The best build if you want to go for full elemental melee conversion. Compare it to a bow Sage (Storm & Hunting). Titan Quest Anniversary Edition Ragnarok ALL. Some might say 40% only, but in Titan Quest, your skills can go upper than their max, to be exact, 4 points upper the max. The effect still increase lineary. Such bonus can be found on items (you will find items that give +1 to every skill in a mastery), or shrines along the field that give temporary buff. The best build if you want to go for full elemental melee conversion. Compare it to a bow Sage (Storm & Hunting). Looks like a lot of fun with the combination of Rune's Thunder Strike, and Storm's Squall and maxed out Storm Surge. Titan Quest Anniversary Edition Ragnarok ALL CLASSES - first impressions (1 posts) (1 posts) (1 posts) Redeem. Traditionally titan quest has been fairly 'low magic' in that the numbers aren't there to multiply your damage again and again. This means that the classic combo of attack speed, flat damage and procs is a great focus. The int bonus is huge. You can use it to scale auto attacks or to weave in spells. Some might say 40% only, but in Titan Quest, your skills can go upper than their max, to be exact, 4 points upper the max. The effect still increase lineary. Such bonus can be found on items (you will find items that give +1 to every skill in a mastery), or shrines along the field that give temporary buff.
Sep 16, 2019
Pet build with melee support using the Champion (Nature / Warfare) class.
Introduction
Remus, Sire of the Capitoline Wolf
Mastery: Champion (Nature / Warfare)
Build: Pets with melee support
This build is for those who want to have pets play a big role but also get their own hands dirty. Wolves offer good permanent pets that synergize excellently with you and your other skills. Ancestral horn is a boss killer. You have excellent survivability (cleared legendary with 0 deaths) and can join your wolves in the fray.
Pros:
- Good pets with synergize
- Good, spammable LMB in Onslaught
- Strong buffs and debuffs
- Excellent survivability with big potential health pool and damage mitigation
Cons:
- Nothing honestly major. Some bosses (ex. Typhon) have cone aoes that can shred minions really fast but with max ancestral horn you will have a lot of minions making it harder for them to all die.
- No big upfront damage aoe, wrath can sometimes be a little clunky to target (but has terrific debuff)
- You may just not like pets, but I assume you are if you're reading this guide.
Nature Mastery
Call of the Wild
The main pet workhorse of the build. Summon limit increased to two at 7/16 and three at 18/16.
They will dish out physical damage; wrath and battle standard synergy will help their DPS. Call of the Wild has a number of synergy skills. Maul will add some more damage but other skills take priority. Survival Instinct is useful for making a wounded wolf extra tanky preventing them from getting burned down too fast. Strength of the Pack will synergize with you and your ancestral warriors, buffing damage and speed.
Regrowth
Useful heal for topping up your wolves' health between, and during, fights (not to mention your own). Put further points into regrowth when you find your heals can't keep pace anymore. Accelerated growth is worth investing at least a few points into. The faster regrowth cools down, the mo[/b]re you can spam it. This can be very helpful when you're fighting a boss that can damage multiple of your wolves at once and you need to spread around a few heals. With so many pets out, Dissemination can help spread around some heals. It's not as important as other skills so one point backed by +skill items is usually fine.
Heart of Oak
Gives a speed buff on the first point, maxxed out it gives a huge boost to health for you and your pets. It doesn't matter as much for the pets as their health pools get huge buffs elsewhere but this can help give you an enormous health pool. Tranquility of Water will give a chance to get discount energy cost. Mana use isn't a big issue as you can just use pots. A single point buffed with skill items should be fine. Permanence of Stone will give you and your pets elemental buffs. Maxxed out you'll get +31% elemental resistance, not a huge amount but it will allow you to concentrate on other stats on your gear instead.
Plague
Cast on a monster and it will spread to nearby targets. Can be a little clunky to target sometimes and does okay damage but is primarily used for it's synergy skills which both apply fantastic debuffs that will synergize great with your pets. Fatigue reduces dmg dealth, speed and chance of health reduction. Susceptibility reduces resistances for physical, elemental and poison. Max out both synergies and put spare points when you have them into the base skill.
