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Messages - DwayneA
1
« on: 10 November 2024, 04:39:08 »
Assassin-Warfare Avenger-Earth Battlemage-Earth Berserker-Rune Bone Charmer-Hunting Brigand-Rogue Champion-Nature Channeler-Storm Conjurer-Earth Conqueror-Warfare Contemplator-Dream Corsair-Rogue Daoist-Neidan Disruptor-Neidan Diviner-Dream Dragon Hunter-Rune Dreamkiller-Dream Druid-Nature Elementalist-Storm Esoterist-Rune Evoker-Dream Guardian-Nature Harbinger-Dream Haruspex-Dream Hermit-Nature Illusionist-Nature Juggernaut-Earth Magician-Earth Monk-Neidan Oracle-Storm Paladin-Storm Pilgrim-Neidan Prophet-Storm Ranger-Nature Ritualist-Nature Runesmith-Rune Sage-Storm Seidr Worker-Rune Shaman-Rune Skinchanger-Nature Slayer-Warfare Soothsayer-Nature Sorcerer-Storm Spellbinder-Defense Spellbreaker-Warfare Spiritualist-Neidan Stonespeaker-Rune Summoner-Nature Templar-Dream Thane-Storm Thunderer-Storm Trickster-Rune Warden-Defense Warlock-Rogue Wu-Neidan
2
« on: 10 November 2024, 02:59:35 »
As I've learned through repeated playthroughs, some masteries are stronger than others and better for levelling up in the game, with certain skills to use in order to use to gain enough experience to learn new skills. Some masteries, on the other hand, are not so good for this purpose.
I'll list all eleven masteries in what is my opinion from strongest to weakest.
1. Nature - The wolves summoned by Call of the Wild practically do all the work for you. They can be further strengthened by Survival Instinct and Strength of the Pack. Earthbind can reduce enemy defensive ability allowing them to score more critical hits. Susceptibility can reduce enemy resistance for more damage. Heart of the Oak can increase health and speed for yourself and your minions. The wolves get even more effective if you can get three of them. They do start to suffer against certain bosses later on in the game, so you may need skills from another tree to provide further buffs, debuffs, or give yourself another damage skill.
2. Storm - Squall is one of the best crowd control skills in the game, but it needs to be maxed for maximum radius. You can strengthen it further with Eye of the Storm and Static Charge to increase the lightning damage. Obscured Visibility can reduce enemy resistance.
3. Rune - Runic Mines are good for offense and defense, just cast them and lure enemies onto them. Rune Weapon can increase all elemental damage and you can increase your damage with weapons with Magical Charge. Later, you can pick up Seal of Fate for high elemental damage, though you'll need Menhir Wall to pair off with to block enemies and prevent them from fleeing. Aftershock can reduce resistance and inflict other debuffs. Transmutation adds more damage by converting weapon damage to elemental.
4. Dream - Distortion Wave is great for slowing enemies and dealing damage, making it a great crowd control skill. Chaotic Resonance and Psionic Immolation both add more damage and reduce recharge. Lucid Dream adds more damage as well. However, this combo costs a lot of energy, so be sure to get equipment with energy leech. Psionic Touch can be good for a left-click attack. Trance of Convalescence can also be good for survivability and rejuvenation.
5. Neidan - Dragon's Breath is the best skill to invest in at the start. Later on, you can respec the points into Dragon's Flame. Shen Pao is another great damage skill for more damage and has a low recharge value, though it needs to be maxed for the highest radius of effect. Weakest Chakra, Consequences, and Mutual Suffering all reduce resistance. Huangdi's Favor is good for a left-click attack. Inner Equilibrium increases speed as long as you aren't under the effect of a potion.
6. Earth - Ring of Flames is the best choice for levelling up, though it needs to be maxed for the highest radius. Maxing Earth Enchantment and Volativity is good for increasing the damage. A point in Stone Form and Heat Shield is good for increased survivability and defense. However, Ring of Flame starts to become less effective late Act 3.
7. Warfare - Of the masteries suited primarily for combat with weapons, this one is the strongest. Battle Standard gives damage buff and Triumph reduces resistance. Weapon Training increases weapon attack speed and offensive ability. Battle Rage and Crushing Blow provide temporary damage buffs. Onslaught, Hamstring, and Ardor is great for a left-click attack. A point in each skill in the Dual Wield tree increases effectiveness in fighting with two weapons. A point in War Horn is good for utility.
8. Rogue - Poison Gas Bomb with Shrapnel is great for crowd control, though PGB needs to be maxed for highest radius. Nightshade and Toxin Distillation increases poison damage. Calculated Strike and Lethal Hit are great for dealing with enemies immune to poison and bleeding damage, including the undead, constructs, devices, and traps. Disarm Traps is good for increasing damage against constructs, devices, and traps. Anatomy increases bleeding damage inflicted by Lucky Hit and Shrapnel. Casters who can get four extra skill levels from equipment should consider picking up Throwing Knife and Flurry.
