|
|||||||
If you are having problems logging in, send a mail to webmaster@titanquest.net and we'll try to sort something out.
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
||||
|
A petmancer is usually the best choice for nature. Mix it with Earth or Dream for a good toon. It's also good for melee characters (especially heart of oak and possibly the wolves).
It's not a great caster class, the only good caster skill is plague and and heart of oak (perhaps sanctuary (briar ward synergy), i've never tried it). I wouldn't suggest pure nature. You'll have little to no damage output, and you'd have to rely on your pets. The nymph sucks, so the wolves are your only hope besides spamming plague and using heart of oak. What's the Sickle of Kronos? I thought that was the item the telkines were after, not an obtainable item? |
|
||||
|
The Sickle of Kronos is a white melee item (not too sure what kind).
But, I agree with snake for the most part. The mastery does give you Refresh so you can cast long cool-down spells. So it's definitely viable for a support mastery for a melee toon. It's also very viable as a support mastery for a caster toon because of the wolves and the health boost (so you aren't as squishy as a rotten apple) from HotO. But, yeah I think any mastery that will let you dish out damage will go great with nature (physical damage classes get special note because of the massive +% damage boosts in the wolves line).
__________________
http://i94.photobucket.com/albums/l1.../nameonly2.jpg Alright my name for other forums and stuff is Mind Slaver, so the name for this forum was probably not available... |
|
|||
|
My Wanderer toon was the one I was most proud of for getting through the game, the rest were mostly copies of someone else's builds as they seemed to work best even when I tried doing variations. I hope this helps other people.
Yeah I noticed that, but you'll be minimizing the chances of that happening since you'll be attacking mobs yourself. |
|
||||
|
Are you sure the Nyphs's arrows get a chance to pierce everything they hit when fired, or rather have a chance of 1/3 to pass through each enemy?
I remember our discussion about the likelihood of an arrow piercing 8 people in line (while still close enough for each AOE to hit everyone), which would of course be greater if it was the former. So... on the Pet Druid... Since you included him here after all, I will share a few more thoughts about mine if you don't mind. Because the way I play him, I do still see him as an enhanced variety of this pure Wanderer, not a contradiction. Using pets instead of nukes, just like your guide suggests, he does focus on support and defense. Even more so than Nature alone, in fact. Let me elaborate: The main differences are that
This may be seen as a disadvantage in early game compared to a pure class, becuase later you get enough points anyway. On the other hand, my Pet Druid, who is now level 20 is far from weak, untwinked... her biggest challenge is rather to keep up, deciding which loot to collect while four gear-boosted pets are mowing everything down. ![]() The main advantage of the Druid imo is that you do NOT need to get close, or put your hopes in a feeble Overgrowth. Instead you are a master at staying out of trouble most of the time, even when facing Machae or Melione in the leg. Hades Palace (tested beforehand). First, because your pets do so much damage that they keep the aggro pretty well. If I cast plague after !!! they engaged a group of enemies (and no squall), usually only the direct target comes running for me, infecting his mates in the process. Second, you have the ways mentioned above to keep those strays at bay, in addition to an (although probably weaker) Briar Ward. And third, because pets are so strong, those who were stopped while trying to get close to you won't live to try again. All in all, you get a build that can really hang behind the lines and support if it wants to, and make sure that line stays where it is. All your abilities are ranged, and even the pet's main boost moves with them. As for points, this would be a very defense-oriented final build, assuming a mere +2 Skills to assure three wolves with 80% damage absorption. And if you really want, you still have the versatility to respec to some nukes, i.e. shards or chain lightning. So, in short.... I like her.
__________________
| Pet Druid | Pet Mechanics | Trap Assassin | Trapmod | Shocker / Taserer | Dream DOT | |
|
|||
|
To be honest I was planning on content only for the Wanderer, the multiclass builds are only there as pointers. Your info is welcome though, I'll be adding extra suggestions as soon as I finish recording the effects of Nature skills beyond max level (up until ultimate). Then I need to revise some parts of the guide, I was writing stuff from the top of my head so some paragraphs need to be reworded.
This may take time as I have to juggle this with work. Don't worry I'll give credit for suggestions. Quote:
__________________
Wanderer/Nature Mastery Guide Last edited by Tyr; 05-18-2009 at 09:27 PM. |
|
||||
|
Quote:
And doing that comes naturally - at least it did to me - the moment I asked myself the question: How are the pets going to inflict good damage? If I got that right, your suggestion was to use elemental and/or physical pet boni, and you skilled Strength of the Pack to increase physical damage. The issue with mixing damage types, however, is always that neither damage gets really high boni, or it requires more equipment space and skillpoints to reach the same level. That is the main reason why the Druid described above completely focuses on elemental damage, boosting it with Wisp and gear while neglecting the physical parts (e.g. only 1 point in SotP, just for the speed). However, Plague reduces resistances to both elemental and physical attacks. So let's say you choose pure physical. The problem with physical damage dealt in many small amounts, like wolves do it, is armor. If they hit for 500 damage later in the game, a suit of 300 armor will reduce this by 200 every time, or 40% in total. Even worse if the amount does not even surpass the armor value. (Which was once said to absorb twice its displayed value in reality. EDIT: Found the source of that: here!) The obvious solution would be to increase the wolves' damage per hit as much as possible - which means Warfare, Battle Standard, +274 physical bonus increased by +1XX% from skills. The convenient Warhorn and up to five additional melee pets are merely a bonus. Another way is Dream: Chaotic Resonance (from the Dist. Wave tree) weakens each piece of armor by about 300 points at max level, which in this situation is actually worth investing in. Besides other nice pet boosts, namely the trances and Master Brain aura. Both of these masteries help "physical wolves" nicely in getting their damage to the client, without causing much of a change in style. Finally, there is the option of vitality damage. Either resisted completely or barely at all, it is kinda double-edged for a player without matching resistance breakers. Not for the Soothsayer, though, who has all the ways you listed to take full advantage of this damage type, and all the %health reductions on top. So all in all, the choice of a second mastery for this Wanderer is less a question about the style of playing. It is about the type of damage you want your pets to do - and making the most of it.
__________________
| Pet Druid | Pet Mechanics | Trap Assassin | Trapmod | Shocker / Taserer | Dream DOT | Last edited by Violos; 10-02-2009 at 01:15 AM. |
|
|||
|
Yes, I guess I may have to discuss this in the multiclass section. It does complete the guide in some way.
I suggested using elemental bonuses for Normal mode because I found it to be more effective until your pets get more powerful and better +pet damage items become available in epic. Elemental damage ignores armor and never misses. Some mobs and bosses are heavily armored which is a concern in normal. It helps that mobs and bosses generally have much lower resistances pre-epic. This for those who want to play "untwinked" though. I forgot to specify this, since if you have Invoker's or Ritualist's gear from other toons you can use those instead and just skip elemental damage. I already pointed out that the Wanderer is a defensive pet-user and that multi-classing is best for aggressive players who want higher DPS. I think I may have accidentally deleted that paragraph though, I'll take note of it.
__________________
Wanderer/Nature Mastery Guide Last edited by Tyr; 05-19-2009 at 07:07 PM. |
![]() |
| Thread Tools | |
| Display Modes | |
|