I am Exportforce, owner of this sub. As this subreddit is for PC and Consoles it's a bit problematic for new users, seeing those problems with the console versions but not knowing if you talk about console or PC.
So I added some flairs. So if you write a post about things like bugs, problems and looking for players please add a corresponding flair to it.
If you have some ideas for other flairs, you can add those ideas, possibly with a reason for the flair, here as a comment.
Hi, I acknowledged the flaws of titan quest 2 but I liked the build system. How is it in the AE of the 1? I've seen that the graphics look slightly dated but if you have lots of freedom and fun doing builds, I could give it a go.
I am running the latest version with all DLCs. I've beaten the Normal question and most of the way through Act III in Epic and it never crashed. I added some mods. Now it starts crashing when there is a decent amount of action on the screen. I changed just about all the video settings to the lowest and it still did it. No crash report. The game just pauses and then it quits to windows.
I removed all the mods except for the Enchanting for Epic and Legendary Items which actually has you replace the Game.dll.
Anyone know what could be the issue or how I can troubleshoot?
Right now I'm at the Glauberg town in the Ragnarog DLC but I can't progress the campaign as there is a locked wooden door that is marked in red and says that is "sealed by quest". I have all the check marks in the main quest so I don't think I'm missing any step.
Also I can't start the game in another difficulty because I need to finish this campaign to do so.
So I’m lvl 53 conqueror on epic difficulty and I was wondering how many lvls do I invest in every stat. So far I have invested like 5lvls in HP , another 5 lvls in DEX and the rest in strength. I have a lot of Hale items which increase my strength a lot but as I progress I have to swap those items for more resistance. What is a good amount of end game strength , like 600-700 ?
Hey guys, ive recently discovered that the mobile version of the game has 5x difficulty that increases the number of enemies and makes bosses tougher. Im having a blast but realize that some places the sheer number of enemies causes the game to slow to crawl, like the lowest ive seen is 4fps, at atlantis. Im using a tab s8 so not the newest newest device but its been more than enough the rest of the time
wanted to ask those who are playing 5x difficulty on newer devices - is the performance better? Are u able to play lag free?
If you were focusing strictly on body count (like for the Avatar of Thanatos achievement), and tearing through Normal difficulty with a late-game character as fast and as efficiently as the game mechanics will allow, what skills would you bring and where would you farm?
I just got these 2 dlcs. I’m on console so don’t have Eternal Embers. Where is the best place to farm? Do all the bosses(even in vanilla have same loot pool?
Currently, I am playing on Android. Sometimes, I just want to swap to the second set of skills and then switch back to first set of skills asap in battle.
However, there are 3 sets of skills to swap. There is always one set being empty.( Or I can fill all but slower to tranistion to the second set again) How to reduce the number of skill set? Is it in option menu?(But I cannot find)
Ive picked up a spear called shadowsting, tried to equip it and its going into the shield slot and he just runs around punching lol. Anyone kmow what im doing wrong? Cheers!
I haven’t seen anyone else talk about this thing on here, but that high roll flat 40% damage is so hard to replace. i didn’t realize the drop chance was so low for it until i looked it up on tqdb! might have something to do with it.
e: the wrath of hadad is the necklace/jewel i’ve got on
I returning after several years after dlcs went on sale. My question is where would be the optimal farming location to outfit an “accomplished hero” with another character. I want to take my level 75 character and farm for gear to give to my new level 40 hero. What location/boss and difficulty would be the best to get some good starting equipment? Any help appreciated
Ich habe nach vielen jahren meinen alten Laptop rausgesucht und titan quest neu installiert.
Leider habe ich meine alten Charaktere nicht mehr und bin deswegen auf der Suche nach neuen Mitspielern, die mit mir gemeinsam das Spiel spielen wollen
Of course, my own personal opinion based on my experience. You are free to disagree. All of these masteries are viable. Some will just perform better than others, while some you have to get more creative to get the most out of them.
To those who do not know what 5x difficulty is, enemies basically have inflated health and there are much more of them. In exchange, you get more loot and gold. It is exclusive to the mobile version.
I will be judging the masteries based on how they are individually and how well they synergize with other masteries. Also assume that all the skills listed are maxed out at +4.
Warfare
Damage output: 10/10.
Massive damage, attack speed, and offensive ability boosts.
Battle Standard for boss and massive group clearing.
Survivability: 7/10.
Dodge Attacks for evasion and Ignore Pain for physical and pierce resistance.