Sylvan Nymph
Nymph is the second pet in the nature tree. Ranged attacker with bow. Unlock her when you have spare points but I'd concentrate on buffing wolves and ancestral horn first and getting utility skills.
Refresh
Refresh cuts cooldowns. Worth dropping considerable points into the skill so that you can cut Ancestral Horn's long cooldown a bit, cast two wolves in quick sequence and refresh battle standard and war horn. Shorter cooldown on Ancestral Horn means you can it more often in normal fights rather than trying to save the cooldown for just bosses. In tough boss fights where two wolves die quickly, you can wolf, refresh, wolf again to get two wolves back out immediately.
Briar Ward
Briar Ward creates a protective shield of plants around you. With Sanctuary you'll get a big chunk of damage absorption. Stinging Nettle does some retaliation damage and should be skipped.
This is more useful for squishy casters and builds that need to stay in place as they need the protection more and Sanctuary only applies in the small area where the Briar Ward is. I suppose you could drop it down at a boss' feet to mitigate damage through you should have good dodge and mitigation already.
Warfare Mastery
Weapon Training
Boosts your offensive ability and attack speed. Nice passive to have, max it out
Onslaught
Your main LMB attack. Onslaught has stacks. When you use the ability you gain stacks. Stacks decay fairly quickly over time when you are not attacking. The more points you have in the skill, the more stacks you can get. The more stacks you have up, the more you get buffed. Obviously you want to max it out.
The Ignore Pain synergy buffs your physical and pierce resist. At 10/6 you'll gain +20% to both. You'll only have the buff when you have at least one Onslaught stack on. The physical resist is more useful as it's harder to get than pierce resist. If you need points for something else, this is something you can pass on as it isn't really a huge buff overall. Just drop a single point here and buff with +skill items and max out the more useful synergies.
Hamstring reduces defensive ability, armour and speed while Ardour increases movement speed and attack speed while you have at least one stack of Onslaught active. Max out both of these synergies.
Battle Rage
Drop a single point into Battle Rage to unlock the chance of getting a big boost to offensive ability. If you want you can drop a single point into the Crushing Blow synergy but don't put anything into Counter Attack.
Dual Wield
Dual wield is a rather useful ability in Warfare that lets you attack with two weapons at once. It's very powerful but requires serious investment to become good. I skipped this chain in favour of going one hand and shield instead. With heart of oak you'll have a good health pool to help eat incoming damage, I primary went shield because I used ring / amulet for pet buffs or +skill and wanted to use a shield to buff my resistances. The spare points were dropped into nymph for an additional support pet.
Dodge Attacks
Increases your chance to dodge melee attacks. Worth dropping a couple of points into at least and can be maxxed if you feel like it.
![Titan quest strongest build Titan quest strongest build](/uploads/1/1/9/8/119875322/504115914.jpg)
War Horn
One point wonder ability. Applies a short stun to all enemies within range. Useful when you're fighting a big group to give you time to clear some first before you get mobbed (pets can only hold so many), keep ranged enemies form running away or to interrupt annoying enemies (ex: casters or big damage dealers). Further points into the skill will increase the radius of the spell and the maximum stun length, however, the min stun length is always 1.5 seconds so it can be fairly inconsistent. Whether you want to invest more in the skill is up to you but a single point is effective and you can buff with +skill items.
The Doom Horn synergy skill is more valuable to put points into imo as it will debuff enemies' health and armour in addition to the base skill's stun. I wouldn't say it's mandatory through. Drop a single point into the skill and buff a little with +skill items or max it out depending on how you like the skill.
Battle Standard
One of the best skills in Warfare, Battle Standard will give both you and your wolves / ancestral warriors huge buffs within its range. With one point, you'll get +1 skills, half-energy costs, a bit of damage absorption and some offensive ability and extra damage. Maxxed out, you'll get excellent damage absorption and even more offence.
The Triumph synergy skill should be maxxed out as well and will debuff nearby enemies' physical damage, physical resistance and stun resistance. This will let your pets soak up damage and shred mobs to pieces and your stun from war horn will be resisted less.
