Introduction
I've been farming the gorgon groups in the caves past the gorgon queens. I've gotten multiple sets of sentinel, pretty much every other MI drop seen multiple times, no stonebinder's cuffs. I did a good 40-50 runs yesterday with Xmax x10 mobs, and another 25-30 today, and no stonebinder's cuffs. I estimate 200+ gorgon kills per run, and that's a really conservative estimate. We're talking 15k. Also, my character is level 49 but the item levels in the MI Shop are all really low. I've just started Epic game mode. For example, the stonebinder cuffs are still all around level 11. Blacksteel executioner swords are all around level 21 still, and there are no Hale rings of Immortality showing up at all for the str/life rare rings.
Arthas, Frostmourne HungersMastery: Paladin (Defence / Storm)
Build: Armoured Ice Shard caster
This a build for a playing an armoured Ice Shard caster. Ice Shards in the Storm mastery is a pretty powerful option for a pure caster type character, however, it does have the drawback of requiring you to stand still and spam the skill and does its best DPS when enemies are closer to you.
Arthas is my second Ice Sharder. My first was a pure caster Druid (Nature / Storm) build that got around Ice Shard's range drawback by using Nature's Briar Ward to shield her from enemy attacks and let her spam Ice Shard without worrying about her paper thin armour getting shredded apart (build for her also on Steam). My Paladin build tackled it by making the caster a walking tank who can take a hit while spamming spells. Defence's Armor Handling talent helps you get around some of the Strength requirement on armour and shields and with some more from your gear you can get a caster clad in heavy armour.
Lombardini 6ld360 manual. My Paladin was built with Atlantis masteries and skills but the expansion should not be required.
Pros:
- Powerful anti-group attacks
- Fairly tanky
- Anti-resistance debuffs in Squall for legendary difficulty
Titan Quest Stonebinder Cuffs Quest
Cons:
- Ice Shard is a very stationary attack, you don't hit and run, you stand still and spam
- Very mana consuming
- Not as good for single targets or far off targets
- Can be a little gear dependent
Run completed with the xMax mod (xmax setting)
Required Skills
Ice ShardYour primary RMB attack. You'll need to stand still and spam the attack. The base skill is not a priority. It will just increase the base damage of the skill. Instead you want to max out it's Torrent synergy skill ASAP as it will increase the number of Ice Shard's projectiles turning it into a frontal conal anti-group attack. Next max Velocity to give your shards pierce and increase the cold damage and projectile speed. The base skill can be increased afterwords whenever you feel you need to buff the skill's damage.
Storm Nimbus
An aura that buffs your attack damage with cold and lightning damage and applies a smaller buff to your pets. Drop only a single point into the base skill. You'll be casting spells instead of attacking so the base skill won't help you. You also will be using Wisp to buff your damage instead of doing damage itself so not really important there either. Instead you'll want to max the Heart of Frost synergy skill to buff your Ice Shard's frost damage and also max the Static Charge synergy if you're planning on using Lightning Bolt (which you should).
Squall
Generates a wind storm that does slight damage and applies useful debuffs. Max the base skill to increase the storm's radius and impair ranged attacks inside it. It's Obscured Visibility synergy skill applies an additional debuff, reducing damage and resistances by a percent. As your primary damage source is cold based, enemies with large cold resistances will be difficult to fight and the debuff will be a big help.
Summon Wisp
Wisp is a one point wonder. It has god tier dodge and avoid projectiles chance. This makes it pretty much unkillable except for AOEs. Wisp's primary role in the build is not to do damage itself but to instead buff you with it's synergy skill Eye of the Storm. Maxxed out, Eye of the Storm will give you a good boost to your cold and lightning resistance as well as a big bonus to your elemental damage. Even with only a single point in the base skill your wisp will survive fine in 99% of fights. Arc Discharge isn't needed but if you can drop a single point into it if you want.
Storm Surge
One point wonder for the chance to stun enemies after getting hit. You can put points into it late but it's a really low priority and shouldn't receive any extra points until you've pumped up the important skills.