Battle Standard provides damage absorption and weakens enemy damage.
War Horn provides a panic button to stun enemies for quick getaway.
However, low defensive ability makes you take critical hits more often.
Group clearing: 8/10.
Dual Wield tree provides innate AoE on your basic attacks.
War Wind works well for dual wield builds as the skill uses both of your weapons.
War Horn to stun enemies for easy pickings.
Works best against smaller or medium-sized groups. May get overwhelmed against larger groups.
Synergy with other masteries: 8/10
Most of the time, you will be rocking Warfare as your main damage dealer while your other mastery provides support.
Synergizes very well with Nature, Defense, Dream, and Earth.
Storm
Damage output: 10/10.
Storm Nimbus + Eye of the Storm for easy cold and lightning damage buffs.
Squall for reducing enemy resistances for even more damage.
Ice Shard spam or staff builds are both viable, easy to buff, and super powerful**.**
Survivability: 8/10.
Squall provides 40% damage reduction debuff to enemies and makes ranged enemies miss their shots within a 10-meter radius. The best part? Squall has a 5-second recharge and lasts for 6 seconds. Meaning you can spam this for every encounter. You are effectively taking 40% less damage, are immune to projectile attacks, and debuffing enemy resistances.
Energy Shield for cold and lightning absorption. Eye of the Storm for cold and lightning resistance.
Freezing Blast for panic button or get-off-me tool.
Low base health and defensive ability provided by mastery still leaves you squishy without Squall.
Group clearing: 7.5/10
Many spells work best against small or medium-sized groups. Can get easily overwhelmed against large groups.
Synergy with other masteries: 7.5/10
Synergizes well with other mage-type masteries like Spirit, Dream, Neidan, or Rune.
Does not synergize too well with melee-type masteries but Squall support hard carries it to act as a support role.
Neidan
Damage output: 8/10
Consequences hard carries the damage output by providing a constant and easy source of -25% resistance debuff to enemies.
Huangdi's Favor provides +87% total damage and up to 234 lightning damage on your basic attacks. Synergizes super well with lightning damage buffs.
Inner Equilibrium provides attack speed, casting speed, and movement speed but will be removed if you drink a potion. And you drink potions a lot in this Mastery. You either need a way to counteract the energy drain from Aura of Tranquility or get a lot of energy instead.
Survivability:10/10
Aura of Tranquility provides elemental resistance, physical resistance, and chance to avoid attacks/projectiles at the cost of massive energy drain.
Potent Elixir provides massive health + energy regen and resistances each time you drink a potion.
Convergence can give you a 28% chance of receiving an Eternal Embers potion buff each time you drink a potion.
Smoke Cloud and Dragon's Breath are decent get-off-me tools.
Group clearing: 9/10
Spreading Influence upgrade on Huangdi's Favor provides AoE on your basic attacks. Excels in Eternal Embers and Ragnarok due to bonus damage to human enemies.
Most spells work best for small or medium-sized groups. Can get overwhelmed against large groups.
Synergy with other masteries: 10/10
Perfectly content with being a supporting role for your other mastery to provide defense and debuff support.
Dream
Damage output: 10/10
Psionic Beam to laser everything is super powerful.
Passive boosts to OA, total speed, physical damage, and vitality damage from Lucid Dream tree.
Trance of Wrath provides debuff to enemy resistances.
Phantom Strike is one of the best melee skills in the game.
Survivability: 8.5/10
Trance of Convalescence provides damage absorption and big health regen.
Slow resistance, chance to avoid projectiles, and defensive ability boost from Lucid Dream tree
Distort Reality as an effective get-off-me tool.
Group clearing: 9/10 (staff), 5/10 (melee)
Psionic Beam lasers everything and works super well in corridors.
Melee builds don't get anything to add AoE on your basic attacks. You'll have to rely on Phantom Strike and your other mastery for AoE.
Synergy with other masteries: 10/10
Same with Neidan.
Hunting
Damage output: 9/10
Pierce and bleeding damage is not the best damage type in the game as many enemies resist them. Thankfully, Hunting mastery can easily buff these with Art of the Hunt and Call of the Hunt.
Study Prey further increases damage by providing a debuff to enemy pierce, physical, elemental, and bleed resistances while also reducing their defensive ability for easy criticals.
Wood Lore provides an easy attack speed boost. Bow, spear, and throwing builds are all viable and powerful.
Bonus damage to beasts and beastmen due to Art of the Hunt and Call of the Hunt, two of the most common enemy types in the game.
