build.
***
Warfare – The Champion
Warfare is one of the physical damage warrior masteries, focusing on offense.
The champion (nature/warfare) is a warrior/caster hybrid with some of the most powerful AoE buffs in the game. Access to skills like Battle Standard and Sanctuary allows it to significantly increase the damage/damage absorption of all allies (not just pets) while access to dual-wielding makes it ideally suited to dealing massive amounts of single/multi-target damage.
Suggested Gear Type:
Character: Two fast attack speed weapons, Str/Dex armors
Pet: +physical damage pet gear
Suggested Skills:
Weapon Training, Battle Rage, Dodge Attack, Dual Wield, Hew, Cross Cut and Tumult – leave at level 1. These passives help improve your melee combat ability.
Battle Standard – max base skill and Triumph. This is your core AoE offensive and defensive buffing skill.
Onslaught – max base skill, leave Ignore Pain, Hamstring and Ardor at level 1. This is your core attack skill. Onslaught and its synergies significantly improve your melee combat ability.
Heart of Oak – max base skill, leave Tranquility of Water at level 1, leave Permanence of Stone at level 1 and max it in Epic/Legendary. This is your core defensive aura.
Call of the Wild – max Strength of the Pack. This is your secondary AoE offensive buff.
Briar Ward – leave base skill and Stinging Nettle at level 1, max Sanctuary. This is your panic button, a very powerful defensive skill.
Ancestral Horn – leave at level 1. The ancients are an excellent secondary DPS source.
Refresh – max base skill. Refresh becomes a core utility skill for the Champion, allowing you to use skills like Battle Standard, Briar Ward and Ancestral Horn more frequently.
War Horn, Ancestral Horn, Ignore Pain, Fatigue, Survival instinct and Nature’s Wrath – any extra points. Choose whether you want an extra crowd control skill (War Horn), a bit more pet DPS (Ancestral Horn, Survival Instinct, Nature’s Wrath) or extra physical damage mitigation(Ignore Pain/Fatigue).
***
Defense – The Guardian
Defense is one of the two physical damage warrior masteries, focusing on (well) defense.
The guardian is a warrior/caster hybrid that favors the slow and steady approach – though only as far as playstyle is concerned. In actual practice (and contrary to popular belief) they are very fast melee characters capable of surviving extreme punishment while also meting it out, thanks to skills like Plague, Sanctuary, Adrenaline, Rally and Colossus Form.
Suggested Gear Type:
Character: Non-spear weapon and shield, Str/Dex armors
Pet: +physical damage pet gear
Suggested Skills:
Adrenaline – leave base skill at level 1, max Resilience and Defensive Reaction. A useful passive for increasing your melee combat ability.
Rally – leave base skill at level 1, max Inspiration and Defiance. This is your anti-boss skill, with Defiance dealing massive damage against bosses with powerful AoEs (ie, most of them).
Refresh – max base skill. Refresh becomes a core utility skill for the Guardian, allowing you to use skills like Rally, Colossus Form, Briar Ward and Quick Recovery more frequently.
Heart of Oak – max base skill in normal, leave Permanence of Stone at level 1 in normal and max it in Epic, leave Tranquility of Water at level 1. This is your core defensive aura.
Battle Awareness – leave base skill at level 1, max Focus and Iron Will. This is your secondary defensive aura. Note that resistances max out at 80% so depending on your gear you may want to adjust how many points you invest in Iron Will.
Quick Recovery – max base skill. This is your go-to defensive skill for clearing mobs.
Colossus Form – max base skill. This is one of your core damage-boosting skills.
Briar Ward – leave base skill and Stinging Nettle at level 1, max Sanctuary. This is your panic button, a very powerful defensive skill.
Shield Smash and Pulverize – max base skills. These passives help improve your melee combat ability.
