Best Titan Quest Builds
Titan Quest Anniversary Edition: Warrior Build Guide Posted on February 21, 2020 Games: Titan Quest Anniversary Edition Here is a guide on how to Dual build Wield Sword Melee Single Mastery Challenge.
So you want to have a good character who mows down any monster he faces with little effort. If that’s not your bag, then close this thread immediately.Very well then. I had three requirements for this possibly the best character in the game.1) Fully xmax proof. Dying very rarely, only because of the player’s severe mistake. Bosses x3 can’t be a problem.2) Huge mounts of “real world” DPS. The character must be able to beat any and all monster types in the game under 5 seconds with end-game items.
That includes Hydra, Typhon etc. It excludes Charon and Hades, for those each form has to be killed under 5 seconds.3) Item farming kept to a minimum, until legendary.The beginning is very easy, so just pick a stave and clear the early areas. As you level up, unlock Deathchill and put one point in it. Then unlock Ternion and Arcane Lore.
Proceed to max Arcane Lore, Ternion and Deathchill in that order.After maxing Arcane Lore you are most likely doing very satisfying DPS. Mana usage might seem a bit high, but just keep drinking those potions. Also remember that you can shoot lone monsters with normal staff attack (possibly LMB), only use Ternion (possibly RMB) against tough monsters or groups.But that’s only for those who don’t want to drink potions all the time. I want to use Ternion all the time for maxx damage.Maxing Spirit mastery and one point to Outsider and Death Ward are next. At that point you are about at the end of act 1 or in the beginning of act 2.At this point I want to discuss a bit about the basic tactics of this build, and spending attribute points.You will want to face all monsters face to face. That’s right, even if you are a mage, you should go to a point-blank range, as close as you can. This will ensure that all projectiles hit the monster in front of you.
Using ALT to shoot where you stand will be essential. If you are too far, one or two projectiles will miss, resulting in less damage done. You don’t want to be doing less damagedo you?Yeah baby, that’s what I’m talking about!Arcane Lore has a blast radius spreading the love you send to the monsters in form of DPS.
So it doesn’t really matter what stave you use, just upgrade it every now and then.Then attribute points.I like to spend all quest reward attribute points to health. That results in 450 HP without any +% health bonuses. That’s 18 attribute points.
It’s entirely up to you if you want to do the same, though I suggest it since Spirit doesn’t give you that much health.Don’t put anything in energy, Spirit gives you plenty of that.Put only enough int to meet stave requirements. We’re looking at 320 at the end of normal, 450 at the end of epic, and 550 at the end of legendary. We don’t need int to boost damage for us, we’ve got other means.And that leaves us with more points in str and dex.
Why dex?Because you want to stay alive. Let’s face it. You’re a mage or hybrid, and you want to face all baddies half a feet from their face. You’ll need good mounts of DA.
It’s crucial.For str, for optimum build, which I’ll discuss later in this thread, you’ll need 493. That’s right, 493. It’s very high for a mage/hybrid, while trying to have 550 int and good amounts of dex. So high actually, that you may not reach it, unless you farm for good items and be at level 65+. So you may leave your str at base value, and focus on dex and health instead.However doing that you miss some good melee items that can boost your DA.Now let’s proceed to act 2.
Nothing special here, except you should farm for Anubis’ Wrath relic and stick it in your stave. After you got one, preferably with attack speed completion bonus (though it is not that big in normal so don’t worry about it), stick in in your stave. Then max Necrosis, so you’ll convert lot of damage to health.
After act 2 you should look something like this (only use Ravages of Time if you have the unofficial patch):Now, you may have noticed that I have not said anything about a secondary mastery. That’s only because it does not matter. You can choose whatever you like. Anything goes.
But for optimum build (in my opinion) go with Dream. I will not discuss the secondary mastery until later in this guide.In acts 3&4 just up your resistances, mainly pierce, but don’t foget the others. You should do just fine. Try to keep your DA high enough that you won’t get critted. 400 at the end on normal is decent amount, 500 would be good. Keep increasing int to keep up with the requirements that the merchants have for staves. You may have to throw some points into dex every now and then.
You should save some attribute points for later use. Shop for a good ring, like Plato’s/Aristotele’s ring or Robust/Hale ring to increase your int or str. Try to have Demon’s blood with +% vitality resistance completion bonus in it.
