Seeing the mod now contains A LOT of new content, including items and skills, i would like to have some opinions whether you think something is obviously under-/ overpowered, and why. This would also help Amgoz1 a lot, so the more input and opinions, the better.
Right now we're discussing the following topics:
Boss Souls vs. Hero souls
TQ Relics - Which ones are underused or useless
MI's such as Stonebinders cuffs - much better than any other MI
Any skillset being less effective in every aspect than another
AOE > ST in nearly every case
Poison, bleed and Elec burn < any other DoT damage
Mercenaries vs. artifacts
Feel free to discuss any of these, and whether you're proven right or wrong, input is always appreciated
Could be that I just haven't found the right mercs yet, but I'd never sacrifice an artifact over what the mercenaries currently offer. I'd rather improve my own character than have an AI-controlled pal doing its own thing.
Originally Posted by Oregan0
Is there a list anywhere btw. that'd show what relics/charms Underlord and Soulvizier add? Embodiment of Aktaios for example was a really nice surprise, +50% fire damage and +1 to earth skills all in one relic.
Well, I found an extremely OP weapon which I got from a satyr in Helos. It's a bow named "DoubleStrike" which does a lot of piercing damage, +30% Attack Speed, + 29% Total damage, and + 2 to Volley. I used this thing til the end of Act IV, I never found anything better.
The bow has nice bonuses...but the 30% att spd is bugged or something since it doesnt show up on the character stats page.
I'm still very new to TQ in general, still on my first playthrough (I switched to this mod after Act 1), so this observation is definitely from the viewpoint of a new player. I personally find Volcanic Orb to be very underpowered. I've maxed it out and have +1 from an item, and It's damage output still seems pathetic. (I'm level 39 at Act 4 in Normal BTW) It's just that Fabrical Tear (The Thorn Sprite Upgrade) Pretty much makes it useless cause it actually does a ton of damage, and it takes 4 less skill points to max! I'm not far enough in the Earth Mastery to put any points into the upgrades to Volcanic orb, so maybe it gets better then, but I'd still like it to be a viable option before then. (For those wondering, I'm doing a Earth/Nature character that focuses mostly on summons/pets, but of course I need a few spells of my own.)
Volanic orb needs to be less "artillery" like and more like the thunderball from storm also i think the Fragmant and burn damage passive skills should switch places so it will be the same as thunderball which u can "almost spam" once u get enough -X% recharge and it DOMINATES because the fragment skill is so low(needs 11 points) on its mastery + it stuns still u need kiting but why is Volcanic orb's fragments skill so high(needs 25 points)?
Originally Posted by invelios
I also think the hunting skill has to much movement speed since it get the mastery bonus + the bonus from one of his art of the hunt skills 2nd upgrade + go with dream and your the freaken flash -.-. I (+ my team) hate this since i team up with a few ppl and the one guy is a hunting mastery + good team member but even so he is ussally first there and has to wait for us to catch up so i think it would be more "usefull" to have a lower movement speed and do something else with it so it is more team oriented like the other masteries i think
Last edited by Braven123; 08-21-2012 at 06:13 AM.