Armor Handling
Armor Handling boosts your Armor Absorption and reduces strength requirements for wearing armour and shields. Should be maxxed early on so you can equip high Str gear without cutting back on your Int.
Battle Awareness
Battle Awareness will give you a bit more Defensive Ability to mitigate damage from melee attackers. It will give you an extra 180 DA at 16/16. Focus boosts your shield block chance, good to max for legendary but I'd make other skills a priority before then. Iron Will is a terrific synergy which gives you great stun resistance and reduces how long you are trapped, frozen, skill disrupted and pets mind controlled. Really helps against annoying foes. You only need 7/6 in the skill to get the cap (80%) in general practice, more points in the skill can help for times that enemies have skills that lower your resist I guess but that's not particularly often.
I'd suggest maxxing the base skill as you should have the free points to do so. You'll likely need to use some of your gear slots to reduce energy cost, increase energy, reduce requirements, etc. and it will give you a good source of DA outside of your gear freeing you up to get other requirements without worrying about DA in legendary.
Colossus Form
Most of the buffs are for physical damage builds but the buff to your survivability is always useful and it's still a good one point wonder skill if as a pure caster. No reason not to invest a point. Downside is the long cooldown, the large size makes it harder to navigate and you can't enter caves and such.
Spell BreakerOptional skill for countering magical enemies. Drains energy and negate enemies buffs. Spell shock with do damage based off energy drained and disrupt skills.
Lightning Bolt
Diversifies your damage a bit with some lightning damage with short stun. Has a short cooldown so can't be spammed. Has a very good range and it's synergy skill Chain Lightning causes the bolt to arc from the target to hit other close by enemies. Lightning Bolt can be put into your LMB.
Energy Shield
Short term buff that will give you damage absorption for cold and lighting damage. It's Reflection synergy skill will give you a chance to have damage reflected. You'll need to refresh the buff a regular intervals and getting maxxed resist for cold / lightning isn't too difficult even in legendary so probably on the low end of the priority list.
Still it can provide protection from these damage types allowing you to concentrate on stacking other resists with your gear and Wisp can provide you some resists with it's synergy resists as well. After getting your primary skills maxxed up you can add some points here. Reflection's not as useful but you can put points there as well if you free points from elsewhere.
Titan Quest Stonebinder Cuffs Vanilla
Quick Recovery
Good one point ability. Gives a nice boost to absorption and block for a limited time. Good when fighting crowds. Not really needed until legendary but you can drop a point into it if you want early. If you have a bit of CDR and max the skill you can get the cooldown below the skill's duration letting you effectively keep it up permanently as long as you remember to recast it.
Rally
Rally provides a decent immediate heal to you and any pets / players close enough to you. Rally needs points put into it occasionally as you level so as to keep the heal relevant so will need investment to be effective long term. The Inspiration synergy boosts your total speed by 10% and gives you extra energy regeneration. The Defiance synergy will boost you a short buff after using rally to elemental resistance and boost your damage reflected.
Didn't decide to pickup Rally this time through I see it could be useful for emergency heal and a point in Inspiration for extra speed. I doubt that Inspiration's energy regen would really impact your huge energy drain. Defiance isn't really too useful, Storm provides good ways to mitigate cold / lightning and fire resistance is pretty easy to max.
Shield Charge
A charge type skill. In this build it will just be used to get up close to enemies like archers quickly so you can spam ice shard directly into their face while applying a bit of CC from the skill. Only need to drop a single point into both skills really.
Lightning Dash
Another charge type skill. Shield charge is probably more useful but you could try using two if you want.
Unyielding Phalanx
An Atlantis exclusive skill, Unyielding Phalanx summons a stationary line of warriors for a short time that fight anybody that comes within melee range for them. Extra points increase their health and summon duration time.
As the summons can't move positioning is key. Not useful against ranged enemies unless you drop them right under their feet or LOS them into a narrow corridor. When they can get at something, through, they put out some good damage.