9. Defense - Batter is the best skill to level up at the start, but it becomes better with Rend Armor. Shield Charge's Disruption needs to be maxed for attacking multiple enemies around you. Colossus Form and Defensive Reaction both increase physical damage. The passive shield attacks are all useful, especially Pulverize.
10. Hunting - Marksmanship is the best attack skill, but it can only be used by bows or throwing weapons. The synergies are both very good. Study Prey reduces physical and piercing resistances. Wood Lore increases defensive ability and attack speed with bows, spears, and throwing weapons. Volley is a powerful triple attack. Spear users can later pick up Spear Dance and Take Down. Flush Out reduces bleeding resistance and defensive ability. Ensnare with Barbed Hooking can be good for crowd control. Ensnare needs to be maxed for increased area of effect.
11. Spirit - Liche King and its synergies are the only choice for helping you level up because the undead, traps, constructs, and devices are all immune to vitality damage. Since the Liche King is hampered in battle against the undead for this reason, Spirit Ward and Spirit Bane are both necessary. Unearthly Power can increase the damage inflicted by you and the Liche King. Later on you can pick up the Outsider. Circle of Power reduces energy cost, recharge, while increasing casting speed, and both vitality and bleeding damage. Once you get more powerful staves, you can pick up both Ternion Attack and Arcane Lore. The Deathchill Aura and its synergies increase survivability because Ternion Attack with Arcane Lore is best used at close range. Life Drain is more useful for healing than actual damage.
Future posts to this thread will reveal what I think is the best mastery to start off with for each class.
3
« on: 14 July 2024, 02:47:01 »
The skill description says that 'when you attack, you channel ancient mystical powers to lower your foes' resistances'. Its synergy, Mutual Suffering is basically the same thing applied to surrounding enemies when the stricken enemy dies. Now I know that weapon attacks can activate it on your enemies.
But can the skill be triggered by:
-Skills or spells? -Skills attacking with weapons? -Skills that transmit weapon effects? -Damage reflection? -Pets?
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« on: 11 June 2024, 06:20:10 »
Pure Strength: Berserker, Champion, Conqueror, Daoist, Dreamkiller, Guardian, Harbinger, Monk, Spellbinder, Spellbreaker, Templar Pure Dexterity: Bone Charmer, Brigand, Haruspex, Illusionist, Pilgrim, Ranger Pure Intelligence: Channeler, Conjurer, Contemplator, Diviner, Druid, Elementalist, Esoterist, Evoker, Hermit, Oracle, Prophet, Ritualist, Runesmith, Seidr Worker, Shaman, Skinchanger, Soothsayer, Sorcerer, Spiritualist, Stonespeaker, Summoner, Thunderer, Warlock, Wu Strength and Dexterity: Assassin, Corsair, Slayer, Warden Strength and Intelligence: Battlemage, Juggernaut, Paladin, Thane Dexterity and Intelligence: Avenger, Disruptor, Dragon Hunter, Sage, Trickster
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« on: 11 June 2024, 06:04:46 »
Sage: Both masteries raise dexterity, but that should only be raised enough for equipment, with Intelligence for damage since you can imbue your weapons with elemental damage. Intelligence is better raised for equipment than strength.
Seidr Worker: Both masteries raise strength and intelligence. Be sure to raise dexterity for requirements. Intelligence is the primary stat for damage as Rune has higher focus on elemental damage.
Shaman: Both masteries raise dexterity and intelligence. You need only enough dexterity for equipment requirements. The rest can go into intelligence for damage.
Skinchanger: Both masteries raise dexterity and intelligence. Put your points into intelligence for damage and dexterity for equipment.
Slayer: Both masteries raise strength and dexterity and are thus equally important for equipment, though strength is better for damage due to higher emphasis on physical damage from Warfare.
Soothsayer: Both masteries raise intelligence and dexterity, but intelligence has more sources of damage. You only need dexterity for equipment requirements, with intelligence being raised for damage.
Sorcerer: Both masteries raise dexterity. Since your throwing knives can be imbued by elemental damage, raise intelligence. Dexterity needs enough for requirements.
Spellbinder: Both masteries increase dexterity. While intelligence is higher, strength is more important to inflict physical damage which is more common than sources of vitality damage and wear equipment. Dexterity is only for requirements.
Spellbreaker: Both masteries raise dexterity. Strength is more important than intelligence for damage despite being lower than intelligence due to more sources of physical damage. Dexterity helps meet equipment requirements.
Spiritualist: Intelligence and dexterity are both raised. This is another of the highest base intelligence classes. You can get some of the highest vitality damage with this class. You only need enough dexterity for equipment requirements. The rest can go into intelligence for damage.
Stonespeaker: Intelligence and dexterity are both raised, but only intelligence has damage sources. Dexterity is for meeting requirements and intelligence is for damage.
Summoner: Both masteries increase dexterity and intelligence, but only intelligence has more reliable sources of damage. Raise intelligence for damage and dexterity for meeting requirements.
