
+skill bonus to masteries are always good to look out for. You’ll want +4 to transmutation skill to make most of your damage elemental.Weapons, just equip whatever gives you the most DPS and/or utility: So what sort of equipment should you be looking out for?
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There’s no shortage of other useful skills that can be picked up (Circle of Power, Dark Convenant, etc.) Again feel free to experiment and use other skills. Death Ward provides further padding, giving you an emergency health buff and some damage absorption giving you time to pot then drop a wall/thunder strike. Outsider – Basically used as extra muscle for boss fightsĭeath Ward – Even with energy shield up, int gear doesn’t exactly provide much protection. I maxed him out but you can free up points here for other things as you wish. He almost never dies and can make advantage of deathchill debuffs. Liche King – I like pets so I picked up Liche King. You should be able to switch another mastery as your secondary without issues.ĭeathchill Aura – Nice debuffing aura combined with it’s synergy skills. As I mentioned earlier, this mastery was primarily used for support with Rune mastery being the core of the build. Apply Rune of Life every 10 mins.įeel free to try out any other skills you want or experiment. Apply energy shield whenever it’s off cooldown and not on you. Thunder strike when off cooldown, otherwise rune weapon. These are the ‘core’ skills in the build.
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Otherwise the skill may cost so much that you can’t cast it even with full mana. 8/8 skill is good, don’t go over this unless you have good energy reduction. Energy costs spike substantially as you level it up. Max it out to increase the chance of getting the big dmg buff.Įnergy Armour– A bit of extra padding to soak up incoming damage. Dropping directly on top of enemies can cause clipping issues sometimes, drop in front of them, or if you’re running away from enemies, drop in front of you then run past it and start attacking.

Helps keep melee enemies off you and distracts ranged enemies allowing you to get close enough to kill them without getting pounded yourself. Drop in front of enemies and spam your attacks from behind it. Max it out and it’s synergy skill Unleash for it’s CC. Fires 5x projectile per weapon (ie: fires 10 projectiles when duel wielding). Thunder Strike – Your primary aoe ability. Not required, but drop at least one point into it. Maxxing allows you to get your vit resist from here instead of equipment through. Rune of Life – Good one point ability with extra str for movement speed, str%. Runeword Feather – Reduces your str req for throwing weapons allowing you to save points for int/dex. Max these three out but you can ignore the Magical Charge synergy skill as you won’t be getting hit. This dmg gets buffed by your int which becomes sky high from rune weapon stacks. With +4 to skill, 99% weapon damage becomes elemental damage. The attack is further buffed with Energy Drain for support and Transmutation. Maxed out, it will give big boosts to your intelligence, elemental dmg and total dmg. It has your main LMB attack, AOE and CC abilities and let’s you duel wield. It allows you to equip your throwing weapons easier by reducing str, saving valuable points for int and dex. Rune mastery is the ‘primary’ mastery of the build. When you have free points you drop it here.

You need enough to equip your gear at a min. You’ll need to drop a few points later to equip weapons even with the the runeword, otherwise don’t invest any points into strength Runeword: Feather will allow to reduce the strength requirement on your throwing weapons allowing you to get away with fewer points in strength. Strength: Enough to equip your throwing weapons.Mana: Not an issue at all for the build, the build never goes oom.


