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Quote:
Why to have the fragments, when the original game has them? With high attack speed you can have the Backlash very often and that compensates for it. I was doing over 10k dmg with good equipment, that is high imho...
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http://www.titanquest.net/forums/mod...fects-mod.html PinkFrog's MASTERIES MOD+INSTALLATION GUIDE: http://www.titanquest.net/forums/228425-post1.html http://www.titanquest.net/forums/228669-post54.html Masteries Calculator: http://www.masteriescalc.wz.cz/ http://www.g7welcomingcommittee.com![]() |
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Yeah, yeah, they gotta take it as it is though...and I really think this mastery is VERY strong...I cannot wait to play it like a normal player, hehe...
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Yep they are overlooking that the sickness way -216 resist is more than 4x as powerful as study prey when it goes of which is ~1/10 hits ok it not as reliable.
The other thing that the may be missing is the +60% attack speed? |
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![]() 2. Yeah.., but that is where the other mastery comes in handy! For instance, Chronosophy. ![]()
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See ya, i.n.s.a.n.e ![]() [BETA VERSION] Death Effects Mod v5 with fanpatch 1.15:
http://www.titanquest.net/forums/mod...fects-mod.html PinkFrog's MASTERIES MOD+INSTALLATION GUIDE: http://www.titanquest.net/forums/228425-post1.html http://www.titanquest.net/forums/228669-post54.html Masteries Calculator: http://www.masteriescalc.wz.cz/ http://www.g7welcomingcommittee.com![]() |
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But thats the point.
In my opinion, only the Chronosophy is a mastery that can by combine with the Archery to make a little bit more damage. Vampirism, Sorcery, Mysticism dont can effectly use with Archery, because of the "way skills". For example Archery with the "way of cane" from Vampirism, this skill give pierce damage and converted damage into health. But first its a "way skill" and second its only for melee weapon. ![]() |
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Chairwalked vampirism has some good debuff skill in it and the way skills only need 1 point in them to unlock there sub skills (these dont depend on what way your using the way just meant to boost them.)
Though i agree Chronosophy is one of the best if not the best mastery for straight archery synergies the other one is alchemy that looks good as: Chrono adds +62% attack and +56% damage for 34 secs and alchemy adds +22% IAS for ever and +25% damage and +41% str for 24 secs all of which increases your over all damage, as for which is best it depends on your stats IE if you got massive amount of str then alc will give the biggest boost. The other masteries are more for filling in holes by adding in pets, damage shields or new ways of fighting spells (incing debuffs etc) or melee (CC). |
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Archery mastery is very strong on its own (well, I know this can be an issue too), but still... You can check following: Alchemy - High Spirit (very great speed boost), Imposture (dmg boost), Illusions (great defense), Injection (additional dmg), no mana problems with Philosopher's Stone. Bestiary - Aggresive Beast (dmg boost), pets (additional dmg and resiliance). Close Combat - Only defensive skills. Construction - Combat Clothing (additional defense), pets (additional dmg), no mana problems with Inductor, Sick Bay (dmg boost). Mysticism - Exorcism (with -%resists dmg boost, slows enemies greatly), additional dmg from spells, great defensive skills. Sorcery - Great defense and resistances, high dmg with spells, no mana problems, great defense with Frosty Clutch. Vampirism - Great Bleeding dmg with Vibrancy, good anti-piercing enemies defense with Blood Shield, Perfect dmg boost with passive skill below Frenzy (cannot recall the name right now, hehe), Vampiric Bat helps a lot with dmg and defense, Sickness (with -%resists dmg boost), no mana problems with Metamorphosis. +Chronosophy you already know... Well, it is not much and I have noticed lack of Archery combinations too, but this is not THAT bad as you say...
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