Templar: Both masteries raise strength. Both masteries have sources of physical damage, so raise it to inflict damage, with dexterity to help meet item requirements.
Thane: Both masteries raise dexterity. Storm is intelligence-based and Warefare focuses on strength. Both intelligence and strength are important for damage with dexterity for meeting requirements.
Thunderer: Intelligence and dexterity are both increased. Dexterity is needed for requirements and intelligence for damage.
Trickster: Both masteries increase strength and dexterity. Rogue is more dexterity-based while Rune is more focused on intelligence. Both intelligence and dexterity are equally important for damage and requirements.
Warden: Strength and dexterity are both increased. Defense focuses on strength-based damage while Hunting relies on dexterity. Both are equally important for damage and requirements.
Warlock: Both masteries increase dexterity. Rogue is more focused on dexterity with Spirit on intelligence. Intelligence is better for damage and equipment, with dexterity to help meet requirements. While this can be another good class for high amounts of bleeding damage thanks to buffs and debuffs, it's better to focus on intelligence-based damage.
Wu: Both masteries increase dexterity and intelligence. There are no sources of dexterity-based damage. This is another of the highest base intelligence classes. So focus on intelligence for damage and dexterity for helping meet requirements.
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« on: 11 June 2024, 05:29:44 »
Elementalist: You get one of the highest base intelligence with this class. Together with dexterity, it is raised by both masteries. Intelligence is the only stat among them that has skills to inflict damage based on it. Funnel those points into intelligence with enough dexterity for equipment. This caster has some of the most powerful fire damage in the game of all classes.
Esoterist: Intelligence and dexterity are both raised by both masteries. Focus on intelligence for damage and dexterity for requirements.
Evoker: Intelligence is raised by both masteries. Raise it primarily for damage and dexterity for meeting requirements.
Guardian: Dexterity is raised by both masteries, but the damage skills raised by it are few. There are no skills to inflict intelligence-based damage despite it being higher than strength, but strength has many options, so raise it. Dexterity is only for meeting equipment requirements.
Harbinger: Strength is the commonly raised stat by both masteries. You have the highest base strength of all classes with this one. Many skills in Dream inflict both physical and elemental/vitality. Raise strength for damage and dexterity for equipment.
Haruspex: Strength is raised by both masteries, but there aren't as many options for inflicting primarily physical damage, but dexterity-based damage is more common. Raise dexterity for damage and strength for equipment requirements. Strength is also good for increasing the damage of physical damage skills.
Hermit: Intelligence and dexterity are both raised, but intelligence has more sources of damage inflicted by it, so funnel those points into intelligence and raise dexterity for equipment requirements.
Illusionist: Both masteries raise dexterity. Rogue is revolves around dexterity-based damage. Since Nature has a debuff for poison damage, this is the best poison damage caster. Dexterity is your primary stat for damage. Strength is better to raise for equipment requirements as there is nothing to benefit intelligence.
Juggernaut: Dexterity is raised by both masteries. Defense focuses more on strength-based damage, while Earth focuses on both strength and intelligence while raising only intelligence. Strength is just as important as intelligence for damage.
Magician: Dexterity is raised by both masteries, but only Rogue is dexterity-based damage, while Earth is intelligence-based. As you can imbue your throwing knives with elemental damage, intelligence is more important for damage with dexterity for meeting requirements.
Monk: Both masteries raise dexterity, while Defense raises strength and Neidan raises intelligence. There are more sources of strength-based damage over intelligence-based damage. Strength is more important for both damage and meeting requirements since shields require strength. Dexterity also needs to be raised to meet equipment requirements.
Oracle: Intelligence and dexterity are both raised, but only intelligence has damage sources, so raise it for damage and dexterity for requirements.
Paladin: Dexterity is increased by both masteries. Defence focuses on strength, while Storm emphasizes on intelligence. Both strength and intelligence are equally important for damage and requirements.
Pilgrim: Dexterity is raised by both masteries. Hunting raises strength while Neidan increases intelligence. Strength, despite being lower than intelligence, is better for raising to meet equipment requirements.
Prophet: Intelligence is the commonly raised stat by both masteries. There are more skills inflicting intelligence-based damage than strength-based. In fact, most of those in Dream inflict both types. You can get the highest electrical burn damage with this class. Funnel points into intelligence for damage and dexterity for requirements.
Ranger: Both masteries increase dexterity. Since there are no skills that inflict intelligence-based damage, aside from Detonate, raise strength for item requirements and dexterity for damage.
Ritualist: Both masteries raise intelligence. Many skills in Dream that inflict physical damage also inflict intelligence-based damage, though the physical damage isn't as high as the electrical burn damage. Raise dexterity for requirements and intelligence for damage.
Runesmith: Both masteries raise strength and dexterity. Rune also increases intelligence and has a higher emphasis on intelligence than strength. Transmutation converts a portion of all physical damage on weapons and shields to elemental, so raise intelligence for damage, with strength and dexterity for requirements.
