![]() ![]() However, I'm aware that the game mechanics mean that straying too far from a powergamer max-one-damage-type build can be a problem in Epic and Legendary. I'd like a set of characters which are each pretty flexible with regards to equipment, and have a couple of damage types to make things more interesting. ![]() So, basically, I'd like a mix of builds which try out as many of these optional areas as possible, but in a minimum number of characters.įarming and creating some optimised uber-build do nothing for me (why have an end goal to make the game ridiculously easy and pre-planned?) I use TQVault, but more as a trophy cabinet. You can roughly generalise most masteries into two or three optional skill areas where you'd generally choose one: Defence has shield skills and the Rally/Adrenaline tree health buffs (most builds would take some points in Iron Will, Armor Handling and Colossus Form) Storm has weapon-attack buffs (lightning/cold mix), lightning-based spells and cold-based spells (every Storm build would normally take Squall, with Heart of Frost or Static Charge depending on lightning or cold focus, and virtually none would take more than a point in Energy Shield or Freezing Blast) Rogue has piercing, traps and poison-based (nearly all builds would take 1 point in Envenom Weapon to get Mandrake's confusion and fumbling virtually none would emphasise the bleeding-specific aspects since they are a very secondary adjunct in terms of damage) etc. So, in the Warden example, I'll never 'see' the Defence shield skills used 'properly' (with synergised skill points and equipment). One of the main aspects of TQ is that, even if you get to Legendary, you still haven't really got skill points to put in all the skills from both masteries, and you generally wouldn't want to because your character loses 'focus' (and thus effectiveness) and too many active skills become unmanageable in terms of actually microing them. (This is after maxing all the crossover skills which workįor bow and spear so my melee is at least still OK.) I ended upįocusing primarily on the bow skills, with just a point in the two Shield Charge skills to have a gap-closing stun to transition from ranged to melee. Plus switching to bow loses all the shield blocking, so you have anĪwkward playstyle where attacking at range makes you more vulnerable. In theory it makes sense but, in practice, skill points are too I then finished Normal fully with a Warden (Defence/Hunting), which IĮnjoyed but had planned as an 'ultimate versatility' character, using both With an Oracle (Storm/Spirit), but got tired of the 'glass cannon' style in Act Nearly all of the glaring omissions in vanilla TQ there really is zero point playing vanilla TQ). Since we had an uber (for Normal) Ice Shards build, an uber Eruption/Core Dwellerīuild, a Warfare smasher and me as a 'support' Ranger who just managed to lookĪt corpses 90% of the time :-) I then played around with numerous half-baked builds in TQ IT (which addresses I blasted through Normal difficulty TQ with three mates, which proved very underwhelming Loot addiction-inducing design, though I do get a little In general, this is a big topic for a game-design debate, but let's leave that for now.) Luckily, I don't get particularly sucked in by the randomised That is really hard to figure out through trial and error in the It's taken me ages piecing together bits on the excellent ![]() (However, it's a big gripe of mine that the mechanics are so opaque and The skill system is satisfying and the game mechanics It's something you can play in short chunks and still makeĭecent progress each time (handy when you're a father). I've played a fair amount of Titan Quest Immortal Throne and, on the whole, ![]() Just to show I haven't only played League of Legends (and am equally obsessive in all games with understanding the mechanics and thinking about character builds) :-) This is a post I wrote ages ago for my personal Web site, which has since died horribly. ![]()
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