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Old 05-20-2006, 01:15 PM
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Lightbulb All 8 classes & optimum combinations

Hiya, for those who have already tested all the skills of all classes, I was wondering what do you think the best class combinations will be.

I've downloaded some savegame with 200 skill points and edited the max classes to 2 so I could try out all the abilities. Now, after having replaced the savegame 7 times I've seen all the talent trees.

(Please note that the game and thus possibly the abilities aren't finished yet so they could still be subject of change)

I have to say there are some interesting combinations out there. I already know I will only play the game with one friend online, only playing when we can both play together. I do this mostly because it gives me the best game experience while on voice-speak but also to protect myself from playing it 23/7. 1 hour sleep a day tends to have drawbacks you know.

But nonetheless, with games like this I can't keep my freakishly game-perfectionist instincts at bay. I just have to know which abilities are good & bad, and what combinations of 2 classes will be best. ^_^

Not quite sure how hardcore questing will be done in this game when it's out but you typically need at least:
- A tank. (Defensive)
- Healer/Support. (Nature)
- DPS dealers. (In order who will probably do most damage: 1)Rogue, 2)Earth/Storm, 3)Hunter/Warrior 4)Spirit)

Defensive as tank is pretty much a no-brainer but as for the 2nd class it can be quite a lot of classes.
First of all it depends on how agro is hold. If it's only based on DPS then choosing rogue with defensive might be best because what good is a tank if you can't keep agro so the boss will fight someone else anyway...?
But for the sake of argument I’m going to assume defensive alone can hold agro just fine so which would be best to suit it's main purpose, i.e. tanking.

____________________

Personally I think it's combined with the Theurgist aka Spirit. This class has some wicked aura that enables you to leech life by large quantities from your enemy. The initial aura itself actually causes hp dmg to you in return you get +15 energy regeneration back (at max spell lvl). But the upgrade gives you a lot of life leech in return so theoretically you have to keep smashing heads in, in order to stay alive or you'll die from the aura. Pretty nifty and fun idea
The Defensive typically lacks dps however it does have some great modifiers, either when you get hit and enter a berserk state or when you activate colossus which gives you 50% more dmg including some other really helpful thingies.

Now the fun is; with all this extra dmg you leech more life so the aura is no problem at all, and in return you can keep that colossus form up much much longer with the +15 energy regen because colossus costs a whooping –25 which will drain your mana in no time without the aura from the Spirit class.
So as a result the combination gives you a lot more dps as a tank plus more safety as a tank because you constantly heal yourself. (Spirit also has a very good direct Life leech/dmg spell which can be used each 10 seconds or so. Also pretty impressive for a tank)

Now and to top it off: Spirit has an amazing debuff aura with loads of negative thingies for the bad guys which they ain't gonna like. With Spirit typically being a caster class at first sight it's illogical to have such an aura because it means you have to stand close to your enemies. Not a place your average (smart) caster would like to be. But by combining Spirit with the tank you have the perfect character who makes sure the aura is always in range of the enemies.




Please note this is all just theory, but from a logical standpoint I think Spirit is clearly the best Defense combination plus loads of fun too.

If you have different idea's about the best class combination for Defensive or any other combinations (Healer/ DPS dealers) I would gladly hear them.

- Phyrex
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Old 05-20-2006, 01:26 PM
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Hehe, fun idea Phyrex.

But the other 5 'locked' skills are uncomplete, so it's not really possible to make a good combo right now. But there is a Colossus timer too; thought it was around 40secs? Correct me if I'm wrong, I just read it somewhere.

I'm going to wait for full version to test all the combo's out. I could test them right now, because I have all the masteries unlocked too, but what's the fun if you know the good combo's already?

Btw, Phyrex from Skullcrusher (WoW) ?
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Old 05-20-2006, 02:20 PM
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Hah yeah that's me. Small world. You're Tjikkie from Method I assume?

I stopped playing WoW about a year after release though. After a while you start to realise that the game, although very fun the first ~2-3 months, is just too repetitive beyond that and you only keep playing because of the character 'l33tness' and grinding habits.

I prefer short SP games now with just friends on lan (using a program called Hamachi to create lan over the internet) because they don't rely on 4 pounds of heroine pumped straight into your veins to keep your addicted to the game.

Anyhoo, yeah the talent trees could change a lot in release by the looks of it the basic idea of the abilities won’t change. Most likely only certain stats. (Stronger/weaker, duration longer/shorter, etc...)
Still, I usually enjoy the game more by figuring out stuff (theorycraft) rather than actually playing it so you could say I already have the game at the moment. :P
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Old 05-20-2006, 03:50 PM
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Deadrex´s DPS Focused Hunter Rogue: DFHR, Titan Quest Build

I have always had a great love for hunters, fast killing hunters. I decided to make a hunter with as high dps as possible, with no defense and such, thats tank work.

As ive only played the Hex demo i cant give you the exact numbers of attributes placement, attributes aviable or skills aviable.

Skills:

32 Hunting Mastery

*15 Marksmanship First attack skill, left mouse button.
*10 Puncture shot
*12 Scatter shot
*6 Volley
*6 Gouge
*6 Wooden Lore

- 8 call of the hunt
- 10 exploit weakness
- 10 art of the hunt

32 Rogue mastery

<12 Envenom wepon
<8 Nigh shade
<15 Toxin distillation
<8 Open wound
<10 Anathomy

x 10 Lethal strike Second attack skill, right mouse button.
x 8 Mortal wound

Total: 218

You will have 192 skill points from all lvls (65) and i hope you will gain 26 extra skill points or moore from quests threw normal, epic and legendary.