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« on: 11 June 2024, 04:50:08 »
Assassin: Strength and dexterity are both raised, so they are of equal importance for inflicting physical, bleeding, piercing, and poison damage.
Avenger: Dexterity is raised by both masteries, but since intelligence is higher than strength, it is the more important of the two to raise for damage and wearing equipment. Raise strength and dexterity enough to use your equipment.
Battlemage: Both masteries raise dexterity but the only dexterity-based damage skills, Lacerate and Cross Cut deal very minimal damage. Because many skills in Earth inflict physical damage together with fire, strength is just as important as intelligence.
Berserker: Both masteries raise strength and dexterity. Though Rune also increases intelligence, Warfare has nothing to offer in the way of elemental damage. But Rune does have skills that can inflict physical damage including Thunder Strike, Rune Storm, and Runeword: Explode. Since there are more physical damage skills overall, focus on strength primarily for damage, raising dexterity to use equipment.
Bone Charmer: Both masteries raise dexterity. Skills in hunting inflict both piercing and bleeding damage, as well as buffing both and rebuffing enemy resistance. Spirit has two buffs to raise bleeding damage as well as reducing bleeding resistance further with another debuff. Focus primarily on dexterity. Despite being slightly higher, intelligence isn't as important as strength because you only have one skill tree that inflicts intelligence-based damage, so raise strength to wear equipment.
Brigand: Both masteries increase strength and dexterity. This class gives you the highest base dexterity and has the potential for some of the best bleeding damage. It also gives you the best piercing damage of any class. Focus on increasing dexterity for damage while raising strength enough to wear equipment.
Champion: Dexterity is raised by both classes, but dexterity-based damage is limited. Despite intelligence being higher than strength, there are no intelligence-based damage skills. Focus more on strength for damage while raising dexterity for equipment.
Channeler: Intelligence and dexterity are both raised, but only intelligence has skills that inflict damage based on it. You get one of the highest base intelligence with this class. Intelligence is primarily for damage, with dexterity to wear equipment.
Conjurer: Intelligence and dexterity are both increased, but only intelligence has skills to inflict damage based on it. Dexterity is for wearing equipment, with intelligence for increasing your damage.
Conqeorer: Both strength and dexterity are raised, but there are many more skills to inflict physical damage, so focus on strength, with dexterity for wearing equipment.
Contemplator: Intelligence is raised by both masteries, so focus on it. You only need enough dexterity to wear equipment.
Corsair: Strength and Dexterity are both raised and are of equal importance due to many skills inflicting physical, bleeding, piercing, and poison damage.
Daoist: Both masteries increase dexterity, but there is little to offer in the way of dexterity-based damage. Despite base strength being lower than intelligence, there are more opportunities for physical damage. Neidan has nothing to offer in the way of inflicting physical damage on your own, except for Huangdi's Favor and Spreading Influence. Focus more on strength, with enough dexterity for equipment.
Disruptor: Both masteries raise dexterity. Rogue is more focused on dexterity-based damage and Neidan on intelligence. Intelligence and dexterity are both equally important in terms of damage and equipment requirements.
Diviner: Intelligence is the common stat raised. Both masteries have skills to inflict and increase intelligence-based damage. Raise intelligence for damage and dexterity for requirements. This is one of the most powerful vitality damage casters in the game.
Dragon Hunter: Both masteries increase strength and dexterity. Hunting is more focused on dexterity-based damage and Rune on intelligence. Focus on both intelligence and dexterity for damage, though only enough dexterity for requirements.
Dreamkiller: Both masteries increase strength so focus on that for damage. Dexterity is for meeting requirements.
Druid: Intelligence and dexterity both get increased, but intelligence has much more options for inflicting damage raised by it. Raise intelligence for damage and dexterity for equipment requirements
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« on: 11 June 2024, 04:07:39 »
Each class seems to be best built for one type of damage and style. The key to determine how to best build your character is picking skills that synergize with each other in both masteries. Another way that I will discuss in this thread is which stats to focus on for each class, both primary for increasing your damage, and secondary for wearing your gear.
Using a Titan Quest Calculator, you'll find that certain mastery combinations each have one or two stats that are raised by both masteries. Pure warrior classes that fight with weapons raise both strength and dexterity. Pure caster classes raise both dexterity and intelligence. Hybrid classes that use one fighter mastery and one caster mastery raise all three, but for these combinations, usually, the only common stat raised is dexterity, though many such classes have few or no skills that inflict damage raised by dexterity. Dream mastery is the only one that does not raise dexterity. Rune increases all three stats.
There are six groups that each class can fit into one of. They are:
Pure Strength - Physical damage Pure Dexterity - Piercing, bleeding, or poison damage Pure Intelligence - Elemental or vitality damage Strength and Dexterity - Physical, piercing, bleeding, and poison damage. May or may not use all of them. Strength and Intelligence - Physical, elemental, and vitality damage Dexterity and Intelligence - Piercing, bleeding, poison, elemental, and vitality damage. May or may not use all of them.
