Best Titan Quest Builds
2021年10月7日Download here: http://gg.gg/w5lil
Many things have changed since THQ published their mythos-based hack ‘n slash RPG Titan Quest back in 2006, and most of those changes have been to the way that Stats work within the game. With the console release just a week old now, I thought it would be helpful to let the new console players (PS4 and Xbox One) in on many secrets that we PC veterans have known for years. This is particularly pertinent to Builds, and is information you may have a harder time finding now that the Titan Quest forums are no longer online.
Titan Quest Builds Guide covering Attributes, Armor, Blocking, Defensive Ability, Offensive Ability, Attack Speed, Dodge Projectiles, Dodge Attacks, Melee, Ranged, Casting and much more! If you’ve ever wanted to learn more about the mechanics of Titan Quest, this article is for you!
Passcue Windows Recovery Software. Passcue takes the first place on the list because it is a. Windows password cracker download.Titan Quest Stats and Build Guide
*The best Titan build in Destiny 2 is out there somewhere. You just have to look for it! You just have to look for it! More realistically, you need to try out a ton of different things and create very specific loadouts for different activities.
*Titan Quest Wiki Character Classes Class Guides This page serves as a hub to class guides, both external and internal. With the loss of the titanquest.net forums, this is an attempt to recreate a centralized resource for class guides.
The first thing we’ll talk about is Attributes because they are extremely important to the way you build your character, and unlike Skill Points, you cannot refund Attribute Points, so if you spend them incorrectly then you are pretty screwed. You gain 2 Attribute Points per level, and gain a few here and there through various quests, giving you a total of 166 Attribute Points to spend if you complete all three difficulties and do all related Side Quests. It is unlikely you will reach level cap though as it takes hundreds of hours, so realistically you’re looking at some where around 140 ish Attribute Points. Each Attribute you spend will give you either 40 Health, 40 Energy, +4 Strength, +4 Intelligence or +4 Dexterity.
There are 5 main Attributes in Titan Quest and loads of other Stats.AttributesHealth
Health is pretty straight forward. You gain +40 Health per Attribute Point spent, and you will also gain Health when spending Skill Points on the Mastery of each of your two Skill Trees. How much you gain depends on which Skill Trees you have, and I have listed them in the table below, along with other Attributes. You will also gain permanent Health bonuses from completing quests for a total of 855 (if you complete all 3 difficulties). Melee Builds will obviously need more than Ranged Builds so plan accordingly, but generally you should not need to spend Attribute Points on Health.Energy
Like Health, Energy is a pretty straight forward. You gain +40 Energy per Attribute Point spent, and you will gain Energy when spending Skill Points on the Mastery of any Skill Tree that gives Energy. Again, like Health, this will depend on the Skill Tree, and not all Skill Trees provide Energy. Unlike Health, however, there are no quests that reward permanent increases to Energy. Casting Builds will consume much more Energy than Martial Builds, so depending on how you make your character you may need to add points into this Attribute. Hybrid Builds generally need to spend points here because one of their Skill Trees provides no Energy.Strength
Strength increases the Physical Damage of the player, and not only adds this increase to the base damage of the Weapon you are using, but to any Skills that deal Physical Damage. The only exception is with Staves, which do not deal Physical Damage. Each point of Strength increases your Physical Damage by 0.2%, or 0.8% each time you spend an Attribute Point (since you get 4 Strength). In addition, you also gain 0.04 Physical Damage for each point of Strength (0.16 per Attribute Point spent). This means at 500 Strength you would gain +100% Physical Damage and +20 Physical Damage flat. Each Skill Tree gives a different amount of Strength, and you will gain a total of 42 Strength from quests, if you play all the way through the Legendary Difficulty.Intelligence
Intelligence increases Elemental Damage done by the player, this includes Vitality Damage as well as Burn Damage over time (Frostburn, Burn, Electrical Burn). Each point of Intelligence increases Elemental Damage by 0.15%, Vitality Damage by 0.2%, and Burn Damage by 0.2%. You also gain 0.025 Elemental Damage and +0.01% Energy Regeneration per point. As with Strength, each Skill Tree gives a different amount of Intelligence, and you will gain a total of 18 additional Intelligence throughout the course the game (if you play through Legendary).Dexterity
Dexterity does many things in Titan Quest. It increases your Pierce Damage (which penetrates all Armor), it adds Pierce Damage to your attacks, increases your Offensive Ability and increases your Defensive Ability. Players gain 0.01% Pierce Damage and 0.03 Pierce Damage for each point into Dexterity, while Offensive and Defensive Ability will both increase by 1. Just like Intelligence, you will gain 18 Dexterity from quests through out the game.