Great place to farm for one is in Wusao cave just before telkine #3, there are a lot of those little fire demons in there. Other good place is level 2 in Tower of Judgement, those Limos demons have high chance of dropping Demon’s Blood.Either start boosting your Liche or secondary mastery in act 3. I recommend that you have at least some points in Liche.At the end of normal difficulty:Another build possibility is to max Psionic Immolation as soon as possible. It does tons of damage and has short cooldon. Lucid Dream will boost the damage even further.When you reach epic, check the shops to get your hands on some staff (any will do) with of the Harrowing suffix. It is quite rare, but it is worth it. I guarantee that.
It reduces health by 12-15%, and with Ternion, it will apply thrice. That’s a lot of health lost for the enemy. Necrosis will take care of lowering vitality resistance, so you’ll convert plenty of damage to health. You should get Plato’s/Socrate’s ring now at the latest. You can now go for any skill you like, increase the level of your secondary mastery to gain more hitpoints, and continue maxing Liche if it isn’t already.
Just don’t touch Arcane Blast.In act 2 farm for Anubis’ relic with +% as completion bonus. Act 3 gives you the awesome Monkey King’s relic. With it you can reduce resistances, have some skill disruption, elemental resistance and preferably pierce resistance as competon bonus. You might be using some yellow/green jewelry, one of those should have demons blood with vitality resistance completion bonus, and one of them could have Monkey King’s relic, though it isn’t absolutely necessary. At the end of act 4 you should have preferably 700 DA or more. Again focus your items on resistances and DA, not elemental damage. Your build should be doing very well.In legendary get the same items, Anubis’ Wrath with +% as, Monkey King’s relic with +% piere res if you need that res.
Demon’s Blood charm with +% vitality res. Shoot for as high DA as you can, you may want to keep some attribute points unspent, you never know what you might find. If you decide to go for 493 str, then shop for Hale rings with suffixes that give you +dex or +int. I’d try to get 2x of them. If you decide to not go with high str you can just use whatever you like.
Maybe shop for higher base damage stave with of the Harrowing suffix. Try to get some +skills too. Focus on resistance and try to have over 1000 DA at the end of legendary. Remember that you get str/dex/int bonuses in act 4 to help with stat boosts.
Keep some attribute points unspent until you find your final item setup.There you have it. An awesome build that owns really hard, and demolishes everything on it’s path. Now here’s my setup for this ultimate build:If you choose Dream as your secondary mastery, you get +% defensive ability, +% chance to avoid projectiles, +% total speed, resistance reduction and good skill (Distort Reality/ Temporal Rift) to eliminate melee threats. You can trade Trance of Wrath for Trance of Convalesncence if you feel like you are taking too much damage.Try out one point in Sleep and Enslave Spirit. They can help in some situations. Distortion Wave is another great one point skill to slow down fast monsters, helps agains those nasty machae archers.For items I use:Helmet:This is what you need 493 str for.
An excellent helmet just about everything youn need. Important secondary resistances, elemental resistance, +1 all skills, +200 DA etc. You can get it in act 4 epic and legendary.Chest:.Pierce resistance, +1 all skills, +250 DA etc. Act 4 legendary only.Armbands: Stonebinder’s Cuffs.+3 skills, elemental resistance.
Enchnt with whatever you need, like Pristine Plumage for poison resistance. Farm the three gorgon sisters, or in Minoan Labyrinth. For more info, do a search.Boots:Resists, +1 all skills, movement speedact 4 legendary.Rings: 2x Hale of Grace.+% str, +dex. Enchanted with Demon’s blood and Monkey King’sRelic (+% pierce res. Bonus).Amulet:.Resists, health, str, dex, intepic&legendary.Artifact:.+% str, +% dex, elemental resistance, 15% physical resistanceact 4 legendary.Stave: Scepter of the Liche King of Harrowing.-25% energy cost, 14% health resuction. Dropped by the liches in Wusao Mountain. Anybis’ Wrath relic with +35% as completion bonus.
Remember that any staff of the Harrowing will do for this build. I found this whilee going through epic, and went through the rest of the game including legendary, under 400 DPS. Still owning everything.Secondary Weapon slot: Sapros the Corrupter and Ancile.I enter boss battles with Phantom Strike to spread -resistances. You can use whatevet you like in secondary slot, or nothing at all.There you have it. Maxed resists, good DA, +6 skills. Can convert over 2k health with one hit. Typhon, Hydra, all go down under 5 second when faced one on one.