For example, Dream, being a hybrid mastery has skills that inflict both physical and either elemental or vitality damage. Earth is a caster class that focuses primarily on fire, though many skills also inflict physical damage at the same time.
Some hybrid classes only raise dexterity, but the class might not have many or skills that inflict dexterity-based damage. If that's the case, look at what type of damage is inflicted by other skills. For example, both Nature and Warfare raise dexterity, but there are only two skills that inflict poison damage and the damage is quite minimal. But Warfare does have skills that inflict physical damage. Despite intelligence being raised, there are no skills that inflict elemental or vitality damage.
If both masteries have skills of different damage types raised by two of the stats, it might be beneficial to use both. This is true for hybrids such as Thanes, Paladins, Juggernauts, and Battlemages.
Damage over time can be good for secondary damage, but damage, where the full amount is dealt instantly, is more powerful and overall better.
Future posts on this thread will list the primary damage stat or stats for each class. And the classes will be put into one of the six categories.
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« on: 19 May 2024, 16:11:06 »
What about other flat damage skills across the other masteries, such as Distortion Wave, Poison Gas Bomb, Ring of Flame, Squall, etc. Should those be maxed as soon as they become available? What about the buffs that increase their damage by a percentage? Should they be maxed as soon as possible? What about skills that reduce enemy resistances to those damage types? Should they be maxed as well immediately? All before continuing to climb the bar?
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« on: 18 May 2024, 06:18:00 »
Some questions about raising skills or the mastery bar:
-When an important damage skill becomes available (such as Call of the Wild), a skill that improves the damage of said skill (such as Strength of the Pack), or reduces resistances of enemies to that damage (such as Susceptibility), should I max the skill first before continuing to climb up the mastery bar? -How do I know when to climb up the mastery bar instead of raising skills? -When should I invest in defensive skills? -How do I know if a skill should only have one point when it first becomes available? -If playing a warrior using weapons, when should I get skills that inflict percentage-based damage such as Onslaught, Thunder Strike, Calculated Strike, or Psionic Touch?
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« on: 13 April 2024, 07:06:42 »
Templar - Physical Melee Caster with Shield
Defensive Reaction, Colossus Form, and Lucid Dream increase all physical damage. Hypnotic Gaze can reduce physical resistances. Using a staff with Psionic Beam disallows use of all skills requiring a shield.
Thane - Hybrid Dualist Melee Caster
Both masteries have different types of damage, both of which can be combined by imbuing yourself with Storm Nimbus and its synergies. Eye of the Storm increases your elemental damage, Lightning Bolt and Chain Lightning are great for crowds, Thunderball and Concussive Blast can reduce enemy defensive ability. Storm doesn't offer much for a pure physical melee character.
Thunderer - Elemental Dualist Throwing Caster
Heart of Frost increases the damage of Freezing Mines. Static Charge increases electrical burn damage of Unleash. Both buffs increase the cold and damage portions of all elemental attacks in Rune. Eye of the Storm increases all elemental damage. Together with Aftershock, Obscured Visibility can reduce all resistances. A pure elemental caster isn't as powerful if it doesn't use Rune Weapon to increase elemental damage.
Trickster - Elemental and Poison Dualist Throwing Caster
Rune doesn't offer much to benefit Poison Damage while Rogue doesn't offer anything to benefit elemental damage. Both, however, can be combined to make an effective caster using Runic Mines, Seal of Fate, and Envenomed Throwing Knives, and Poison Gas Bombs.
Warden - Spear with Shield
The spear is the only weapon that can allow you to use the shield attacks. They are useless with bows and throwing weapons.
Warlock - Vitality and Bleeding Ternion Knife Caster
Both masteries offer bonuses to bleeding damage and ways to inflict it, making this another great class for inflicting bleeding damage. Throwing Knife with Flurry is a great attack to use against enemies immune to vitality because it can deal piercing damage together with bleeding damage, though there are still enemies immune to bleeding damage. it might also be a good idea to use a charm to add elemental damage to your attacks, which also benefit your Ternion Attack and Throwing Knife.
Wu - Elemental Caster
A staff with Huangdi's Favor and Spreading Influence and allow you to reduce resistances with Consequences and leech life, but you only need one point in each as the Flame Surge tree is superior for faster caster rate and damage. Weakest Chakra can also reduce resistances. The fire spells that also inflict physical damage are great for crowd control after the debuffs are applied.
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« on: 13 April 2024, 06:52:23 »
Sage - Elemental Bow/Spear
Elemental-imbued bows from Storm Nimbus and its synergies are used from range with Spears and Spear Dance when surrounded. Obscured Visibility and Flush Out reduce resistances. Eye of the Storm increases all elemental damage. Lightning Bolt and Chain Lightning are good for crowds. Pure spear users have no spammable left-click attack. Physical Sages will lack the punch offered by elemental damage. A pure caster would also not be able to make use of most skills in Hunting.