Table of all Attributes total gained from each Mastery. Click to enlarge!Armor and Blocking
Armor and Blocking in Titan Quest isn’t extremely complicated but isn’t as simple as you would think. Obviously having more Armor and higher Block Chance are good, but how to make a Build revolving around these concepts requires some knowledge of the game (especially if you are to survive higher difficulties). Let’s take a look how these two things work, starting with Armor.Armor
When the game determines that you have been struck by a Physical Damage attack Armor comes into play, and the game rolls to see which part of your Armor is struck. You have a 40% chance of being struck in the torso, 20% chance of being struck in the legs, 20% chance of being struck in the arms, and finally a 20% chance of being struck in the head. The game will use the piece of Armor in the location you are hit to calculate how much damage you take. This is the reason you will sometimes take huge spike damage, and others you will not. Be sure to have good Armor values on all your pieces to prevent this.
You are most likely to be hit in the Torso, but you will be hit in other places as well. Be sure to have good Armor Values there or you will take high damage when you are.
Once the Armor piece hit has been determined you will take 66% percent of that Armor piece’s Armor Value and subtract it directly from the damage of the enemy’s attack. Yes you read that right, you actually only mitigate 66% of the Armor number listed for that piece. If you have rings, amulets or Skills that increase your Armor, these are added to the Armor Value each piece of Armor you are wearing before this calculation takes place. For example if you are struck in the legs and have 120 Armor there, but you are using the skill Battle Awareness and it says 12 Armor, you will take 66% of 132 instead of 120.
Players can reduce the amount of damage that their Armor “lets through” by increasing their Armor Absorption. Armor Absorption adds directly with the 66% modifier that all players have by default, so for example if you have +14% Armor Absorption then your modifier becomes 80%, making your Armor more effective. The easiest and most notable way to do that is by taking the Armor Handing skill in the Defense Mastery Skill Tree. Armor Protection is not the same thing, and only increases the Armor Value of each piece you are wearing, not the modifier.
Armor Absorption increases the percentage of damage your Armor can mitigate.Blocking
In Titan Quest Blocking works passively for any character equipped with a Shield, and unlike Armor, Shields can Block any type of Damage (as well as projectiles). Each Shield has a Chance to Block a certain amount of Damage, but this Block can only occur a maximum of once every 3 seconds by default. Block Chance is additive, so stacking it will help to increase the frequency that you Block, but it is equally important to reduce the “cooldown” between Blocks. Thankfully the skill Quick Recovery in the Defense Mastery Tree helps with this, as do some equipment you can find.
When you successfully roll a “Block” you will attempt to negate the damage done, however, if the damage is more than your Shield is capable of Blocking then you will take 100% of that damage. Yes you read that right, if you cannot Block ALL of the damage you will take ALL of the damage. The good news though, is that the damage you must Block is calculated after Armor and Resistances, so there is a much higher chance for you to succeed. Damage over time you take can also be Blocked as well, and if the initial tick of damage is Blocked then ALL the damage is Blocked. This is why it is important to have the highest Block Damage you can on your Shield, and you may want to consider replacing an old Shield with a new one if you haven’t in awhile.
