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Thread: Idea: Wolf for "Strength of the Pack" only

  1. #21
    Priest
    Join Date
    Dec 2007
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    762
    I could swear I saw this happening in my game, but I'm not really sure about it now.
    The immunity thing was implemented in TQ:IT. Probably also implemented in later TQ patches. Anyway +pet damage items didn't exist in the original TQ, so certain nature skills were more powerful then. Plague was one of these.


    If you did take Refresh, note that you can simply keep it at level one and let +skills do the job. You don't actually need it to completely deal with Call of the Hunt's cooldown, you're only interested in it helping you cast Call of Hunt more often. I don't think you need to keep Call of the Hunt up all the time anyway.
    Last edited by Tyr; 07-09-2012 at 06:27 PM.

  2. #22
    Olympian God
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    Jan 2008
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    I would still max out Plague. Duration is a major factor in helping it to spread.

  3. #23
    Tyr,

    Yeah , hahahahh... I went from... "I don't care for CoH" to "Must have CoH on ALL the time". You're right, no need to go that way.... probably a 40-50% ratio is more than enough.

    Irma,
    Yeah, that's a tough dilemma...
    Not to mention that against most small pack of monsters (at least on normal; I don't know if this remains true on Legendary), I can manage to kill them before 6 seconds.

    So Casting before engaging would always be effective, making them shoot a lot slower during the entire encounter.

    This is specially helpful against packs of ranged (like skeleton archers).

    But then again, I'm not counting in +Nature gear....

    I got to say though, unless +all skills gear gets pretty common on higher difficulties, I hardly believe I'll have much of +Nature on my standard set. For 2 main reasons:

    1) I'm playing to finish the game without dying. So, between a good resistances set or +2 skills set, I will go for Resistances.

    (Of course I'll consider that every +1 Nature is equal +5% HP + 3% all resist, but my point remains)

    2) If I ever have to choose between +Nature or +Hunting, I'm pretty sure I'll go for +Hunting.
    Last edited by Sucrilhus; 07-09-2012 at 09:15 PM.

  4. #24
    The best combo for you that gives +4 to all skills will also give you good resistances, so you're golden
    Stonebinder's Cuffs: +3 to all skills, +25% elemental resistance (that's fire, cold and lightning). Drops from the special gorgons (e.g. geomancer).
    Hallowed prefix on headgear: +1 to all skills, vitality resistance (important for bosses)
    There may be no 'I' in team, but there's a 'ME' if you look hard enough.
    Ħuʍop ǝpısdn sı sn ɟo ǝuo 'sıɥʇ pɐǝɹ uɐɔ noʎ ɟı

  5. #25
    Olympian God
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    In addition, a lot of the good Hunting uniques offer great resistances. Although everybody loves Apollo's Will for the huge +% piercing, the Pierce, Fire and Poison resistances are not to be sneered at either.

    Hunters are also able to muster significant Chance to Avoid Projectiles as well, thanks to Find Cover. Seeing as archers are probably the primary threat to most toons in Legendary, high % CtAP is as good as having great resistances.

  6. #26
    This community is great

    You are all helping me so much, thanks a lot for that!


    I looked for the Stonebinder's cuffs in here but I didn't find it. I didn't find it either on that worksheet dawe1313 provided. =(

    Where are these special gorgons? Are you talking about that boss fight on act 1 that has 3 Gorgon champions? Stonebinder may drop there on legendary?


    ---

    I took a look at Apollo's will... and wow, hahah... I'll definitely look for it. It's great to see that it's droppable throughout the entire legendary campaign.

  7. #27
    Wordsmith defboy99's Avatar
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    Stonebinder's Cuffs drop in the Pythian Caves in Act I of each difficulty as well as the Minotaur Labyrinth, also in Act I of each difficulty. Normal SBCs give +1 to all skills, Epic SBCs give +2 to all skills and Legendary SBCs give +3 to all skills, in addition to the elemental resistances and many other special affixes that may roll.

    The "special Gorgons" that drop SBCs include Medusa and her sisters as well as the orange and green variants and heroes.

    SBCs are not Unique items, but rather Monster Infrequents (MIs) that are dropped by specific monsters and which are specialized green items (as opposed to blue and purple Uniques).
    Last edited by defboy99; 07-10-2012 at 07:09 AM.

  8. #28
    Someone started a thread recently about this, you can check it out http://www.titanquest.net/tq-forum/t...45-Gorgon-runs

    I personally farm the minoan labyrinth, running backwards from the last rebirth fountain because I find it faster. But the gorgon queens have slightly better chance of dropping them, it just take a little longer.

  9. #29
    That's great!

    I'll start looking for it now.

    Thanks

    PS: I'll definitely do Minoan Labyrinth...

    I don't have the DPS to go killing Medusa and the other 2 just for a 0.0003% increased chance hahahah... My character is far from killing them fast enough for it to be worth it.
    Last edited by Sucrilhus; 07-10-2012 at 07:21 AM.

  10. #30
    Olympian God
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    For Hunters, the Queens are probably the easiest. Because they're bunched up and there are nine of them in the X mods, Scatter, Puncture and Volley really do a number on them. Especially when one cast of Study Prey can catch all nine of them in its AoE.

    They might seem difficult in Normal but they become much easier in Epic and Legendary. Similarly, Polyphemus may seem daunting in Normal. By Legendary, he's a piece of cake. Here's a video of my Brig taking down 3X Poly and 9X Gorgons in seconds. And Ranger will usually do more damage than a Brig.

    The benefit of doing the Queens is that you also get a higher chance for purple drops like Apollo's Will, Teucer's Warbow and other uniques. If you just want the Cuffs, MinoLab is probably better. I'd also rate it as much easier for melee toons. Taking on two Champion Gorgons and a few trash spears or bows at a time is easy for melee, nine Gorgon Queens (when three of them can heal the others and another three have lengthy stun attacks) is tougher.

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