2221 45 xentry openshell xdos.2016.07. Dying isn’t going to happen unless I close my eyes.Check the Complete Guide and Mod List.
So I've cleared legendary difficulty with multiple characters and written guides about them. I figured it would make sense to make a single appendix listing the build and a general synopsis and linking to the individual steam guide to make it easier for people to find a style they prefer.All listed builds have completed legendary Ragnarok.The older builds were completed before I got Atlantis and are built with pre-Atlantis mastery levels and skills. Quick synopsis of masteries and general builds. Masteries tend to be slanted towards melee or caster in general, pairing both types can create a 'hybrid' character that can do a little of both. Hybrids are not recommended for new players through as they are trickier to setup and gear properly.Pure casters and hybrids aren't friendly for new players. Summoners, Throwers, Bows and melee in general are easier / less gear dependent from my experience.Warfare: Oriented around offensive melee builds. A very strong overall mastery with few dud trees, excellent stats and good mix of skills (CC, pet, damage, avoidance, etc.) One of only two trees which allow for dual wielding.
A good mastery for new players.General Builds: Dual Wielding Melee (Swords preferred), One hand + ShieldStandout skills:. Onslaught (one of, if not the best, LMB attacks in the game). Dual Wield. Battle StandardDefence: Oriented around defensive melee builds. Has multiple abilities related to the shield (both for offence and defence purposes), heals and defensive buffs.
Strong but can be slow in the early going.General Builds: One hand + shield (club / axe)Standout skills:. Shield Procs (Shield Smash, Disable, Pulverize).
Colossus Form. Shield Charge or Battle Awareness (with synergies)Hunting: Oriented around bow and throwing weapon (Ragnarok) ranged, spear melee, throwing weapon ranged. Excellent passives, best debuff in game and by far the best mastery for bow users. Good mastery for new players.General Builds: Bow, Spear and Shield, throwing weaponStandout skills:.
Markmanship (best LMB for bows). Art of the Hunt (excellent passives). Study Prey (best debuff in game)Nature: Oriented around Support / Summon builds. Can be comboed with pretty much every other mastery. Group buffs, heals, debuff, CC, multiple pets, etc.General Builds: Summons, Support for other mastery treesStandout skills:. Call of the Wild.
Heart of Oak. Refresh. PlagueRogue Mastery: The most complex mastery in the game. Specialises in Pierce, Poison and Bleeding damage. Depending on the second mastery and build, rogues can potentially be ANYTHING. Dual Wield Melee, Tank and Spank, Bow, Throwing, Summoner, Pure Caster, etc.General Builds: Basically anythingStandout skills:. Envenom Weapon.
Lay Trap. Throwing Knife. Lethal Strike. Poison Gas BombEarth Mastery: Caster oriented around Fire damage, physical hybrid and tank summon.
To be honest, I personally think it's the weakest mastery. More gear dependent than melee characters imo.General Builds: Pure Caster, Hybrid Melee/Ranged, Summoner (mixed with other pet oriented mastery)Standout skills:. Earth Enchantment.
Summon Core Dweller. Volativity. EruptionStorm Mastery: Caster oriented around Lightning and Cold damage. Has a nice pet with god mode damage avoidance with provides a great buff. Good spammable spell with decent range and a longer range spell on short cooldown and a way to strip resistances and avoid projectiles via Squall. More gear dependent than melee characters imo.General Builds: Pure Caster, Hybrid Melee/RangedStandout skills:.
Storm Nimbus. Ice Shard. Squall. Lightning Bolt. Summon WispSpirit Mastery: Caster oriented around life drain, vitality damage, staff attacks and summons.
Has one of the best auras in Deathchill, one of the best pets in Liche King, one of the best staff attacks in Ternion, etc. Pretty good overall.General Builds: Staff Caster, Summoners, Pure Caster, HybridStandout skills:.
Deathchill Aura. Ternion Attack. Summon Liche King. Dark ConvenantDream Mastery: Excellent all-around mastery that is slightly oriented to melee but can be played as caster as well.
Good for new players.General Builds: Melee/Ranged, Summoner, Pure Caster, Staff Caster, HybridStandout skills:. Auras (Empathy, Convalescence, Wrath). Phantom Strike. Lucid Dream. Nightmare. Distort Reality.