Reducing your Shield’s Recovery Time is key to making Blocking more effective. When you’re being hit by 6 enemies at once, Blocking once every 3 seconds won’t do much…Offensive and Defensive Ability
Offensive and Defensive Ability play a huge part in your character’s Build and are often overlooked by new players in favor of just straight Armor Value. In this section we’ll take a look at why these are so important and why you might want to consider paying more attention to them. Not all players need Offensive Ability, but all players can benefit from Defensive Ability.Offensive Ability
Offensive Ability is used to calculate whether you strike your target and whether or not you do critical damage. This only applies to melee combat, so players casting spells, using Staves or using Bows do not need to worry about this stat and should not invest in it.
When attacking your Offensive Ability is compared to the Defensive Ability of the target. If you have a higher Offensive Ability then their (Defensive Ability – 9) then you have a 99% chance to hit and you can Critically Hit as well. The higher your Offensive Ability is above the defender’s Defensive Ability, the higher Critical Modifier you will have and the more damage you will deal. This is why it is so important that Melee Builds have high Offensive Ability, not only to make sure they don’t miss, but also hit harder. These same rules apply to enemies, and that is where Defensive Ability comes in.
If you aren’t seeing those yellow numbers with regularity your Offensive Ability is too low.Defensive Ability
If your Defensive Ability is too low then enemies will always connect with their strikes and will hit you for Critical Damage more often. Again this only applies to melee damage, so we’re talking about melee enemies here, and only the Physical Damage they deal. You always want your (Defensive Ability – 10) to be equal to or higher then the enemy’s Offensive Ability (preferably higher), so that you cannot be critically struck. The higher your Defensive Ability is the more often your enemies will miss, and on top of that when they do connect, it will be for reduced damage. This reduced damage is calculated before Armor and Resistances, so it is a very effective way of protecting yourself.
When making a Melee Build, be sure that you have not only sufficient Armor, but also sufficient Defensive Ability to help reduce the overall damage you take. As you progress into higher difficulties this becomes even more important and can be the difference between succeeding and failing. Ranged characters can benefit from this as well, although ideally they should not be near enough to melee units to be hit in the first place.Final Tips
Attack Speed is one of the most efficient ways to increase your overall DPS in Titan Quest, and outperforms nearly everything else (if you’re a caster then the equivalent would be Recharge Time). Some of the best items in the game have high Attack Speed, and many Relics or Charms can also help to increase it via Enchanting. Keep in mind that Blue and Purple items cannot be Enchanted, but Green ones can, which is why they are often superior in some cases.
Two really good weapons with really good attack speed. The bow drops in act 2 (Egypt) from Pillagers and the sword drops in act 3 (The Orient) from Tigers.
Dexterity might be the single most important Attribute in the game because not only do Weapons require a good amount of it to use, Intelligence-based Armor require a certain amount of it to be equipped. This means that every single Build will need SOME Dexterity, and is once of the reasons that nearly every Mastery in the game provides some when improving it.
Chance to Dodge and Chance to Avoid Projectiles should not be overlooked by players. Stacking these up high can make you nearly immortal (pun intended), and there are Builds that revolve completely around this. Previous versions of Titan Quest allowed you to become completely immune to damage this way, but the game has since been patched and now both of these are capped at 80%, which is still rather good. Especially considering your base Resistances get reduced with each higher difficulty, but these do not.
Find Cover is a great passive skill that lets Hunters Dodge Projectiles more easily than other Masteries.
Last but not least, gear plays a HUGE role in the success or failure of your character in this game. You might have the best concept for a Build, but if you cannot find the right equipment for it, it may be underwhelming. Most Builds are viable in this game, so if you are struggling you should consider farming previous Bosses for gear until you get something that helps. You cannot breeze your way through the game without ever farming if you wish to make it all the way through Legendary.
Sources used for this article:
Stay tuned for our Titan Quest (console version) Review, and be sure to check out our other Guides!
Welcome, guideoui.com visitors. In this guide, We try to focus on Titan Quest Anniversary Edition Guardian Build Guide. While writing this guide, we pick up many pieces of information from several sites for you. We hope that this guide will help you.Guardian Build Guide
The guardian combines the Defense and Nature masteries. Defenese provide shield buffs, defensive abilities and shield attacks. Nature is a support mastery providing pet support, buffs and debuffs.