Perfect Block
An Atlantis exclusive skill, Perfect Block grants you perfect damage immunity and movement speed buff. The buff lasts only 1.1 seconds through and you are also unable to attack or cast during it. Useful for emergencies (like avoiding Typhon's meteors) but you need to time it right.
As for Shield Smash, Disable and Pulverise they are not recommended because you will simply not be attacking with your weapon. Don't care too much for Adrenaline's healing effect and Defensive Reaction doesn't really fit into the build. I've already maxxed casting speed normally and don't really care about boosting my movement speed a bit.
Haven't really tried out Thunderball yet much, been using Lightning Bolt instead, feel free to use it instead of Lightning Bolt if you like the skill.
Final Skill Trees
Stats
If you have Atlantis, the extra mastery points give you:- Defence mastery = +12 Str, +16 Dex, +400 Health
- Storm mastery = +8 Dex, +24 Int, +168 health, +120 energy
Health: Not a priority but you can put a few points (such as those that get rewarded from quests) into it if you want to top up your health a bit.
Energy: Build drains your energy like crazy, extra points here are not worth it through, get energy gains or cost reduction from gear and just buy potions
Strength: Enough Str combined with your Requirement Reduction gear to equip your weapon, armour and shield.
Difference between cobra s2 and s3 driver for mac. Intellect: Your primary stat, boost it up
Dexterity: You need enough to equip your gear at a min. If you want to use legendary Stonebinder's Cuff's then you need 435.
This is my final equipment loadout. Capped casting speed, decent DA, armour and health and enough energy to cast Ice Shards decently. I didn't have any energy reduction unfortunately, used chest piece for requirement reduction and burned through pots like crazy and needed to do a quick farm run of to restock every now and then. Only +2 to skill from my helm but no skills that need to +4 to work well.
Poison, Lightning and Bleed resists were pretty sub-par. Lightning resist issue was easily negated with Wisp buff and Energy Shield. Bleed isn't really a problem outside of few areas. For Poison, I min-maxed a bit with alternative gear mostly for Poison related boss fights.
Weapon: Basically it's going to be a stat stick as you won't actually be swinging it at anybody. BIS imo is Persephone's Caress, it provides a huge buff to cold and frostburn damage. If you don't have one then something that provides useful passive buffs (+cold damage, energy reduction, +skill, more survivability, etc.) is a possible alternative.
Chest: I'm using an upgraded Odysseus' Armour for its large requirement reduction. A good alternative is a green / monster infrequent socketed with Golden Fleece for its energy reduction so you don't drain your energy quite as fast.
Hands: BIS is Archmage's Clasp. Even if I'm playing a ‘tanky' character I'm still playing a caster and Clasp provides a big chunk of casting and CDR. A single piece of Int gear won't make a huge difference. Alternatives include something Stonebinder's Cuffs for +skill or something to cover your resist holes.
Rings: Hale for more +%Str / Health, Socrates for +%Int / Energy, Occult for casting speed, etc. socketed with Demon's Blood for Vitality resist. Alternatively you may swap out one for a ring with good resists that cover your other gearing holes. As well, Captain's SIgnet (both), Alke (Weapon), Timaios (Armour) are options for reducing Str requirements on your gear.
Helm: A green / monster infrequent with Crystal of Ereberus (+2 skills or the one with buff to resists) or Cunning of Odysseus for %Int buff. Otherwise something to cover missing resists.
For other pieces, whatever you find that covers resists holes and the like.
Leveling
Get Ice Shard up and running as a viable skill as fast as possible. It's pretty draining mana wise through so it can be a good idea to have the Oracle set as twink gear. It's a fairly common set in act 1 for ~level 9 and will last you at least to Act 3. It will basically allow you to spam Ice Shards without worrying about your mana pool letting you grind quickly and effortlessly early on and early on you don't have to worry too much about enemy damage.At level 2, unlock Storm Mastery. Pickup Ice Shard. Afterwords, dump all points into Mastery Points except for one to unlock Velocity. The goal is to each mastery level 24 to unlock Torrent. Once you get a few points into Torrent you'll finally start to be able to use Ice Shard to mow down packs swiftly.