Shield Charge, Disruption, Armor Handling, Survival Instinct and Strength of the Pack – any extra points. Choose whether you need the extra utility (Shield Charge/Disruption, Armor Handling), extra pet damage (Survival Instinct) or a general damage boost (Strength of the Pack).
***
Rogue – The Illusionist
Rogue is one of the alternative damage warrior masteries, focusing poison/bleeding/piercing damage. In AE it is one of the two masteries (besides nature) that can rely almost exclusively on pets for DPS. Out of all the masteries in TQ rogue is most item-dependent.
The illusionist (nature/rogue) is an item-dependent warrior/caster hybrid that (in a thematically appropriate way) doesn’t actually need to hit anything with his weapon, relying on knives/wolves/traps and poison for everything from damage, to debuffs, to crowd control. Its reliance on item effects makes it a difficult but potentially very rewarding class to master.
Suggested Gear Type:
Character: Staff/Spear and shield, Str/Dex/Int armors
Pet: +physical damage pet gear
Suggested Skills:
Throwing Knife – leave base skill at level 1, max Flurry of Knives. This is one of your two main nukes/debuff skills. Throwing Knife can carry any non-weapon offensive gear bonuses and most item procs.
Envenom Weapon – leave base skill and Toxin Distillation at level 1, max Nightshade and Mandrake. This is your core offensive buffing skill.
Lay Trap – leave base skill at level 1, max Rapid Construction and Improved Firing Mechanism. This is one of your two main sources of DPS.
Call of the Wild – max Strength of the Pack. This is your other main DPS source.
Plague – max Fatigue. This is your other main nuke/debuff.
Heart of Oak – max base skill, leave Tranquility of Water at level 1, leave Permanence of Stone at level 1 and max it in Epic/Legendary. This is your core defensive aura.
Sylvan Nymph – leave base skill at level 1, leave Overgrowth at level 1, max Nature’s Wrath. The nymph is also a good secondary DPS source.
Throwing Knife, Open Wound, Anatomy, Lethal Strike, Mortal Wound, Briar Ward, Stinging Nettle, Sanctuary and Survival Instinct – any extra points. Choose whether you need the extra damage (Throwing Knife, Open Wound, Anatomy), an extra nuke (Lethal Strike/Mortal Wound), extra pet damage (Survival Instinct) or extra survivability (Briar Ward/Stinging Nettle/Sanctuary).
***
Hunting – The Ranger
Hunting is one of the alternative damage warrior masteries, focusing piercing/bleeding and some HP reduction damage. It is especially well-suited to using bows.
The ranger (nature/hunting) is a warrior/caster hybrid that epitomizes the ranger archetype – use a bow, shoot stuff while your pets do their own thing. It is a versatile class with various offensive/defensive skills and is ideally suited to players who love using ranged weapons.
Suggested Gear Type:
Character: Bow, Str/Dex armors
Pet: +physical damage pet gear
Suggested Skills:
Marksmanship – leave base skill at level 1, max Puncture Shot Arrows and Scatter Shot Arrows. This is your core attack skill.
Wood Lore and Volley – max base skills. These passive improve your ranged combat ability.
Study Prey – max base skill, leave Flush out at level 1. Besides Plague, this will be your other main debuff.
Call of the Hunt – leave base skill and Exploit Weakness at level 1. This is your anti-boss skill.
Monster Lure – max base skill, leave Detonate at level 1. This is your main crowd control skill.
Call of the Wild – max Strength of the Pack. This is your secondary AoE offensive buff.
Art of the Hunt – max base skill, leave Find Cover and Trail Blazing at level 1. This is your core offensive aura.
Heart of Oak – max base skill in normal, leave Permanence of Stone at level 1 in normal and max it in Epic, leave Tranquility of Water at level 1. This is your core defensive aura.