Battle Standard has a cooldown of 60s and only lasts 36s when it's maxxed. Refresh can help trim its cooldown. If you can get some recharge reduction then you'll be able to cast refresh more often letting you summon standard more often and make you more mobile. As it's stationary, you may need to lure enemies towards it to get full advantage. Pets can be group moved (v is default keybinding) to the standard's location. There's a noticeable difference between it being out or not.
War Wind
War Wind is an another charge attack. It has a 360% degree arc but does terrible damage unless you drop tons of points into it. The base skill hits four targets at the beginning through and the Lacerate synergy skill will let you hit additional targets and add a bleed. I'd rather use the points elsewhere.
Ancestral Horn
Pretty effective with only a single point. Summon a trio of spectral minions to help fight for you. It has a long cooldown so will mostly be used for boss fights. The skill synergizes well with Battle Standard. Additional points will make the minions better and increase the number of spectral minions summoned.
Of course, as this is a pet build you're going to want to max it out instead. You'll summon five warriors when it's maxxed. With three wolves and a dryad you'll have a whopping nine pets you tearing things up, especially if battle standard i up and you've wrath going.
Stats
Health: With heart of oak, you'll get more benefit for every point you drop in health than other builds. A big health pool can give you some leeway when you start taking large damage spikes.
Mana: Honestly, you can just buy mana potions. There's no real reason to put points into mana.
Strength:
Titan Quest Ragnarok Best Build Smite
Primary stat so you can equip good warrior armour and do physical damage. End game strength gear requires ~650 or so.Intellect: Not required.
Dexterity: Your secondary stat. You need enough to equip your gear at a min and enough so you can hit things and avoid getting crit and you may want to use legendary stonebinder's cuff's. ~435 or so should be fine.
Equipment
As you'll be in the thick of things you'll need to keep your resists up. As you'll likely be using your accessories to buff you pets / skills you'll need to get hefty bonuses from your other slots if you can. You can get away without resists in early normal but you'll want to start building them by act 3 and definitely by act 4. By Epic you'll want ~40% to all resists, legendary ~50% (bleed damage is fairly uncommon but try to keep it at least positive) at a min if possible.
Generally you'll want lots of +skill items. You should have +4 skill at a min. Extra will allow you to spread points around more and allow you to get great advantage from skills even if you only drop a single point into them. I had a huge amount of +skill in epic but swapped some out for more resistances when I hit legendary; still finished with +5 warfare / +8 nature. Really helped spread points around into everything I wanted.
Recharge reduction will help with reducing refresh cooldown letting you refresh more often which will help with cooldowns on wolves, Battle Standard and Ancestral Horn. Bonuses to health will be magnified by Heart of Oak so this is good to pickup as well. Defensive ability will help keep you from crits.
Artifact: Druidic Wreath at lvl 25 for +nature buff. If you need to buff other stats in legendary, swap in a different artifcat
Rings / Amulet: Generally, equip accessories with pet buffs and drop your favourite relic/charm into them. You can also use a +2 nature mastery (lvl 25+) or +2 skills (lvl 50+) amulet if you're missing +skill. If you're short in legendary you can try swapping out a pet buff accessory for more resists.
Weapon: The best weapon you can get. A good green with a charm / relic, something with + skill or resists, etc.
Shield: Should have decent resists to make up for accessories. I used a Deimos, decent resists and +skill items.
Other slots: Whatever covers your resists firstly, then has other benefits you need.
Leveling
At level two, drop one point into Nature Mastery and pick up Regrowth and Call of the Wild. Drop points into Call of the Wild until you max it out. Your wolves will easily tear through the early content. Put points in Nature mastery till level four and drop a point into Heart Of Oak and Maul.
At level eight, pickup Warfare as your secondary mastery and unlock Weapon Training and Onslaught. Drop a point into Onslaught each level and use the others on mastery points. Unlock Battle Rage for OA buff, War Horn for CC and Battle Standard for group buff.
Now you can work up Warfare to Triumph and Ancestral Horn or go up Nature for Wrath + synergy, further wolf buffs and Refresh. Long term you'll max out both sides but it's up to you which you want to build up first.