Distortion WaveRunes Mastery: Ragnarok only mastery that is uniquely oriented around 'mage knights' type builds. Specialises in elemental damage, walls and basic dual wielding. Rune Weapon LMB scales your Int and changes your damage to elemental damage (with synergy) but it can't be used by staffs so it's intended for hybrids.Also the only other mastery other than Warfare to allow for dual wielding but it's more basic. It's the best mastery for dual wielding throwing by far through.
Menhir Wall is an amazing CC.General Builds: Dual Wield Throwing, Dual Wield Melee, HybridStandout skills:. Rune Weapon (scale your int and turn into elemental damage with synergy). Runeword: Feather (lower str requirement for weapons).
Thunderstrike (especially for dual throwing weapons, fires 10x projectiles). Reckless Offense. Seal of Fate. Menhir Wall.
Beowulf, Bane of GrendelBuild: The stereotypical one hander and shield warriorSynopsis: The Conqueror combines the Defence and Warfare masteries. Remus, Sire of the Capitoline WolfBuild: One hander + shield offensive melee / pet hybridSynopsis: Skills in both of these masteries synergize together excellently. Battle Standard will buff pet and your own damage and while it's synergy skill Triumph and Plague will apply nasty debuffs. Your wolves will also buff you and your other pets with Strength of the Pack. Ancestral Horn will give you a massive army for boss fights.
Excellent damage output and survivability in one package.Dual wield is skipped for a shield to get extra resists from the shield as you'll likely be using accessories to boost pet damage instead. Plus skill items are great in this build because there are a lot of skills taken. Wolves, Onslaught, Battle Standard, Heart of the Oak, Plague, Refresh are all core to the build. If you're interested in getting dual wield or leveling up Atlantis masteries you'll need to free up points somewhere else, maybe war horn or nymph. Synergize well with pets. Good, spammable LMB in Onslaught. Strong buffs and debuffs.
Excellent survivability with big potential health pool and damage mitigation. Nothing honestly major. Some bosses (ex. Typhon) have cone aoes that can shred minions really fast but with max ancestral horn you will have a lot of minions making it harder for them to all die. No big upfront damage aoe, wrath can sometimes be a little clunky to target (but has terrific debuff). Minsc (and Boo)Build: Physical damage dual wielding maniac ( Ragnarok required)Synopsis: The Berserker combines the melee speciality Warfare mastery with the more caster oriented Rune Mastery.
The caster oriented skills in the Rune Mastery are ignored in favour of damage buffs for melee attacks.Now a berserker wouldn't be attacking with a bow or using a shield. A true berserker needs to be swinging two weapons in a blood frenzy! Weapons have life leech / attack damage converted to health for sustain. The build is also inspired by Minsc, one of my favourite companions from the Baldur's Gate series. Good through not the best available companion but damn is he fun to have in the party. Kirito, the dark spectre of death itselfBuild: Dual Wield Sword MeleeSynopsis: Dual wield build using swords and pure melee skills.
Inspired by Kirito (the sociopathic Abridged version, not the Mary Sue OG)Single mastery build is a handicap due to loss of stats from loss of mastery levels and less build variety. Only recommended for experienced players.Atlantis is recommended for the 8 extra mastery points for more stats and the two extra 40 skills. At level 32 mastery you'll get +64 str / dex and +1280 health, at level 40 you'll get +80 str / dex and +1600 health for a total difference of 16 str / dex and 320 health. It's not a huge difference honestly through if you don't have Atlantis, however, you can expect to have a lot of unused skill points at the end.Pros:. Additional challenge.
Warfare gives you a good pool of health and stats while having few dud skills. Excellent DPSCons:.
You can be a bit of a glass cannon. Less stats than other builds. Lack of build variety. Ajax, the Iron WallBuild: One hander + shield defensive melee / pet hybridSynopsis: Tanky type melee warrior with pets acting more as support than a focal point.
Hit things with his shield a lot, uses wolves as support and uses Rally to keep him and his pack alive.This build is pretty niche honestly compared to other listed builds. Heart of Oak, all Shield procs, Plague, Rally, Batter and Shield Charge are all pretty much mandatory for the build. Zeal, Full of Righteous FuryBuild: High survivability, 0 death, reflection build using Icescale monster infrequents from Ragnarok ( Ragnarok required)Synopsis: Templars get excellent damage mitigation and reflection abilities from each of their respective masteries. My Templar is built around using the Icescale monster infrequents from the Ragnarok expansion for the chance to reflect massive amounts of damage back while also being nearly unkillable.Reflection is vastly superior to the retaliation mechanic. Retaliation only works against melee attackers while reflection works against any source of damage. Melee, ranged, spell; it all gets applied. Also, it's important to note that the damage reflected is NOT the damage that you actually took.