Seidr Worker - Elemental Dualist Throwing Caster
Rune Weapon increases electrical burn attacks, making it the superior choice of attack compared to Psionic Touch and Psionic Beam. Aftershock and Hypnotic Gaze can reduce resistances.
Shaman - Elemental Dualist Throwing Caster
Rune Weapon is superior to Ternion Attack because it increases both elemental and vitality damage. Unearthly Power gives more bonuses to elemental and vitality damage. Aftershock and Necrosis both reduce vitality resistance. Vitality damage is better used to heal yourself and certain enemies including the undead and constructs are immune to it.
Skinchanger - Elemental Dualist Throwing Caster with Pets
Susceptibility can help reduce elemental resistances together with Aftershock and the wolves make great distractions for your spells. Enhance the defenses of your pets with Rune of Life and Energy Armor if you can afford the energy cost with enough equipment to reduce it.
Slayer - Dualist Throwing/Spear
Throwing Weapons gain a bonus to attack speed and both offensive and defensive ability from Wood Lore and Weapon Training, making them superior to bows for this class. Spears can be used with both War Wind and Spear Dance. Battle Rage and Battle Standard increase all physical damage which increases the piercing damage done by your weapons when the buffs are applied. Using dual melee weapons won't allow you to use certain combat skills skills in Hunting.
Soothsayer - Vitality Ternion Caster with Pets
Wolves can help deal with enemies that are immune to vitality damage. Unearthly Power increases their damage and Susceptibility helps reduce resistances that Necrosis can't. It might also be beneficial to use the Eitr charm to add elemental damage to at least one of your jewelry for inflicting elemental damage.
Sorcerer - Elemental Knife Caster
Elemental damage is better for imbuing your throwing knives than poison, even though Obscured Visibility reduces both elemental and poison resistance. You can still apply the status ailments from Mandrake and Nightshade though. Lightning Bolt is good for crowd control and Eye of the Storm increases all elemental damage. The traps can also benefit from the Storm Nimbus tree. A melee sorcerer won't work very well due to Throwing Knife being a safer attack.
Spellbinder - Physical Melee with Shield
Buffs from both masteries increase physical damage, but they can also increase bleeding damage as well, even if there aren't any skills in either mastery that can inflict it. Using a staff with Ternion Attack will not allow you to use any skill that requires a shield.
Spellbreaker - Physical Dualist Melee
Both masteries have skills that increase physical damage, though some skills can deal bleeding damage, even if they are few and the damage minimal. Using a staff with Ternion Attack will not have any benefit from most skills in Warfare.
Spiritualist - Vitality Ternion Caster
Ternion Attack is superior to Huangdi's Favor with Spreading Influence due to the wider area of effect and the short range, allowing enemies to get in range of Necrosis. Weakest Chakra can inflict vitality damage as well as reduce resistances. Consequences can reduce resistances further with weapon attacks. You might want to use an Eitr charm to can add elemental damage to your attacks because some enemies are immune to vitality damage. Using elemental attacks can reduce your damage per second as Ternion Attack is a more powerful and faster attack.
Stonespeaker - Elemental Dualist Throwing Caster
Earth Enchantment, Brimstone, and Volativity increase the fire portion of all elemental attacks in Rune while Rune Weapon can increase all fire damage spells in Earth. Aftershock reduces resistances. A physical caster isn't as strong because Rune Weapon does not increase physical damage. A pure fire caster outside of Rune Weapon will not be as powerful either.
Summoner - Elemental Caster with Pets
Brimstone increases the damage of wolves. Flame Surge can reduce enemy defensive ability as can Earthbind. The Core Dweller is a great addition to your minions. Volcanic Orb and Eruption are excellent crowd control skills. Strength of the Pack increases physical damage of the Core Dweller and physical damage skills. Susceptibility reduces elemental and physical resistances. Since neither mastery increases strength and the total bonus to elemental is higher than physical damage, a physical caster isn't as powerful.
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« on: 13 April 2024, 04:19:03 »
Paladin - Hybrid Melee Caster with Shield
One mastery focuses on physical damage while the other focuses on elemental damage. The Storm Nimbus can imbue your attacks with cold and lightning damage. Lightning Bolt and Chain Lightning can be excellent crowd-control skills. Thunderball and Concussive Blast can help reduce enemy defensive ability. Obscured Visibility reduces resistances and Eye of the Storm increases elemental damage. A physical paladin wouldn't be as strong because Storm has no buffs to increase physical damage. Defense has no benefit for a cold and lightning caster.
Pilgrim - Piercing and Physical Bow/Spear
Consequences help reduce resistances when you attack with bows and spears. The defensive buffs are good for improving your ability to protect yourself. Weakest Chakra works well with Study Prey and Flush Out to reduce resistances. While Huangdi's Favor with Spreading Influence can be good for bows and spears, Marksmanship is still the better skill for ranged combat. Terracotta Servants can gain buffs from the Call of the Hunt tree if you use them and the piercing and bleeding buffs increase the damage of Shatter. A staff user with Huangdi's Favor wouldn't get much use out of the majority of the Hunting skills. Aside from Flush Out, nothing in Hunting benefits an elemental caster and there is no skill to imbue your weapons with elemental damage.