If you’re interesting in a more traditional physical tank and spank warrior with superior damage options then I’d suggest a Conqueror (Warfare / Defense).
Phast cracked. Pros:
*Good survivability with high health via Heart of Oak, Rally for quick heal, good armour
*Pets provide extra support and help with aggro
*Easy to heal pets via Rally
*Strong debuff in Plague
*Colossus Form for anti-boss and Refresh to help cut its cooldown
*Decent AOEs (Batter and Shield Charge)
Cons:
*No spammable LMB
*AOEs (Batter and Shield Charge) have limited targets and hit box
*Multiple ranged enemies can be annoying
*Lack of ranged options besides Shield Charge and Plague
*Your pets won’t be as good as a pet build and your damage won’t be as good as a more offensive build
Defense Mastery
Batter
Batter will server as your primary skill attack. It’s on a cooldown so it’s not something you can spam so you’ll be using auto-attack when it or shield charge is on cooldown. With a point in Rend Armour you’ll be able to hit three targets in a 160 degree arc. Decent for dealing with groups but remember that it has its limitations. Max out Batter to buff the skill and Rend Armour to reduce armour on enemies.
Concussive Blow
Adds a chance to stun with axe and mace. Obviously, if you’re not using an axe or mace as your one hander the skill is useless. If you’re are using one then the stun can be useful. I didn’t invest in the skill on my guardian, but have it on my conqueror. Skill isn’t mandatory, more nice to have.
Battle Awareness
Aura that buffs armour and defensive ability. I had it maxxed when I cleared legendary with my Guardian but it’s not really a required skill. You’ll want at least one point in it through for the synergy skills which are more useful imo. Iron Will gives you the all the secondary resistances you’ll need and Focus gives you extra passive shiled block chance.
Armour Handling
Reduces str requirement letting you equip good gear faster and gives you extra armour absorption. Worth picking up.
Rally
Provide an emergency heal on top of your potions. Extra good in this build as it provides an easy way to group heal your wolves and its cooldown can be reset with Refresh. Rally needs to be maxxed long term if you decide to use it; it’s only useful if it provides a big heal. Drop additional points into rally when you feel the heal is lacking.
Quick Recovery
Good one point ability. Gives a nice boost to absorption and block for a limited time. Good when fighting crowds.
Shield Charge
Charges an enemy. Drop one point into the base skill and pump up its synergy skill Disruption first.
Good way to get into melee range of casters and archers quickly, hits multiple targets, short stun and skill disruption. You can drop more points into shield charge when you have free points.
Shield Smash, Disable and Pulverise
This trio of passive skills should be maxxed out. When attacking with a shield equipped, you’ll get the chance to trigger their effects (reduced defensive ability, slower attack and 3 target reduced OA / skill disruption respectively) and do some extra damage.
Colossus FormBest Titan Quest Ragnarok Builds
Grow to a large size and provides you with some substantial buffs. Great one point wonder anti-boss skill. Downside is the long cooldown, the large size makes you harder to navigate and you can’t enter caves and such. Refresh can help with the cooldown.
Nature Mastery
Call of the Wild
Wolves primarily play a support role in the build, supplementing your damage rather than supplanting it. The summon limit is increased to two at 7/16 and three at 18/16. You’ll want min +2 to nature for the extra wolf. The wolves will dish out some physical damage and buff you with Strength of the Pack. Maul will add some more damage but other skills take priority. Survival Instinct is useful for making a wounded wolf extra tanky preventing them from getting burned down too fast.