Unlock Storm Nimbus and increase synergy skills, unlock lightning bolt for secondary damage type, squall for CC, a point into Wisp and get synergy.
In Defence, max Armour Handling when you're ready to switch over to heavier Str gear. Not too many skills you're really need, level up the mastery and invest in Battle Awareness and synergies and one point into Quick Recovery for now.
Or you could just make an Accomplish character like me and start with all the important skills ready to go.
Related Posts:
Home » Guides » Titan Quest Anniversary Edition - Champion Build Guide Updated: September 16, 2019 Pet build with melee support using the Champion (Nature / Warfare) class. IntroductionRemus, Sire of the Capitoline Wolf Mastery: Champion (Nature / Warfare) Build: Pets with melee support This build is for those who want to have pets play a big role but also get their own hands dirty. Wolves offer good permanent pets that synergize excellently with you and your other skills. Ancestral horn is a boss killer. You have excellent survivability (cleared legendary with 0 deaths) and can join your wolves in the fray. Pros:
Cons:
Nature MasteryCall of the Wild The main pet workhorse of the build. Summon limit increased to two at 7/16 and three at 18/16. They will dish out physical damage; wrath and battle standard synergy will help their DPS. Call of the Wild has a number of synergy skills. 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. Strength of the Pack will synergize with you and your ancestral warriors, buffing damage and speed. Regrowth Useful heal for topping up your wolves' health between, and during, fights (not to mention your own). Put further points into regrowth when you find your heals can't keep pace anymore. Accelerated growth is worth investing at least a few points into. The faster regrowth cools down, the mo[/b]re you can spam it. This can be very helpful when you're fighting a boss that can damage multiple of your wolves at once and you need to spread around a few heals. With so many pets out, 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. Heart of Oak Gives a speed buff on the first point, maxxed out it gives a huge boost to health for you and your pets. It doesn't matter as much for the pets as their health pools get huge buffs elsewhere but this can help give you an enormous health pool. Tranquility of Water will give a chance to get discount energy cost. Mana use isn't a big issue as you can just use pots. A single point buffed with skill items should be fine. Permanence of Stone will give you and your pets elemental buffs. Maxxed out you'll get +31% elemental resistance, not a huge amount but it will allow you to concentrate on other stats on your gear instead. Plague Cast on a monster and it will spread to nearby targets. Can be a little clunky to target sometimes and does okay damage but is primarily used for it's synergy skills which both apply fantastic debuffs that will synergize great with your pets. Fatigue reduces dmg dealth, speed and chance of health reduction. Susceptibility reduces resistances for physical, elemental and poison. Max out both synergies and put spare points when you have them into the base skill. Sylvan Nymph Nymph is the second pet in the nature tree. Ranged attacker with bow. Unlock her when you have spare points but I'd concentrate on buffing wolves and ancestral horn first and getting utility skills. Refresh Refresh cuts cooldowns. Worth dropping considerable points into the skill so that you can cut Ancestral Horn's long cooldown a bit, cast two wolves in quick sequence and refresh battle standard and war horn. Shorter cooldown on Ancestral Horn means you can it more often in normal fights rather than trying to save the cooldown for just bosses. In tough boss fights where two wolves die quickly, you can wolf, refresh, wolf again to get two wolves back out immediately. Briar Ward Briar Ward creates a protective shield of plants around you. With Sanctuary you'll get a big chunk of damage absorption. Stinging Nettle does some retaliation damage and should be skipped. This is more useful for squishy casters and builds that need to stay in place as they need the protection more and Sanctuary only applies in the small area where the Briar Ward is. I suppose you could drop it down at a boss' feet to mitigate damage through you should have good dodge and mitigation already. Warfare MasteryWeapon Training Boosts your offensive ability and attack speed. Nice passive to have, max it out Onslaught Your main LMB attack. Onslaught has stacks. When you use the ability you gain stacks. Stacks decay fairly quickly over time when you are not attacking. The more points you have in the skill, the more stacks you can get. The more stacks you have up, the more you get buffed. Obviously