Pet Basics
Pets have a stance. They can be set to Aggressive, Normal or Defensive. Aggressive is the best stance; it will target anything nearby. Other stances the pets won't really start attacking until you attack and you want the pets to be getting aggro first. When you first summon that pet type it is set to Normal by default.
Right click on the pet icon you want to change. Then select 'Set to Aggressive'. You can also disband the pet from the same window.
You can select all your pets at once with v (default keybinding). Target an empty space and the pets will move there. Target an enemy and the pets will focus fire that enemy. This is most useful for ordering your pets out of big aoe attacks (ie: Typhon's meteors) or killing spawners (ie: the pillars that spawn infinite undead)
Items that buff pets will specifically say 'Bonus to all pets'.
![Titan Quest Ragnarok Best Build Titan Quest Ragnarok Best Build](/uploads/1/1/9/8/119875322/696344365.jpg)
Pets that fall behind you will automatically teleport near you if you get too far. Don't way about leaving them behind if they chase something.
Atlantis
So I don't have Atlantis yet so this build does not include points spent on Atlantis mastery points (40 instead of 32) or level 40 skills. If you want to reach level 40 mastery points for the extra stats and skills you'll need to find points from elsewhere in the build to free up.
Lasting Legacy I believe increases Ancestral Horn summon time which should be useful. Longer summon time will help keep them active in long fights (most boss fights will go down quickly). Maybe you can free up points from nymph.
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Many things have changed since THQ published their mythos-based hack ‘n slash RPG Titan Quest back in 2006, and most of those changes have been to the way that Stats work within the game. With the console release just a week old now, I thought it would be helpful to let the new console players (PS4 and Xbox One) in on many secrets that we PC veterans have known for years. This is particularly pertinent to Builds, and is information you may have a harder time finding now that the Titan Quest forums are no longer online.
Titan Quest Stats and Build Guide
The first thing we’ll talk about is Attributes because they are extremely important to the way you build your character, and unlike Skill Points, you cannot refund Attribute Points, so if you spend them incorrectly then you are pretty screwed. You gain 2 Attribute Points per level, and gain a few here and there through various quests, giving you a total of 166 Attribute Points to spend if you complete all three difficulties and do all related Side Quests. It is unlikely you will reach level cap though as it takes hundreds of hours, so realistically you’re looking at some where around 140 ish Attribute Points. Each Attribute you spend will give you either 40 Health, 40 Energy, +4 Strength, +4 Intelligence or +4 Dexterity.
There are 5 main Attributes in Titan Quest and loads of other Stats.
Attributes
Health
Health is pretty straight forward. You gain +40 Health per Attribute Point spent, and you will also gain Health when spending Skill Points on the Mastery of each of your two Skill Trees. How much you gain depends on which Skill Trees you have, and I have listed them in the table below, along with other Attributes. You will also gain permanent Health bonuses from completing quests for a total of 855 (if you complete all 3 difficulties). Melee Builds will obviously need more than Ranged Builds so plan accordingly, but generally you should not need to spend Attribute Points on Health.
Energy
Like Health, Energy is a pretty straight forward. You gain +40 Energy per Attribute Point spent, and you will gain Energy when spending Skill Points on the Mastery of any Skill Tree that gives Energy. Again, like Health, this will depend on the Skill Tree, and not all Skill Trees provide Energy. Unlike Health, however, there are no quests that reward permanent increases to Energy. Casting Builds will consume much more Energy than Martial Builds, so depending on how you make your character you may need to add points into this Attribute. Hybrid Builds generally need to spend points here because one of their Skill Trees provides no Energy.
Strength
Strength increases the Physical Damage of the player, and not only adds this increase to the base damage of the Weapon you are using, but to any Skills that deal Physical Damage. The only exception is with Staves, which do not deal Physical Damage. Each point of Strength increases your Physical Damage by 0.2%, or 0.8% each time you spend an Attribute Point (since you get 4 Strength). In addition, you also gain 0.04 Physical Damage for each point of Strength (0.16 per Attribute Point spent). This means at 500 Strength you would gain +100% Physical Damage and +20 Physical Damage flat. Each Skill Tree gives a different amount of Strength, and you will gain a total of 42 Strength from quests, if you play all the way through the Legendary Difficulty.