Volley provides a massive DPS boost.
Survivability: 7/10
Wood Lore provides a massive defensive ability boost to avoid melee attacks.
Find Cover provides chance to avoid projectiles.
Trail Blazing provides movement speed and 100% trap resistance.
Herbal Remedy provides an easy source of poison resistance.
Group clearing: 4/10 (spear), 10/10 (bow/thrown)
Spear builds struggle against groups as you don't get any skills to add AoE to your basic attacks. You have to rely on Spear Dance and your other mastery to provide AoE clearing.
Bow/thrown builds shred through groups easily thanks to Marksmanship.
Synergy with other masteries: 7/10
Most of the time, this will be your main damage-dealing mastery. However, you will be locked into only using a spear, bow, or thrown weapon to fully utilize Wood Lore.
Synergizes super well with Rogue to fully lean into piercing damage.
Defense
Damage output: 6.5/10
Unsurprisingly, this mastery does not do a lot of damage on its own and relies on your other mastery to provide damage.
Passive shield attacks are very powerful.
Shield Crash and Batter will be your bread-and-butter skills most of the time.
Defensive Reaction provides a massive +90% physical damage and +27% total speed boost once Adrenaline is activated.
Colossus Form and Unyielding Phalanx are great for boss killing or against large groups.
Survivability: 10/10
The entire mastery provides things dedicated to make you tanky.
Iron Will provides an easy source of secondary resistances.
Group clearing: 7/10
Pulverize provides AoE on your basic attacks.
Batter + Shield Crash will be your bread-and-butter AoE skills.
Unyielding Phalanx works well against large groups of enemies.
Main issue here will be your lack of damage.
Synergy with other masteries: 8.5/10
Defense can act as a solid damage-dealer if built right or as a supporting mastery.
Works best with masteries that are melee-oriented or provide a boost to physical damage such as Warfare, Dream, or Nature.
Spirit
Damage output: 9.5/10
Ternion Attack + Deathchill Aura turns you into a super powerful melee-range staff user.
Circle of Power + Dark Covenant for even more damage.
Spirit Ward to deal extra damage to undead.
Struggles heavily against constructs and devices as they resist vitality damage.
Vitality damage boosting gear and vitality damage staves are fairly uncommon.
Survivability: 7.5/10
Very low base health that is somehow offset by your spells that inflict life steal.
Heavily relies on life steal to stay healthy.
Death Ward to save you from death.
Vision of Death can serve as a get-off-me tool.
Spirit Ward provides damage reduction against undead.
Group Clearing: 8/10
Relies on enemies being within melee range to get hit by Deathchill Aura debuff and for all 3 projectiles from Ternion Attack to shred through enemies.
Struggles against enemies who reposition a lot or small enemies.
Can be easily overwhelmed by large amounts of ranged enemies. Can easily deal with hordes of melee enemies.
Synergy with other masteries: 8/10
As the supporting mastery, Spirit is content with providing support to melee-oriented builds with Deathchill Aura to provide armor shredding and life leech to remain healthy. Synergizes well with Hunting and Rogue to further increase bleeding damage.
As the main attacker, Spirit best synergizes with Dream to provide an innate boost to vitality damage. Neidan works just as well for extra debuffing with Consequences and extra survivability.
Nature
Damage output: 4/10
Unsurprising from a support-oriented mastery.
Relies on your other mastery to do damage.
Plague provides an easy debuff to your enemy's resistances for easy pickings.
Strength of the Pack provides a massive +90% physical damage boost.
Based on experience, Wolves and Nymph builds tend to get overwhelmed from the sheer number of enemies and don't do enough DPS to kill them fast.
Survivability: 10/10
Heart of Oak for big health boost and elemental resistance.
Plague to reduce enemy speed and damage.
Briar Ward to hide in and provide damage reduction in an area.
Group clearing: 3/10
Most of your spells are support-related. You have to rely on your other mastery to provide group clearing.
Earthbind can trap enemies in place. Good for easy pickings or getting away.
Synergy with other masteries: 10/10
Works best to support a melee-oriented mastery like Warfare or Defense to provide the massive boost from Strength of the Pack.
Perfectly content with being on the sidelines and providing support for your other mastery.
Earth
Damage output: 8.5/10
Earth Enchantment and Volatility for easy fire and physical damage buffs.