you want to max it out. The Ignore Pain synergy buffs your physical and pierce resist. At 10/6 you'll gain +20% to both. You'll only have the buff when you have at least one Onslaught stack on. The physical resist is more useful as it's harder to get than pierce resist. If you need points for something else, this is something you can pass on as it isn't really a huge buff overall. Just drop a single point here and buff with +skill items and max out the more useful synergies. Hamstring reduces defensive ability, armour and speed while Ardour increases movement speed and attack speed while you have at least one stack of Onslaught active. Max out both of these synergies. Battle Rage Drop a single point into Battle Rage to unlock the chance of getting a big boost to offensive ability. If you want you can drop a single point into the Crushing Blow synergy but don't put anything into Counter Attack. Dual Wield Dual wield is a rather useful ability in Warfare that lets you attack with two weapons at once. It's very powerful but requires serious investment to become good. I skipped this chain in favour of going one hand and shield instead. With heart of oak you'll have a good health pool to help eat incoming damage, I primary went shield because I used ring / amulet for pet buffs or +skill and wanted to use a shield to buff my resistances. The spare points were dropped into nymph for an additional support pet. Dodge Attacks Increases your chance to dodge melee attacks. Worth dropping a couple of points into at least and can be maxxed if you feel like it. War Horn One point wonder ability. Applies a short stun to all enemies within range. Useful when you're fighting a big group to give you time to clear some first before you get mobbed (pets can only hold so many), keep ranged enemies form running away or to interrupt annoying enemies (ex: casters or big damage dealers). Further points into the skill will increase the radius of the spell and the maximum stun length, however, the min stun length is always 1.5 seconds so it can be fairly inconsistent. Whether you want to invest more in the skill is up to you but a single point is effective and you can buff with +skill items. The Doom Horn synergy skill is more valuable to put points into imo as it will debuff enemies' health and armour in addition to the base skill's stun. I wouldn't say it's mandatory through. Drop a single point into the skill and buff a little with +skill items or max it out depending on how you like the skill. Battle Standard One of the best skills in Warfare, Battle Standard will give both you and your wolves / ancestral warriors huge buffs within its range. With one point, you'll get +1 skills, half-energy costs, a bit of damage absorption and some offensive ability and extra damage. Maxxed out, you'll get excellent damage absorption and even more offence. The Triumph synergy skill should be maxxed out as well and will debuff nearby enemies' physical damage, physical resistance and stun resistance. This will let your pets soak up damage and shred mobs to pieces and your stun from war horn will be resisted less. Battle Standard has a cooldown of 60s and only lasts 36s when it's maxxed. Refresh can help trim its cooldown. If you can get some recharge reduction then you'll be able to cast refresh more often letting you summon standard more often and make you more mobile. As it's stationary, you may need to lure enemies towards it to get full advantage. Pets can be group moved (v is default keybinding) to the standard's location. There's a noticeable difference between it being out or not. War Wind War Wind is an another charge attack. It has a 360% degree arc but does terrible damage unless you drop tons of points into it. The base skill hits four targets at the beginning through and the Lacerate synergy skill will let you hit additional targets and add a bleed. I'd rather use the points elsewhere. Ancestral Horn Pretty effective with only a single point. Summon a trio of spectral minions to help fight for you. It has a long cooldown so will mostly be used for boss fights. The skill synergizes well with Battle Standard. Additional points will make the minions better and increase the number of spectral minions summoned. Of course, as this is a pet build you're going to want to max it out instead. You'll summon five warriors when it's maxxed. With three wolves and a dryad you'll have a whopping nine pets you tearing things up, especially if battle standard i up and you've wrath going. StatsHealth: With heart of oak, you'll get more benefit for every point you drop in health than other builds. A big health pool can give you some leeway when you start taking large damage spikes. Mana: Honestly, you can just buy mana potions. There's no real reason to put points into