The full damage before any mitigation is applied. So dodged damage will be reflected.
Enemies that resist the damage that inflict themselves will be more time consuming unless you have a way to reduce their resistances.The Icescale monster infrequents grants projectile avoidance and gives a 15% chance to reflect a huge amount of damage (500% in legendary). Projectile avoidance seems to also affect enemy staff attacks. You'll want to have these pre-farmed, preferably with resists and / or health buffs.My Templar was built with Atlantis masteries and skills but this expansion should not be required. Exceptional damage mitigation from skills and gear. Good CC.
Barely ever needs to use either type of potion. Damage outside of reflection can be so-so. So unkillable at times that it can be a little ZZZ. Dependent on particular gear. Build: Physical / Pierce / Fire spear hybridSynopsis: Stab things with a cool, fiery spear while you drop an eruption at your feet.
Hybrid build concentrating mostly on Str / Dex with some Int thrown in.Pros:. Good mix of damage types. Good single target with Study Prey. Decent aoe in Eruption. A number of buffs and auras.
Oh ♥♥♥♥ option in Stone Form to let you pop a potionCons:. Lack of a good spammable LMB. Extreme mana issues, especially combined with energy reservation from your auras. Tricky to get all the stats you need. Luna, the natural necromancerBuild: Pure pet / support caster build for the 'I have minions for that' achievementSynopsis: Basically summon lots of pets for you and have them kill everything. End game you'll have 5 permanent pets (3 wolves, nymph and liche king) and one pet for boss (outlander).
Sit far back and provide support with heals, circle of power, etc. Heart of oak gives you a big boost to health along with your pets.After normal is completed you can switch over to more of an active role if you wish. Elsa, the Ice Queen ComethBuild: Ice Shard pure caster, optionally with petsSynopsis: Summon Briar Ward and stand in the middle of it spamming Ice Shard. Buff health with Heart of Oak. Debuff enemies with Squall and / or Plague. Wolves can be optionally used a distraction / support and you can optionally diversify your damage using Lightning Bolt or use Spell Breaker for disruption.Pros:. Powerful anti-group attacks.
Anti-resistance debuffs in Squall and Plague for legendary difficulty. Good health pool and damage avoidance from Nature masteryCons:. Ice Shard is a very stationary attack, you don't hit and run, you stand still and spam.
Very mana consuming (but lessened by Nature skill). Not as good for single targets or far off targets. Can be a little gear dependent. Emiya, Steel Body and Glass HeartBuild: 'Unlimited Knife Works' Knifethrower caster - xMax (x3)Synopsis: General gist of this build is to spam Rogue's throwing knife ability. Earth enchantment and Envenom Weapon used to boost damage and CC. Very effective at dealing with crowds.The build is extremely energy intensive through. Without energy reduction you will find yourself chugging potions like crazy and having to go on farming runs to raise funds to afford your energy addiction.As well, +4 skill to rogue is mandatory for the build and the build doesn't really come into its own until level 25 when equip gear with the +4 skill you need and max both the base Throwing Knife and Flurry of Knives synergy skill.
Before that the skill shoots a single dagger with long cooldown. I am expecting you to have pre-farmed epic Stonebinder's Cuffs and a +2 rogue skill amulet before attempting this build. If you have Ragnarok then I'd suggest starting an Accomplish character so you can skip the tedious part and jump straight to the knife throwing. Really good at dealing with crowds. Wide variety of damage types (fire, poison, bleeding, piercing). Can be tweaked to be a hybrid or more of a caster as one wishes. You will be addicted to the blue stuff without energy reduction.
Gear dependent. Takes a bit to get going. Rampage, the axepocalypse begins!Build: Int / Dex Elemental damage dual wield throwing ( Ragnarok required)Synopsis: Runeword: Feather is used to equip throwing weapons without investing points into strength. Rune Weapon boosts your intellect to huge numbers to buff your elemental damage and Thunderstrike provides conal AOE with CC. Menhir Wall distracts enemies while you go pew-pew behind it.
Energy Shield provides you some extra padding. Spirit provides aura and pets.This build is extremely 'primary' focused.