With this build you will have a lot if Bleed, +dmg, pierce and attack speed AND posion!

As a veteran using hunters in rpg games i believe this build will ROCK. Use marksman shot on the left button, on all mobs all the time. When you feel for it use lethal shot, you can have it on right button. It has a cooldown and cost some mana, so its a good skill that you can waste your mana with. Without it you will have full mana all the time and it doesnt feel good, believe me.


Attributes should mainly be placed in dextterity, but put some in energy, health and str( for item req)


Hope you enjoyed reading first TQ character build ever written. Excuse my bad english spelling. // Deadrex



Edit: Ill come with moore info about the skills, strategy, build play, placement on what lvls and so on when i have time!

Last edited by Deadrex : 05-20-2006 at 04:11 PM.
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Old 05-20-2006, 05:16 PM
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Aye, I agree that if you want a 'non-magic ranged dps class' then hunter with rogue is the way to go. Besides the obvious huge damage improvement from rogue being good, having a slow effect (poison) on arrows is pretty much crucial too.

Combining a dps magic class with a non magic class is generally prolly not a good idea because you can't specialize in the attribute points very well. Of course this only matters if you want some optimum build, the fun factor is a totally different story.

I haven't really looked into the best caster builds yet. Storm and Earth seem very fun (especially storm) but combining the two together seems rather pointless since they both have a spray attack (ice shards/fireballs) and some type of AoE lob bomb. (They also both have a pet and a melee boost aura, etc..)

Depending on how much mana is a problem I think Spirit is best with Earth & Storm too. This time not because of the HP leech from the aura but because of the +energy regen. Unless those rogue dmg mods can somehow be applied to spells too due to some freaky game mechanic. ^_^
But most other abilities of Spirit might not be so complementary to a dps caster...

As for rogue, duel wield from warrior seems very nice in theory but I haven't really tested that yet.
So far I'm only certain about Defence + Spirit being best as tank and Hunter + Rogue for ranged dps.
Anyone else got some other ideas?
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Old 05-20-2006, 08:25 PM
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Yup, small world Phyrex

I'll remeber the program "Hamachi", I've been looking for a Lan-Online program and I'll test it out

Anyways, I think I'll just randomly pick 2 masteries and stick with them. Then I'll see if they do good or not
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Old 05-20-2006, 11:23 PM
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I see im the same as you . I spend ages trying to figure out the perfect build for my rogue and priest in wow, reading and testing alot. Just loved the dps calculation. However, i think with a much more fast action paced game like TQ, its alot less relevant.

Anyway i havent tried all builds yet, and im certainly not gonna use the cheat to get the higher tier skills, but just looking at the skills i guess the following:

- Good combinations seem to be:
*rogue + defense (because of the shield)
*warfare + defense (doh)
*warfare + storm or earth (weapon enchantment + shields + pets)
*nature + rogue (healing + pets)
*defense + spirit (tank with lifeleech)
*hunter + rogue (piercing damage + poison)

- Bad combinations:
*rogue + warfare (rogue/warfare has plenty of close combat skills on its own)
*defense + any long range skill (bearly getting hit)
*storm + earth (skill tree's are kinda equal, no use in getting the same kind of skills)
*spirit + nature (possible, but very slow because of lack of dps)
*nature + defense (very good for tank, but kind of useless solo because ur dps will be too low)


How many skillpoints do you think we get to spend? 65 lvls x 3 points = 195. Lets say you get +25 from the main quest and/or items, that makes 220. I just counted the skills you can spend on earth, maxing everthing costs you about 225 points. It takes 32 points alone to get to the top tier. So you can specialize to the extreme, or just pick you're favorite ones.

So far i played earth, hunter, warfare, storm, rogue and nature. I found the rogue and storm by far the most fun to play with. I cant say for nature since the wolves werent working, allthough the healing seems to be more powerfull then i thought it would be (normally healing just cant compare to potions in these games).

Last edited by Arangar : 05-21-2006 at 08:01 AM.
  #8 (permalink)  
Old 05-21-2006, 05:50 AM
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I believe taking both Storm + Earth would actually be a good combination because the actual class bar on the left (the one you take to 32) gives you similar skill/stat bonuses (so you'll have a ton more int and energy). Also, if monsters have resistances in later difficulties (like diablo), you'll need a good variance of elemental damage. Thus my first character will be... an Elementalist (Storm+Earth)
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Nothing cuz you're already dead!
  #9 (permalink)  
Old 05-21-2006, 12:49 PM
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I think the best tank is Defender + Nature. Defender has their own 12 mp / sec regen aura, so you don't need to take spirit for that.

Nature has +100% health buffs, retaliation, and a heal. Defenders really don't need the heals though. Rally gives 620 HP back, and increases HP regen by 150%. Did I mention it has 0 recast? Oh yeah. I have a feeling that might change in retail though. It seems entirely too overpowered.
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Old 05-21-2006, 02:24 PM
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Hi there, even though this is my first post, I've been reading this forum for a week or so.

Anyways, it's funny that the character build that I planned (and still am planning) to use was no other than Defense + Spirit.
 


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