Call of the Hunt, Exploit Weakness, Marksmanship, Herbal Remedy, Maul, Briar Ward, Stinging Nettle, Sanctuary and Refresh – any extra points. Choose whether you need extra character damage (Marksmanship), extra pet damage (Maul), more anti-boss damage (Call of the Hunt/Exploit Weakness), a powerful defensive skill (Briar Ward/Stinging Nettle/Sanctuary) or just extra utility (Herbal Remedy, Refresh).
***
Dream – The Ritualist
Dream is the game’s only default hybrid melee warrior/caster class. It specializes in dealing physical and electrical burn damage.
The ritualist (nature/dream) is perhaps the most versatile petmancer in the sense that it can be played in any number of ways. A ritualist can be played as a melee warrior or a caster. It can follow either Str or Int stat routes, with access to various supporting skills for both. It can focus on general combat buffs, nuking or control.
Really, the only downside to playing one is that you can’t do everything at once… or at least, not without end-game gear.
Suggested Gear Type:
Character: Physical damage weapon, shield and Str/Dex armors for melee warriors, and a staff and Dex/Int armors for casters
Pet: +physical damage pet gear
Suggested Skills (General):
Heart of Oak – max base skill in normal, leave Permanence of Stone at level 1 in normal and max it in Epic, leave Tranquility of Water at level 1. This is your core defensive aura.
Lucid Dream, Premonition, Temporal Flux and Distortion Field – at least 1 point in each skill. These passives improve your melee warrior/caster combat abilities and survivability. Melee warriors and ranged casters may want to max out most of these skills eventually, while melee casters may leave these skills at level 1.
Summon Nightmare – leave base skill at 1, max Hypnotic Gaze and Mastermind. The Nightmare provides a good buff, a debuff and crowd control.
Sands of Sleep – max base skill. This is your main crowd control skill.
Suggested Skills (Melee warrior):
Trance of Wrath – max base skill. This is your core offensive aura.
Phantom Strike – at least 1 point in base skill, max Dream Stealer. This is your main nuke.
Psionic Touch – at least 1 point in base skill, max Psionic Burn. This is your main attack skill.
Plague – max Fatigue. This is your main debuff.
Call of the Wild – max Strength of the Pack. This is your secondary AoE offensive buff.
Suggested Skills (Ranged Caster):
Trance of Convalescence – max base skill. This is one of your two core defensive auras.
Psionic Touch – at least 1 point in base skill, max Psionic Burn. This is your main attack skill.
Distortion Wave – max base skill, at least 1 point in Chaotic Resonance and max Psionic Immolation. This is your main nuke.
Sylvan Nymph – leave base skill at level 1, leave Overgrowth at level 1, max Nature’s Wrath. The nymph is also a good secondary DPS source.
Suggested Skills (Melee Caster):
Trance of Empathy – max base skill. This is your core offensive aura.
Distort Reality – leave base skill at level 1, max Temporal Rift. This is your main nuke.
Sylvan Nymph – leave base skill at level 1, leave Overgrowth at level 1, max Nature’s Wrath. The nymph is also a good secondary DPS source.
Survival Instinct, Regrowth, Accelerated Regrowth and Dissemination – any extra points. These useful defensive skills help you make the most out of Trance of Empathy.
***

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Offline Medea Fleecestealer

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Re: Tyr's Wanderer's Nature Guide
« Reply #3 on: 28 April 2018, 11:03:56 »
VII. Relevant Data
Prefixes:
Puppetmaster’s (staves, amulets)
Caster bonus: ~7.0 Energy Regeneration per second / Bonus to All Pets: (+200 Health / +10% Total Speed)
Beastcaller’s (staves, amulets, rings)
Bonus to All Pets: (10 Damage / +5% Damage) or (5% Vitality Damage / 8 Vitality Damage) or (5% Elemental Damage / 8 Elemental Damage)
Spiritcaller’s (staves, amulets, rings)
Bonus to All Pets: (18 Damage / +5% Damage) or (5% Vitality Damage / 15 Vitality Damage) or (5% Elemental Damage / 15 Elemental Damage)
Summoner’s (staves, amulets, rings)
Bonus to All Pets: (33 Damage / +5% Damage) or (5% Vitality Damage / 28 Vitality Damage) or (5% Elemental Damage / 28 Elemental Damage)
Invoker’s (staves, amulets, rings)
Bonus to All Pets: (47 Damage / +10% Damage) or (10% Vitality Damage / 40 Vitality Damage) or (10% Elemental Damage / 40 Elemental Damage)
Ritualist’s (staves, amulets, rings)
Bonus to All Pets: (70 Damage / +12% Damage) or (12% Vitality Damage / 60 Vitality Damage) or (12% Elemental Damage / 60 Elemental Damage)
Wraithlord’s (rings only?)