Regrowth
Regrowth gives you a way to heal wolves besides Rally. Useful for healing if only one pet needs it. Not as big of a priority as Rally can be used to keep wolves up when needed. Accelerated Growth cools down Regrowth faster, allowing you to spam it more often. If you have put some points into the base skill this it’s worth dropping some points here. With multiple wolves in close range, Dissemination can help spread around some heals. It’s not as important as other skills so one point backed by +skill items is usually fine.
https://diarynote.indered.space
Many things have changed since THQ published their mythos-based hack ‘n slash RPG Titan Quest back in 2006, and most of those changes have been to the way that Stats work within the game. With the console release just a week old now, I thought it would be helpful to let the new console players (PS4 and Xbox One) in on many secrets that we PC veterans have known for years. This is particularly pertinent to Builds, and is information you may have a harder time finding now that the Titan Quest forums are no longer online.
Titan Quest Builds Guide covering Attributes, Armor, Blocking, Defensive Ability, Offensive Ability, Attack Speed, Dodge Projectiles, Dodge Attacks, Melee, Ranged, Casting and much more! If you’ve ever wanted to learn more about the mechanics of Titan Quest, this article is for you!
Passcue Windows Recovery Software. Passcue takes the first place on the list because it is a. Windows password cracker download.Titan Quest Stats and Build Guide
*The best Titan build in Destiny 2 is out there somewhere. You just have to look for it! You just have to look for it! More realistically, you need to try out a ton of different things and create very specific loadouts for different activities.
*Titan Quest Wiki Character Classes Class Guides This page serves as a hub to class guides, both external and internal. With the loss of the titanquest.net forums, this is an attempt to recreate a centralized resource for class guides.
The first thing we’ll talk about is Attributes because they are extremely important to the way you build your character, and unlike Skill Points, you cannot refund Attribute Points, so if you spend them incorrectly then you are pretty screwed. You gain 2 Attribute Points per level, and gain a few here and there through various quests, giving you a total of 166 Attribute Points to spend if you complete all three difficulties and do all related Side Quests. It is unlikely you will reach level cap though as it takes hundreds of hours, so realistically you’re looking at some where around 140 ish Attribute Points. Each Attribute you spend will give you either 40 Health, 40 Energy, +4 Strength, +4 Intelligence or +4 Dexterity.
There are 5 main Attributes in Titan Quest and loads of other Stats.AttributesHealth
Health is pretty straight forward. You gain +40 Health per Attribute Point spent, and you will also gain Health when spending Skill Points on the Mastery of each of your two Skill Trees. How much you gain depends on which Skill Trees you have, and I have listed them in the table below, along with other Attributes. You will also gain permanent Health bonuses from completing quests for a total of 855 (if you complete all 3 difficulties). Melee Builds will obviously need more than Ranged Builds so plan accordingly, but generally you should not need to spend Attribute Points on Health.Energy
Like Health, Energy is a pretty straight forward. You gain +40 Energy per Attribute Point spent, and you will gain Energy when spending Skill Points on the Mastery of any Skill Tree that gives Energy. Again, like Health, this will depend on the Skill Tree, and not all Skill Trees provide Energy. Unlike Health, however, there are no quests that reward permanent increases to Energy. Casting Builds will consume much more Energy than Martial Builds, so depending on how you make your character you may need to add points into this Attribute. Hybrid Builds generally need to spend points here because one of their Skill Trees provides no Energy.Strength
Strength increases the Physical Damage of the player, and not only adds this increase to the base damage of the Weapon you are using, but to any Skills that deal Physical Damage. The only exception is with Staves, which do not deal Physical Damage. Each point of Strength increases your Physical Damage by 0.2%, or 0.8% each time you spend an Attribute Point (since you get 4 Strength). In addition, you also gain 0.04 Physical Damage for each point of Strength (0.16 per Attribute Point spent). This means at 500 Strength you would gain +100% Physical Damage and +20 Physical Damage flat. Each Skill Tree gives a different amount of Strength, and you will gain a total of 42 Strength from quests, if you play all the way through the Legendary Difficulty.Intelligence
Intelligence increases Elemental Damage done by the player, this includes Vitality Damage as well as Burn Damage over time (Frostburn, Burn, Electrical Burn). Each point of Intelligence increases Elemental Damage by 0.15%, Vitality Damage by 0.2%, and Burn Damage by 0.2%. You also gain 0.025 Elemental Damage and +0.01% Energy Regeneration per point. As with Strength, each Skill Tree gives a different amount of Intelligence, and you will gain a total of 18 additional Intelligence throughout the course the game (if you play through Legendary).Dexterity
Dexterity does many things in Titan Quest. It increases your Pierce Damage (which penetrates all Armor), it adds Pierce Damage to your attacks, increases your Offensive Ability and increases your Defensive Ability. Players gain 0.01% Pierce Damage and 0.03 Pierce Damage for each point into Dexterity, while Offensive and Defensive Ability will both increase by 1. Just like Intelligence, you will gain 18 Dexterity from quests through out the game.
