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Thread: Where can I learn about appraising magical equipment?

  1. #1

    Where can I learn about appraising magical equipment?

    Hi, everyone! I'm new to the game and need to learn about appraising equipment bonuses, especially for early-mid levels. I do realize it's highly dependent on class type. Is there a guide on weighing the different bonuses? If not, is there a guide on choosing equipment based on generic class type (melee, caster, ranged, hybrid, etc.), or perhaps just a general guideline of some sort?

    I hope this makes sense.
    Last edited by Ravensgrace; 05-17-2012 at 02:06 AM.

  2. #2
    Priest Dean's Avatar
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    Try the following thread about game mechanics: http://www.titanquest.net/tq-forum/t...Game-Mechanics it can be very useful if you want to get the most out of each of your characters... and just generally learning stuff about the game you may have overlooked.

    I'm not very experienced with full casters, I normally go Melee/Ranged and then add a spell class to it, but I believe out of those ten for a full on caster I would 'personally' choose the massive energy boost or the health boost. The problem is, a lot of the time the 'other' gear you have equipped is what I base my 'magical bonuses' on so it can actually come down to what other things you are using at the end of the day.

    Patching up 'failures' in your build can be the best method in my experience... so say you have a crap ton of mana, but barely any health, then you would be better off choosing that +105 health over the +60 energy.
    If you find yourself running out of mana quickly, then +% energy boosts are your friend... quite a few classes have energy problems, especially the non-pure casters and even things like Warden(Defence/hunting) which don't have intelligence boosts from the masteries(the lower your Int, the lower your 'base' energy regen).

  3. #3
    Thanks for the great reply and the link. The examples were just made up from bonuses I've seen in-game. Sorry for not being more clear. I play melee types, so it was easier not to be biased. I realize bonuses can be 'situational', such as the +% resistance bonuses. I just want to learn which bonuses are preferred, in general, depending on build type. I think I'm still too noob to spot failures in a build.
    Last edited by Ravensgrace; 05-17-2012 at 02:34 AM.

  4. #4
    Priest Dean's Avatar
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    Oh yeah I forgot to say welcome to the site!

    Anyway... I guess it all comes down to what build you are looking to go for. Trial and error tends to be the most effective method in the whole 'spot the failures' in my experience, although some of the people here can really clear things up if you are struggling to see where you are going wrong.

    There is also a really good thread for build located here: http://www.titanquest.net/tq-forum/t...lds-Compendium which also has a link on the first post for Newbies which you might want to have a look at while your at it.
    Take note that some of the links will lead to 'help me please' type threads, but it's the replies that you want to look at. They can help you understand the type of gear, resistances, and all that stuff for each particular build.

    It may help with an example of the classes you are looking at, as there are so many which need certain bonuses that others can do with out(the beauty of TQ is the variation).

    I will say however, and note this is just basic stuff:

    Casters tend to favour:

    +%elemental damage (elemental being replaced with Fire/lightning/Ice depending on what class).

    Base Energy boosts(such as +150 energy etc.).

    +% energy(very good when you have a lot of energy as it adds on a percentage of the base energy).

    +%energy regeneration(Spirit seems to need this quite a lot, but it's useful for any huge energy consumers).

    Bow users, Spear users, and other melee users tend to favour:

    +%piercing damage(multiples piercing obviously, which is a standard trait on bows, spears, and swords... although pointless if you use other weapon types).

    +% damage(which effects both physical and piercing damage to some degree).

    +%attack speed(brilliant bonus this is, being able to hit as many times as possible in a short amount of time is one of my favourite keys to victory).

    +%attack damage converted to health(every hit grants you health back, which is very useful for dual wielders as they have no shield to block attacks)

    + Base Damage (can be useful especially if you happen to have high +%damage modifiers)

    ------------------------------------------------------------------------------------------------

    I hope this helps somewhat, there are more experienced players on here and I'm sure I missed a few standard bonuses... but this is all I could think of for now.

  5. #5
    OK, here are some very rough "guidelines":

    Physical Damage dealers want for STR bonus to raise their damage output.

    Elemental Damage dealers want for INT bonus for the same reason.

    Hybrid characters and casters using very energy-hungry spells (like Ice Shards) want more Energy and/or Energy cost reduction.

    Any character focusing predominantly on a single damage type (especially a specific element) should try to get some resistance reduction and/or a damage bonus against the enemy type which usually is most resistant to their main damage.

    Characters that depend on frequent use of high-power secondary skills can make good use of cool down reduction.

    Melee fighters especially want Attack Damage converted to Health.

    All Characters using mostly their weapon(s) to inflict damage want more attack speed.

    Characters with inherently low DEX (primarily casters) should get sufficient Defense bonus to better avoid (critical) hits.

    All characters profit from higher Health and Health regeneration.

    All characters should try to get some +skills equipment.

    Resistances never hurt (quite the opposite, in fact).


    Edit: Aaahh... too slow again...
    Last edited by Fozzie; 05-17-2012 at 03:24 AM.
    "I don't need a nicotine patch, Penny - I smoke cigarettes."

  6. #6
    Priest Dean's Avatar
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    Quote Originally Posted by Fozzie View Post
    Edit: Aaahh... too slow again...
    Naa, you added loads of things that I missed out.

    +skills like you said are VERY beneficial to pretty much all toons, a good piece of advice there that I completely forgot about(which is odd since I'm literally farming for some Stonebinders cuffs right this second).

  7. #7
    Thanks to you both. I haven't even seen many of these bonuses, yet. Like I wrote in my OP, early-mid levels. I'd love to find something with +% attack damage to health!

    Here are some examples from a recent game (Conquerer?):

    Helm #1
    27 Armor
    +15.0% Chance of 9-15 Piercing Retaliation

    Helm #2
    40 Armor
    +114 Health

    This choice seems easier now that I've played awhile.

    Armor #1
    24 Armor
    7% Pierce Resistance
    +74 Health

    Armor #2
    36 Armor
    +61 Health

    Was +12 Armor worth losing my only pierce resistance? I answered, no.

  8. #8
    Also, the Health bonus is really good - whereas retaliation damage is about the most worthless item property ever. Seriously, stay away from retaliation if the item in question doesn't offer something truly worth having along with it, cause retaliation doesn't do jacks**t.
    "I don't need a nicotine patch, Penny - I smoke cigarettes."

  9. #9
    So it's true that 12 armor is less valuable than +7% piercing resistance? If so, then I have a lot more to learn.

    I don't know about piercing retaliation, but I do remember the life leech retaliation on two pieces of armor plus a 4/5 bat fang charm on his weapon kept that toon's life bar nearly full, especially when surrounded by weaker enemies. I especially liked the enchantments when an attack missed while he was passing by and added more health.

  10. #10
    Trust me, it won't work long. And 7% pierce resistance is indeed much better than a few points of armour rating.
    "I don't need a nicotine patch, Penny - I smoke cigarettes."

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