Bonus to All Pets: (92 Damage / +12% Damage) or (12% Vitality Damage / 80 Vitality Damage) or (12% Elemental Damage / 80 Elemental Damage)
Suffixes:
of Convocation (amulets)
Bonus to All Pets:+20% Total Damage / 20% of Attack damage converted to Health
of Servitude (staves, amulets, rings)
Bonus to All Pets:10 Armor / +40 Health
of Subjugation (staves, amulets, rings)
Bonus to All Pets:25 Armor / +75 Health
of Enslavement (staves, amulets, rings)
Bonus to All Pets:40 Armor / +100 Health
VIII. Frequently Asked Questions
A. My character keeps getting owned by Dragonians, Yerren, Nightstalkers, Formicids, Melinoe, Machae, Dactyl, Barmanu, Cerberus…
Beating specific monsters and bosses is beyond the scope of this guide. The key to beating these monsters is experience – either yours or someone else’s. Knowing what skills/damage types mobs use and what weaknesses they have is crucial since no build in existence will save you from something like Barmanu’s Meteor Fall if you just stand below it unprepared.
For tips on how to beat specific mobs use Google/this site’s search function and do a search on:
Hard bosses and how to defeat them (Titan Quest)
Monster types that cause problems FAQ (Titan Quest)
B. How do I get a third wolf?
Your Call of the Wild skill needs to be level 18. To reach level 18 you need to use +x all skills/+x to nature skills items.
C. What artifact should I use?
Any that boosts your survivability. Look for artifacts that increase your piercing/poison/physical/vitality and bleeding (for AE players) resistances. If you are confident that your resists are high enough and you already have a total of (at most) +4 to all skills then feel free to pick a damage artifact.
D. I’m playing the Pre-AE version and my casting time slows down for some reason whenever I cast a spell/use a skill, even with no enemy mobs present. Any idea what’s causing this?
Nope, and the technical forums are actually not very specific about why this happens. It seems to happen whenever you try to use a skill right when you were about to use another skill though.
There is a fix for this here and in TQ Defiler.
E. I’m having trouble with late Act 3, Act 4. Any Tips?
Keep plague on enemy mobs and use potions/Regrowth. Use scrolls if something surprises you, quite a few Act 4 heroes have dangerous skills. Try to use chokepoints or corners and avoid fighting mobs (especially archers) in the open/in long corridors. Use your crowd control skills, KEEP YOUR DA DECENT, and check NPC stores regularly so you can upgrade your armors/pet accessories.
IX. Credits
Thanks to Poinas, who let me use his guide/info and Violos, for his input on pet gear and elemental damage.
A lot of the basic info in this guide was taken from the earlier posts of Irma2, yerkyerk and Munderbunny, pioneers in the “figuring out how to powergame Titan Quest” scene. Credit also goes to them where appropriate.
Thanks to Viper_Sweden, whose beginner’s guide helped make this guide more newbie-friendly, and Medea Fleecestealer, for (perhaps indirectly 🙂 ) reminding me that I need to update this guide and make it more presentable.

https://www.kirmiziperfect.com/titan-quest-wanderer-nature-mastery-guide-by-tyr/

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