Titan Quest Fans Forum

Titan Quest - Anniversary Edition => Anniversary Edition - General discussion => Topic started by: Laionidas on 15 December 2017, 12:04:40

Title: Ragnarok ALL CLASSES - first impressions
Post by: Laionidas on 15 December 2017, 12:04:40
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 (http://steamcommunity.com/app/475150/discussions/0/2549465882914728771/):

Title: Re: Ragnarok ALL CLASSES - first impressions
Post by: Medea Fleecestealer on 15 December 2017, 15:58:33
Yes, mastery/class names between TQAE and Grim Dawn are getting more and more confusing.  Trickster is a GD class, but around half of GD's class names are from TQAE: Battlemage, Elementalist, Sorcerer, Pyromancer (TQAE's Earth mastery), Conjurer, Warlock, Spellbreaker, Spellbinder, Druid and Ritualist.

Question: could you use both Reckless Offense and Warfare's Dual Wield tree together?  Theoretically should stack the damage (100% total from Rune mastery, 50% physical from Dual Wield's Hew synergy) as well as hitting more targets.  And then there's Sacred Rage/Frightening Power, they might be good too.
Title: Re: Ragnarok ALL CLASSES - first impressions
Post by: botebote77 on 16 December 2017, 08:18:21
i have been away for quite a while.. Laionidas, i respectfully disagree with your assessments but i understand they're just your initial impressions.. i think there are many routes to building a character and perhaps some we will only see when we actually try it.. 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).. 3rd, thunder strike still deals more physical than elemental so it benefits more from strength.. i swear i feel i deal stronger damage with my assassin if i charge onslaught first before attacking with lethal strike.. it should work the same with thunder strike.. the confusion from the 2nd upgrade of thunder strike also helps.. i think it would go well with 2 throwing weapons on secondary.. having RR in both should be a great help.. 4th, the runeword explode i think also works on melee, more attacks, more fragments

i think I'll pick berserker over seidr worker.. i can go on and on about other masteries but eh i don't feel like it.. cheers dude
Title: Re: Ragnarok ALL CLASSES - first impressions
Post by: Medea Fleecestealer on 16 December 2017, 13:39:25
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?  With the expansion - which is what gives you the Rune mastery to start with - bonus points now go up to 30.  Also why assume people playing with Rune don't want to use the elemental parts?  I haven't theorycrafted any yet, but I can see an elemental Berserker might be good fun.  I've just started a ranged poison/elemental Trickster and I can see a possible Dragon Hunter bow build combining Marksmanship tree with Runeword: Explode/Burn.
Title: Re: Ragnarok ALL CLASSES - first impressions
Post by: Medea Fleecestealer on 16 December 2017, 20:49:15
Well, that's a bit of a bore.  Was theorycrafting a Thunderer thinking I might use Rune Weapon, but it doesn't work with a staff.  :(  Not sure about Thunder Strike either.  Expected it to work like Ternion, but it fires off 5 projectiles and then has to recharge itself before it can do so again. 
Title: Re: Ragnarok ALL CLASSES - first impressions
Post by: Cleglaw on 18 December 2017, 03:41:39
Medea, Thunder Strike is very powerful. Put points initially into Unleash for skill disruption, confusion and more damage. Just alternate it with other attacks or spells.
If you want to use Rune Weapon, then consider using a throwing weapon instead of a staff. You lose certain benefits the staff has: + to energy regen, attack range and certain modifiers that can only be found on a staff. But, you gain other benefits. Your attack will be significantly faster, you will have more protection (shield), and 2 equipment slots (weapon and shield) instead of only one (staff). The Energy Drain skill will compensate for the loss of + to energy regen.
Title: Re: Ragnarok ALL CLASSES - first impressions
Post by: Medea Fleecestealer on 18 December 2017, 12:09:15
Yeah, that's a possible Cleglaw.  I can get used to it since I've played BG's LoC mod and that has throwing knives already.  I've got a Sorcerer using knives there.  It's more the mindset I guess: casters = staves.  It's even more annoying that Rune Weapon also works with bows so the only weapon it doesn't work with are staves - yet it increases intel: ideal for a caster.

Thunder Strike was just a really quick test.  Just pushed a new toon up enough to put a point in the base skill to see what it did.  Will reserve judgement on that until I can give it a better tryout.

That's the one thing I'm not keen on with throwing weapons is their limited range.  It's shorter than a bow/staff can reach so you have to get nearer and aggro foes when you wouldn't need to with a bow/staff.  It's a bit odd since Rogue's Throwing Knife skill will go much further. 
Title: Re: Ragnarok ALL CLASSES - first impressions
Post by: botebote77 on 18 December 2017, 12:31:59
It's more the mindset I guess: casters = staves.

not me.. i mostly play caster in any RPG games and i always wear a shield.. my mindset is casters don't use weapons so why use a staff? I'm also big on CCs be it caster, melee or ranged
Title: Re: Ragnarok ALL CLASSES - first impressions
Post by: Laionidas on 18 December 2017, 15:40:11
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 (http://steamcommunity.com/app/475150/discussions/0/2549465882914728771/) 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.
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