Table of all Attributes total gained from each Mastery. Click to enlarge!Armor and Blocking
Armor and Blocking in Titan Quest isn’t extremely complicated but isn’t as simple as you would think. Obviously having more Armor and higher Block Chance are good, but how to make a Build revolving around these concepts requires some knowledge of the game (especially if you are to survive higher difficulties). Let’s take a look how these two things work, starting with Armor.Armor
When the game determines that you have been struck by a Physical Damage attack Armor comes into play, and the game rolls to see which part of your Armor is struck. You have a 40% chance of being struck in the torso, 20% chance of being struck in the legs, 20% chance of being struck in the arms, and finally a 20% chance of being struck in the head. The game will use the piece of Armor in the location you are hit to calculate how much damage you take. This is the reason you will sometimes take huge spike damage, and others you will not. Be sure to have good Armor values on all your pieces to prevent this.
You are most likely to be hit in the Torso, but you will be hit in other places as well. Be sure to have good Armor Values there or you will take high damage when you are.
Once the Armor piece hit has been determined you will take 66% percent of that Armor piece’s Armor Value and subtract it directly from the damage of the enemy’s attack. Yes you read that right, you actually only mitigate 66% of the Armor number listed for that piece. If you have rings, amulets or Skills that increase your Armor, these are added to the Armor Value each piece of Armor you are wearing before this calculation takes place. For example if you are struck in the legs and have 120 Armor there, but you are using the skill Battle Awareness and it says 12 Armor, you will take 66% of 132 instead of 120.
Players can reduce the amount of damage that their Armor “lets through” by increasing their Armor Absorption. Armor Absorption adds directly with the 66% modifier that all players have by default, so for example if you have +14% Armor Absorption then your modifier becomes 80%, making your Armor more effective. The easiest and most notable way to do that is by taking the Armor Handing skill in the Defense Mastery Skill Tree. Armor Protection is not the same thing, and only increases the Armor Value of each piece you are wearing, not the modifier.
Armor Absorption increases the percentage of damage your Armor can mitigate.Blocking
In Titan Quest Blocking works passively for any character equipped with a Shield, and unlike Armor, Shields can Block any type of Damage (as well as projectiles). Each Shield has a Chance to Block a certain amount of Damage, but this Block can only occur a maximum of once every 3 seconds by default. Block Chance is additive, so stacking it will help to increase the frequency that you Block, but it is equally important to reduce the “cooldown” between Blocks. Thankfully the skill Quick Recovery in the Defense Mastery Tree helps with this, as do some equipment you can find.
When you successfully roll a “Block” you will attempt to negate the damage done, however, if the damage is more than your Shield is capable of Blocking then you will take 100% of that damage. Yes you read that right, if you cannot Block ALL of the damage you will take ALL of the damage. The good news though, is that the damage you must Block is calculated after Armor and Resistances, so there is a much higher chance for you to succeed. Damage over time you take can also be Blocked as well, and if the initial tick of damage is Blocked then ALL the damage is Blocked. This is why it is important to have the highest Block Damage you can on your Shield, and you may want to consider replacing an old Shield with a new one if you haven’t in awhile.