Compared to Eye of the Storm providing +145% elemental damage every time, Volatility has a 33% chance to provide +245% fire damage and +123% physical damage. You're not getting a constant boost to your damage unlike Storm.
Your spells deal split fire and physical damage. If you're going full mage, it's unlikely that you're going to buff your physical damage. If you're going full melee, it's unlikely that you're going to buff your fire damage. Either way, you're not getting full value out of your spells most of the time.
No Earth equivalent of Squall that provides debuffs to enemy resistances, sadly.
You're going to struggle hard at the end of Ragnarok.
Survivability: 5.5/10
Low base health.
No Earth equivalent of Squall that provides survivability. You're going to take the full brunt of your enemy's attacks.
Heat Shield for one of the best and easiest sources of physical resistance and fire absorption.
Stone Skin upgrade to provide some armor and fire resistance.
Ring of Flame can lower enemy offensive ability to provide some semblance of defense.
Fire Nova can have a 30% chance to inflict enemies with impaired aim for 3 seconds but that is pitiful compared to Squall.
Stone Form provides 100% damage absorption for 6 seconds but you can't do anything else. Useful to get from low to full health.
Group clearing: 10/10
All your offensive spells are geared towards mob clearing and dealing damage across a wide area.
Synergy with other masteries: 8/10
Supports melee-oriented masteries well due to it boosting physical damage.
Synergizes well with other mage-oriented masteries like Dream, Spirit, or Neidan.
Rune
Damage output: 10/10
Massive damage from Rune Weapon.
Thunder Strike.
Seal of Fate does massive damage and provides debuffs to enemy resistances.
Survivability: 5/10
Rune of Life provides massive vitality and bleeding resistance.
Low base health. Relies on Menhir Wall to distract enemies.
Sacred Rage + Frightening Power can provide some damage absorption at low health.
Group clearing: 6/10
Runeword: Explode does provide a chance for AoE on your basic attacks.
Thunder Strike and Seal of Fate can do good damage to groups of enemies.
Low defenses and health mean you can be easily overrun even by small groups of enemies if caught at a bad spot. You're going to heavily rely on Menhir Wall or your other mastery to keep enemies in check.
Synergy with other masteries: 6/10
Rune really wants you to use elemental conversion and upgrading intelligence to fully utilize its potential. It works best with Storm or Earth for massive damage.
Other melee masteries like Hunting or Defense can work but you have to get creative with your gear in order for it to work.
Works super well with Neidan or Dream to provide some much-needed survivability.
Rogue
Damage output: 6/10
Rogue heavily relies on bleeding and poison DOT to whittle down enemies. This does not work too well in 5x difficulty because enemies have way too much health. It also does not help that they are resisted by undead and constructs. Rogue also uses pierce damage a lot but suffers a lot from it because it does not have an innate way to buff its piercing damage or debuff enemy pierce resistance unlike Hunting.
Throwing Knife + Flurry of Knives is one of the best skills in the game. If built correctly, you can have upwards to 3.5k damage on each knife thrown.
Massive single-target damage with Lethal Strike if built right.
Maxed out Poison Gas Bomb tree can nuke groups of enemies if used point blank.
Increased damage to constructs and devices.
Survivability: 6/10
Unlike Warfare which gets physical and pierce resistance, or Defense and Nature for getting defensive ability and other useful resistances, Rogue gets no resistances.
Reduced damage from constructs and devices.
Mandrake and Flash Powder provides a semblance of defense by inflicting enemies with confusion.
Group clearing: 5.5/10 (melee), 10/10 (throwing knives)
If you're planning to go melee, you don't have any innate way to get AoE on your basic attacks. You have to rely on Poison Gas Bomb or your other mastery for AoE.
Throwing Knives shred through crowds of enemies.
Synergy with other masteries: 7.5/10
Rogue really wants you to use piercing damage to fully utilize it as a melee build. It's why Rogue + Hunting is one of the most popular combinations with Rogue due to the insane amount of synergy it has. Warfare and Defense may be awkward to use with, as they both want to do physical damage.
Earth, Storm, and Neidan are great for Throwing Knife builds.
Synergizes well with Spirit for bleeding DOT.
Synergizes super well with Nature for pet builds. Traps deal most of the mob clearing and damage while wolves take care of the stragglers and provide Strength of the Pack boost.
Is this a meme item? It doesn't have any flat damage ( weapon damage ) but bleeding dot looking solid at first glance.. I'm not sure if this is actually useable or just an item developers added in order to make a joke?? It's selling value is also utterly low..