Intelligence
Intelligence increases Elemental Damage done by the player, this includes Vitality Damage as well as Burn Damage over time (Frostburn, Burn, Electrical Burn). Just cause 2 best mods. Each point of Intelligence increases Elemental Damage by 0.15%, Vitality Damage by 0.2%, and Burn Damage by 0.2%. You also gain 0.025 Elemental Damage and +0.01% Energy Regeneration per point. As with Strength, each Skill Tree gives a different amount of Intelligence, and you will gain a total of 18 additional Intelligence throughout the course the game (if you play through Legendary).
Dexterity
Dexterity does many things in Titan Quest. It increases your Pierce Damage (which penetrates all Armor), it adds Pierce Damage to your attacks, increases your Offensive Ability and increases your Defensive Ability. Players gain 0.01% Pierce Damage and 0.03 Pierce Damage for each point into Dexterity, while Offensive and Defensive Ability will both increase by 1. Just like Intelligence, you will gain 18 Dexterity from quests through out the game.
Table of all Attributes total gained from each Mastery. Click to enlarge!
Armor and Blocking
Armor and Blocking in Titan Quest isn’t extremely complicated but isn’t as simple as you would think. Obviously having more Armor and higher Block Chance are good, but how to make a Build revolving around these concepts requires some knowledge of the game (especially if you are to survive higher difficulties). Let’s take a look how these two things work, starting with Armor.
Armor
When the game determines that you have been struck by a Physical Damage attack Armor comes into play, and the game rolls to see which part of your Armor is struck. You have a 40% chance of being struck in the torso, 20% chance of being struck in the legs, 20% chance of being struck in the arms, and finally a 20% chance of being struck in the head. The game will use the piece of Armor in the location you are hit to calculate how much damage you take. This is the reason you will sometimes take huge spike damage, and others you will not. Be sure to have good Armor values on all your pieces to prevent this.
You are most likely to be hit in the Torso, but you will be hit in other places as well. Be sure to have good Armor Values there or you will take high damage when you are.
Once the Armor piece hit has been determined you will take 66% percent of that Armor piece’s Armor Value and subtract it directly from the damage of the enemy’s attack. Yes you read that right, you actually only mitigate 66% of the Armor number listed for that piece. If you have rings, amulets or Skills that increase your Armor, these are added to the Armor Value each piece of Armor you are wearing before this calculation takes place. For example if you are struck in the legs and have 120 Armor there, but you are using the skill Battle Awareness and it says 12 Armor, you will take 66% of 132 instead of 120.
Players can reduce the amount of damage that their Armor “lets through” by increasing their Armor Absorption. Armor Absorption adds directly with the 66% modifier that all players have by default, so for example if you have +14% Armor Absorption then your modifier becomes 80%, making your Armor more effective. The easiest and most notable way to do that is by taking the Armor Handing skill in the Defense Mastery Skill Tree. Armor Protection is not the same thing, and only increases the Armor Value of each piece you are wearing, not the modifier.
Armor Absorption increases the percentage of damage your Armor can mitigate.
Blocking
In Titan Quest Blocking works passively for any character equipped with a Shield, and unlike Armor, Shields can Block any type of Damage (as well as projectiles). Each Shield has a Chance to Block a certain amount of Damage, but this Block can only occur a maximum of once every 3 seconds by default. Block Chance is additive, so stacking it will help to increase the frequency that you Block, but it is equally important to reduce the “cooldown” between Blocks. Thankfully the skill Quick Recovery in the Defense Mastery Tree helps with this, as do some equipment you can find.
When you successfully roll a “Block” you will attempt to negate the damage done, however, if the damage is more than your Shield is capable of Blocking then you will take 100% of that damage. Yes you read that right, if you cannot Block ALL of the damage you will take ALL of the damage. The good news though, is that the damage you must Block is calculated after Armor and Resistances, so there is a much higher chance for you to succeed. Damage over time you take can also be Blocked as well, and if the initial tick of damage is Blocked then ALL the damage is Blocked. This is why it is important to have the highest Block Damage you can on your Shield, and you may want to consider replacing an old Shield with a new one if you haven’t in awhile.