Reducing your Shield’s Recovery Time is key to making Blocking more effective. When you’re being hit by 6 enemies at once, Blocking once every 3 seconds won’t do much…Offensive and Defensive Ability
Offensive and Defensive Ability play a huge part in your character’s Build and are often overlooked by new players in favor of just straight Armor Value. In this section we’ll take a look at why these are so important and why you might want to consider paying more attention to them. Not all players need Offensive Ability, but all players can benefit from Defensive Ability.Offensive Ability
Offensive Ability is used to calculate whether you strike your target and whether or not you do critical damage. This only applies to melee combat, so players casting spells, using Staves or using Bows do not need to worry about this stat and should not invest in it.
When attacking your Offensive Ability is compared to the Defensive Ability of the target. If you have a higher Offensive Ability then their (Defensive Ability – 9) then you have a 99% chance to hit and you can Critically Hit as well. The higher your Offensive Ability is above the defender’s Defensive Ability, the higher Critical Modifier you will have and the more damage you will deal. This is why it is so important that Melee Builds have high Offensive Ability, not only to make sure they don’t miss, but also hit harder. These same rules apply to enemies, and that is where Defensive Ability comes in.
If you aren’t seeing those yellow numbers with regularity your Offensive Ability is too low.Defensive Ability
If your Defensive Ability is too low then enemies will always connect with their strikes and will hit you for Critical Damage more often. Again this only applies to melee damage, so we’re talking about melee enemies here, and only the Physical Damage they deal. You always want your (Defensive Ability – 10) to be equal to or higher then the enemy’s Offensive Ability (preferably higher), so that you cannot be critically struck. The higher your Defensive Ability is the more often your enemies will miss, and on top of that when they do connect, it will be for reduced damage. This reduced damage is calculated before Armor and Resistances, so it is a very effective way of protecting yourself.
When making a Melee Build, be sure that you have not only sufficient Armor, but also sufficient Defensive Ability to help reduce the overall damage you take. As you progress into higher difficulties this becomes even more important and can be the difference between succeeding and failing. Ranged characters can benefit from this as well, although ideally they should not be near enough to melee units to be hit in the first place.Final Tips
Attack Speed is one of the most efficient ways to increase your overall DPS in Titan Quest, and outperforms nearly everything else (if you’re a caster then the equivalent would be Recharge Time). Some of the best items in the game have high Attack Speed, and many Relics or Charms can also help to increase it via Enchanting. Keep in mind that Blue and Purple items cannot be Enchanted, but Green ones can, which is why they are often superior in some cases.
Two really good weapons with really good attack speed. The bow drops in act 2 (Egypt) from Pillagers and the sword drops in act 3 (The Orient) from Tigers.
Dexterity might be the single most important Attribute in the game because not only do Weapons require a good amount of it to use, Intelligence-based Armor require a certain amount of it to be equipped. This means that every single Build will need SOME Dexterity, and is once of the reasons that nearly every Mastery in the game provides some when improving it.
Chance to Dodge and Chance to Avoid Projectiles should not be overlooked by players. Stacking these up high can make you nearly immortal (pun intended), and there are Builds that revolve completely around this. Previous versions of Titan Quest allowed you to become completely immune to damage this way, but the game has since been patched and now both of these are capped at 80%, which is still rather good. Especially considering your base Resistances get reduced with each higher difficulty, but these do not.
Find Cover is a great passive skill that lets Hunters Dodge Projectiles more easily than other Masteries.
Last but not least, gear plays a HUGE role in the success or failure of your character in this game. You might have the best concept for a Build, but if you cannot find the right equipment for it, it may be underwhelming. Most Builds are viable in this game, so if you are struggling you should consider farming previous Bosses for gear until you get something that helps. You cannot breeze your way through the game without ever farming if you wish to make it all the way through Legendary.
Sources used for this article:
Stay tuned for our Titan Quest (console version) Review, and be sure to check out our other Guides!
Welcome, guideoui.com visitors. In this guide, We try to focus on Titan Quest Anniversary Edition Guardian Build Guide. While writing this guide, we pick up many pieces of information from several sites for you. We hope that this guide will help you.Guardian Build Guide
The guardian combines the Defense and Nature masteries. Defenese provide shield buffs, defensive abilities and shield attacks. Nature is a support mastery providing pet support, buffs and debuffs.