Prophet - Elemental Beam Caster
Lucid Dream and Static Charge both increase electrical burn damage. Since Static Charge also increases lightning damage, it is good to use with electrical burn attacks. Psionic Beam is the left-click skill of choice, as the range is longer than Ice Shards. Eye of the Storm increases all elemental damage, including electrical burn. A Hybrid melee character wouldn't be as effective as Storm doesn't offer as much benefit to physical damage as it would elemental. A physical build wouldn't work either for this reason.
Ranger - Piercing and Physical Bow/Spear with Pets
Strength of the Pack increases physical damage which can also increase your piercing damage. The Call of the Art tree can benefit the wolves, particularly Finesse. Study Prey and Flush Out can reduce resistances to physical and bleeding damage. Susceptibility can also reduce physical resistance. Spear-only Rangers don't have any spammable left-click attack. A petmaster wouldn't get much benefit from the majority of Hunting's skills.
Ritualist - Elemental Beam Caster with Pets
The Nightmare's Mastermind can improve the damage of all pets. Strength of the Pack increases the damage of spells inflicting physical damage together with Lucid Dream. Mirror Image makes a good temporary companion to join the wolves. The majority of the skills inflicting physical damage also inflict elemental or vitality damage which too is buffed by Lucid Dream. Since electrical burn damage is dealt over time and certain undeads are resistant or immune to vitality damage, it may be a good idea to enchant at least one piece of your equipment with something that adds flat elemental damage. It's better to focus on intelligence rather than strength because both masteries increase intelligence despite the buffs to physical damage.
Runesmith - Elemental Melee Caster with Shield
Transmutation converts a portion of physical damage to elemental. This includes damage inflicted with the shield. Colossus Form and Defensive Reaction can increase physical damage that can be converted to elemental. Both masteries have a skill that reduces requirements for equipment. Rune Weapon increases all elemental damage, making this the only class that can attack in melee range with Rune Weapon. Shield attacks cannot be used with throwing weapons. Using dual-throwing weapons also disables all skills that require shields.
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« on: 13 April 2024, 00:12:00 »
Harbinger - Physical Dualist Melee Caster
Both masteries offer physical damage and increased bonuses to it. Hypnotic Gaze can also reduce physical resistance. All physical damage spells are affected by Lucid Dream, including Slam. Dream Stealer is good for rejuvenation when Phantom Strike is used. Phantom Strike is superior to War Wind in terms of damage and targets. Warfare doesn't offer anything to benefit electrical burn damage. Using Psionic Beam with a staff dealing physical damage doesn't qualify you for certain skills in Warfare. There also aren't very many staves that can inflict physical damage.
Haruspex - Piercing and Physical Bow/Spear
Increased physical damage from Lucid Dream can have an impact on the increased piercing damage inflicted by bows and spears. Phantom Strike can be used with spears together with Spear Dance. Study Prey and Flush out can reduce resistances. Spears can be used with Psionic Touch and Psionic Beam for reduced charge levels, but Marksmanship is better for ranged attack with spears useful when surrounded. Using a staff with Psionic Beam won't get much use out of the majority of Hunting's skills.
Hermit - Huangdi's Elemental Caster with Pets
Terracotta Servants make excellent additions to your minions and they receive a bonus to damage from Strength of the Pack. Susceptibility works together with Weakest Chakra to reduce resistances, as can Consequences when using a staff with Huangdi's Favor and Spreading Influence. Pets cannot inflict Consequences, but enemies killed by them under its influence can trigger Mutual Suffering. Elemental attacks are good for aiding your minions and the spells can also inflict Consequences. Since neither mastery affects strength, a melee Hermit isn't very effective.
Illusionist - Poison Knife Caster with Pets
Earthbind deals poison damage which is increased with Nightshade and Toxin Distillation. Wolves and traps can distract your enemies and inflict damage against enemies immune to poison. Envenomed Throwing Knife with Flurry deals more poison damage thanks to Susceptibility's ability to reduce poison resistance. A melee Illusionist wouldn't work as well as a knife caster is more efficient.
Juggernaut - Hybrid Melee Caster with Shield
Brimstone increases all physical damage of shield attacks, while Defensive Reaction and Colossus Form increase all physical damage spells in Earth. Many spells that inflict fire damage also inflict physical damage, such as Volcanic Orb and Meteor Rain. Earth Enchantment also imbues your weapons and shield attacks with elemental damage. Volativity increases fire, burning, and physical damage. Defense offers nothing for a fire caster.
Magician - Elemental Knife Caster
Imbuing Throwing Knife and Flurry with fire and burning damage and using fire spells at range such as Volcanic Orb make for an effective fire caster. The traps benefit from Earth Enchantment and Brimstone to have more damage inflicted. A melee magician isn't as effective or strong as Throwing Knife is more effective with imbued fire damage.