Reducing your Shield’s Recovery Time is key to making Blocking more effective. When you’re being hit by 6 enemies at once, Blocking once every 3 seconds won’t do much…
Offensive and Defensive Ability
Offensive and Defensive Ability play a huge part in your character’s Build and are often overlooked by new players in favor of just straight Armor Value. In this section we’ll take a look at why these are so important and why you might want to consider paying more attention to them. Not all players need Offensive Ability, but all players can benefit from Defensive Ability.
Offensive Ability
Offensive Ability is used to calculate whether you strike your target and whether or not you do critical damage. This only applies to melee combat, so players casting spells, using Staves or using Bows do not need to worry about this stat and should not invest in it.
When attacking your Offensive Ability is compared to the Defensive Ability of the target. If you have a higher Offensive Ability then their (Defensive Ability – 9) then you have a 99% chance to hit and you can Critically Hit as well. The higher your Offensive Ability is above the defender’s Defensive Ability, the higher Critical Modifier you will have and the more damage you will deal. This is why it is so important that Melee Builds have high Offensive Ability, not only to make sure they don’t miss, but also hit harder. These same rules apply to enemies, and that is where Defensive Ability comes in.
If you aren’t seeing those yellow numbers with regularity your Offensive Ability is too low.
Defensive Ability
If your Defensive Ability is too low then enemies will always connect with their strikes and will hit you for Critical Damage more often. Again this only applies to melee damage, so we’re talking about melee enemies here, and only the Physical Damage they deal. You always want your (Defensive Ability – 10) to be equal to or higher then the enemy’s Offensive Ability (preferably higher), so that you cannot be critically struck. The higher your Defensive Ability is the more often your enemies will miss, and on top of that when they do connect, it will be for reduced damage. This reduced damage is calculated before Armor and Resistances, so it is a very effective way of protecting yourself.
When making a Melee Build, be sure that you have not only sufficient Armor, but also sufficient Defensive Ability to help reduce the overall damage you take. As you progress into higher difficulties this becomes even more important and can be the difference between succeeding and failing. Ranged characters can benefit from this as well, although ideally they should not be near enough to melee units to be hit in the first place.
Final Tips
Attack Speed is one of the most efficient ways to increase your overall DPS in Titan Quest, and outperforms nearly everything else (if you’re a caster then the equivalent would be Recharge Time). Some of the best items in the game have high Attack Speed, and many Relics or Charms can also help to increase it via Enchanting. Keep in mind that Blue and Purple items cannot be Enchanted, but Green ones can, which is why they are often superior in some cases.
Two really good weapons with really good attack speed. The bow drops in act 2 (Egypt) from Pillagers and the sword drops in act 3 (The Orient) from Tigers.
Titan Quest Ragnarok Best Build Demon Hunter
Dexterity might be the single most important Attribute in the game because not only do Weapons require a good amount of it to use, Intelligence-based Armor require a certain amount of it to be equipped. This means that every single Build will need SOME Dexterity, and is once of the reasons that nearly every Mastery in the game provides some when improving it.
Chance to Dodge and Chance to Avoid Projectiles should not be overlooked by players. Stacking these up high can make you nearly immortal (pun intended), and there are Builds that revolve completely around this. Previous versions of Titan Quest allowed you to become completely immune to damage this way, but the game has since been patched and now both of these are capped at 80%, which is still rather good. Especially considering your base Resistances get reduced with each higher difficulty, but these do not.
Find Cover is a great passive skill that lets Hunters Dodge Projectiles more easily than other Masteries. Final fantasy tactics advance mods hacks.
Last but not least, gear plays a HUGE role in the success or failure of your character in this game. You might have the best concept for a Build, but if you cannot find the right equipment for it, it may be underwhelming. Most Builds are viable in this game, so if you are struggling you should consider farming previous Bosses for gear until you get something that helps. You cannot breeze your way through the game without ever farming if you wish to make it all the way through Legendary.
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Stay tuned for our Titan Quest (console version) Review, and be sure to check out our other Guides!