If you’re interesting in a more traditional physical tank and spank warrior with superior damage options then I’d suggest a Conqueror (Warfare / Defense).
Phast cracked. Pros:
*Good survivability with high health via Heart of Oak, Rally for quick heal, good armour
*Pets provide extra support and help with aggro
*Easy to heal pets via Rally
*Strong debuff in Plague
*Colossus Form for anti-boss and Refresh to help cut its cooldown
*Decent AOEs (Batter and Shield Charge)
Cons:
*No spammable LMB
*AOEs (Batter and Shield Charge) have limited targets and hit box
*Multiple ranged enemies can be annoying
*Lack of ranged options besides Shield Charge and Plague
*Your pets won’t be as good as a pet build and your damage won’t be as good as a more offensive build
Defense Mastery
Batter
Batter will server as your primary skill attack. It’s on a cooldown so it’s not something you can spam so you’ll be using auto-attack when it or shield charge is on cooldown. With a point in Rend Armour you’ll be able to hit three targets in a 160 degree arc. Decent for dealing with groups but remember that it has its limitations. Max out Batter to buff the skill and Rend Armour to reduce armour on enemies.
Concussive Blow
Adds a chance to stun with axe and mace. Obviously, if you’re not using an axe or mace as your one hander the skill is useless. If you’re are using one then the stun can be useful. I didn’t invest in the skill on my guardian, but have it on my conqueror. Skill isn’t mandatory, more nice to have.
Battle Awareness
Aura that buffs armour and defensive ability. I had it maxxed when I cleared legendary with my Guardian but it’s not really a required skill. You’ll want at least one point in it through for the synergy skills which are more useful imo. Iron Will gives you the all the secondary resistances you’ll need and Focus gives you extra passive shiled block chance.
Armour Handling
Reduces str requirement letting you equip good gear faster and gives you extra armour absorption. Worth picking up.
Rally
Provide an emergency heal on top of your potions. Extra good in this build as it provides an easy way to group heal your wolves and its cooldown can be reset with Refresh. Rally needs to be maxxed long term if you decide to use it; it’s only useful if it provides a big heal. Drop additional points into rally when you feel the heal is lacking.
Quick Recovery
Good one point ability. Gives a nice boost to absorption and block for a limited time. Good when fighting crowds.
Shield Charge
Charges an enemy. Drop one point into the base skill and pump up its synergy skill Disruption first.
Good way to get into melee range of casters and archers quickly, hits multiple targets, short stun and skill disruption. You can drop more points into shield charge when you have free points.
Shield Smash, Disable and Pulverise
This trio of passive skills should be maxxed out. When attacking with a shield equipped, you’ll get the chance to trigger their effects (reduced defensive ability, slower attack and 3 target reduced OA / skill disruption respectively) and do some extra damage.
Colossus FormBest Titan Quest Ragnarok Builds
Grow to a large size and provides you with some substantial buffs. Great one point wonder anti-boss skill. Downside is the long cooldown, the large size makes you harder to navigate and you can’t enter caves and such. Refresh can help with the cooldown.
Nature Mastery
Call of the Wild
Wolves primarily play a support role in the build, supplementing your damage rather than supplanting it. The summon limit is increased to two at 7/16 and three at 18/16. You’ll want min +2 to nature for the extra wolf. The wolves will dish out some physical damage and buff you with Strength of the Pack. Maul will add some more damage but other skills take priority. Survival Instinct is useful for making a wounded wolf extra tanky preventing them from getting burned down too fast.
Regrowth
Regrowth gives you a way to heal wolves besides Rally. Useful for healing if only one pet needs it. Not as big of a priority as Rally can be used to keep wolves up when needed. Accelerated Growth cools down Regrowth faster, allowing you to spam it more often. If you have put some points into the base skill this it’s worth dropping some points here. With multiple wolves in close range, Dissemination can help spread around some heals. It’s not as important as other skills so one point backed by +skill items is usually fine.
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