Monk - Physical Melee with Shield
Nothing in Defense offers Neidan's elemental damage so physical melee is the way to go. The defensive buffs and enemy debuffs work well in melee combat. Consequences can be inflicted with your attacks.
Oracle - Elemental Ternion Caster
Both masteries offer elemental buffs and an ability to reduce vitality resistance. Elemental resistance is also reduced by Obscured Visibility. Ternion Attack with Arcane Lore is better overall than Ice Shard due to the shorter range allowing enemies to get in range of Necrosis. Pure vitality isn't effective either because nothing in Storm benefits vitality damage aside from the reduced resistance, and it's better for healing yourself.
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« on: 12 April 2024, 23:44:54 »
Daoist - Physical Dualist Melee
Since nothing in Warfare offers anything in the way of elemental damage, physical is the only way to go. Onslaught, Battle Standard, and Battle Rage can increase the damage of Huangdi's Favor. Attacking with weapons can further reduce resistances through Consequences, including physical. All those defensive buffs in Neidan can be put to good use with Warfare in melee combat.
Disruptor - Poison Knife Caster
Nothing in Rogue benefits elemental damage, though the defensive buffs and the resistance debuffs can be useful with certain Rogue skills. It's better to use envenomed Throwing Knife with Flurry to spread poison damage than to attack in melee range with weapons to activate Consequences. Poison resistance can be also reduced by Weakest Chakra.
Diviner - Vitality Ternion Caster
Both masteries have buffs to increase vitality damage, though electrical burn damage can also be boosted with Unearthly Power. Ternion Attack is superior to Psionic Beam despite the latter inflicting both vitality and electric burn damage. This is due to the shorter range, allowing enemies to get close enough for Deathchill Aura's Necrosis to take effect. Since certain enemies are immune to vitality damage, it might be a good idea to use an Eitr charm to add elemental damage to your attacks. A melee Diviner wouldn't be as effective since the total bonus to physical damage isn't as high as either vitality or electric burn damage and the reduced resistance to physical from the Nightmare's Hypnotic Gaze wouldn't be as high as the debuff from Necrosis. Electric burn damage is dealt over time and does not stack as it does with instant damage types such as vitality or physical.
Dragon Hunter - Elemental Dualist Throwing/Spear Caster
Using dual throwing weapons is superior to the bow thanks to Reckless Offense. It's better to use Rune Weapon than Marksmanship to inflict damage from range as Marksmanship does not increase elemental damage from Runic Mines or Seal of Fate. Rune also doesn't have much to offer in the way of piercing damage, but Aftershock can gain a boost to bleeding damage. Together with Aftershock, Flush Out can help reduce enemy resistances to the elements. Don't use Transmutation as that will reduce your piercing damage, making the buffs from Hunting that increase that damage redundant.
Dreamkiller - Physical Melee Caster
Physical is the only damage increased by Lucid Dream offered by Rogue, even if minimal. With Psionic Beam to reduce charge levels, Psionic Touch is better than Calculated Strike. Mastermind can increase the damage of the Traps if they are used. The poison status ailments can be useful to apply to your weapon. The physical damage spells offered by Dream can be useful. Hypnotic Gaze can also reduce poison resistance if you imbue your weapons with poison damage and use the poison buffs. Using Psionic Beam with a staff inflicting physical damage doesn't allow the use of certain skills in Rogue.
Druid - Elemental Caster with Pets
Ice Shard and Lightning Bolt are the primary skills to attack with. Obscured Visibility can reduce all resistances. The wolves can provide great distractions and Susceptibility can reduce elemental resistances as well. Storm doesn't really offer much for a pure petmaster due to being primarily elemental for casters.
Elementalist - Elemental Caster
All three elemental magic damage types are available for use, with buffs to fire, lightning, and cold, as well as burning, frostburn, and electrical burn. The Core Dweller can make a great tank and distraction. Both Earth and Storm offer defenses against the elements as well, making you highly protected against fire, cold, and lightning. Ice Shard is superior to Flame Surge due to greater range and damage, and it also has no recharge at the start.
Esoterist - Elemental Dualist Throwing Caster
Rune Weapon increases all elemental damage inflicted by Neidan, making Huangdi's Favor redundant. Consequences reduce resistances when you attack enemies with your weapons. Resistances can be further reduced with Aftershock.
Evoker - Elemental Burn Beam Caster
Psionic Beam is better overall than Flame Surge due to its greater range. Both masteries offer physical damage increases, and the physical damage spells of Dream can also inflict electrical burn damage. A melee Evoker wouldn't be as effective due to lesser bonus to physical damage which isn't as high as that to fire damage.
Guardian - Physical Mele with Shield and Pets
There's no reason not to use wolves because Strength of the Pack increases all physical damage together with Defensive Reaction and Colossus Form. Using a shield is mandatory because all of the combat skills require one. Susceptibility can reduce physical resistance and Earthbind reduces defensive ability of your enemies, allowing for more critical hits.
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