mana. Strength: Primary stat so you can equip good warrior armour and do physical damage. End game strength gear requires ~650 or so. Intellect: Not required. Dexterity: Your secondary stat. You need enough to equip your gear at a min and enough so you can hit things and avoid getting crit and you may want to use legendary stonebinder's cuff's. ~435 or so should be fine. EquipmentAs you'll be in the thick of things you'll need to keep your resists up. As you'll likely be using your accessories to buff you pets / skills you'll need to get hefty bonuses from your other slots if you can. You can get away without resists in early normal but you'll want to start building them by act 3 and definitely by act 4. By Epic you'll want ~40% to all resists, legendary ~50% (bleed damage is fairly uncommon but try to keep it at least positive) at a min if possible. Generally you'll want lots of +skill items. You should have +4 skill at a min. Extra will allow you to spread points around more and allow you to get great advantage from skills even if you only drop a single point into them. I had a huge amount of +skill in epic but swapped some out for more resistances when I hit legendary; still finished with +5 warfare / +8 nature. Really helped spread points around into everything I wanted. Recharge reduction will help with reducing refresh cooldown letting you refresh more often which will help with cooldowns on wolves, Battle Standard and Ancestral Horn. Bonuses to health will be magnified by Heart of Oak so this is good to pickup as well. Defensive ability will help keep you from crits. Artifact: Druidic Wreath at lvl 25 for +nature buff. If you need to buff other stats in legendary, swap in a different artifcat Rings / Amulet: Generally, equip accessories with pet buffs and drop your favourite relic/charm into them. You can also use a +2 nature mastery (lvl 25+) or +2 skills (lvl 50+) amulet if you're missing +skill. If you're short in legendary you can try swapping out a pet buff accessory for more resists. Weapon: The best weapon you can get. A good green with a charm / relic, something with + skill or resists, etc. Shield: Should have decent resists to make up for accessories. I used a Deimos, decent resists and +skill items. Other slots: Whatever covers your resists firstly, then has other benefits you need. LevelingAt level two, drop one point into Nature Mastery and pick up Regrowth and Call of the Wild. Drop points into Call of the Wild until you max it out. Your wolves will easily tear through the early content. Put points in Nature mastery till level four and drop a point into Heart Of Oak and Maul. At level eight, pickup Warfare as your secondary mastery and unlock Weapon Training and Onslaught. Drop a point into Onslaught each level and use the others on mastery points. Unlock Battle Rage for OA buff, War Horn for CC and Battle Standard for group buff. Now you can work up Warfare to Triumph and Ancestral Horn or go up Nature for Wrath + synergy, further wolf buffs and Refresh. Long term you'll max out both sides but it's up to you which you want to build up first. Pet BasicsPets have a stance. They can be set to Aggressive, Normal or Defensive. Aggressive is the best stance; it will target anything nearby. Other stances the pets won't really start attacking until you attack and you want the pets to be getting aggro first. When you first summon that pet type it is set to Normal by default. Right click on the pet icon you want to change. Then select 'Set to Aggressive'. You can also disband the pet from the same window. You can select all your pets at once with v (default keybinding). Target an empty space and the pets will move there. Target an enemy and the pets will focus fire that enemy. This is most useful for ordering your pets out of big aoe attacks (ie: Typhon's meteors) or killing spawners (ie: the pillars that spawn infinite undead) Items that buff pets will specifically say 'Bonus to all pets'. Pets that fall behind you will automatically teleport near you if you get too far. Don't way about leaving them behind if they chase something. AtlantisSo I don't have Atlantis yet so this build does not include points spent on Atlantis mastery points (40 instead of 32) or level 40 skills. If you want to reach level 40 mastery points for the extra stats and skills you'll need to find points from elsewhere in the build to free up. Lasting Legacy I believe increases Ancestral Horn summon time which should be useful. Longer summon time will help keep them active in long fights (most boss fights will go down quickly). Maybe you can free up points from nymph. Recommended for You:
You May Also Like: | |
Contact | Privacy Policy | Games © 2016 - 2021 | Gameplay.tips - Game Guides, Walkthroughs, Tips & Tricks, Cheat Codes and Easter Eggs. |