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Faster attacks (honestly your wording reminds me of POE)
Storm, obviously.
I'm pretty unsure what you mean by "scale with" Cold/Lightning... ...do you want to know whether it gets amplified by "+xx% cold damage"? (No) Or do you mean using a staff that uses lightning (or cold) as its base damage type? Please do clarify this.
On a side note: One thing that works awesomely well with Ternion is using a staff with "reduce enemy health by x%" - "Harrowing" prefix if you're using a non-unique. So that's what I've been using on my Ternomancers, no matter which element the base damage was. And Ki-rin in the weapon switch, because it's doing Vitality damage as base attack, and has those really really helpful extra resistances...
So, I can get flat cold damage only from staff? And does that cold damage can freeze monsters using ternion attack? It's cool that Ternion increases area of effect itself while leveling this skill because on first few levels it sucks as I see.
Secondly, I won't benefit from projectile speed as well as from faster casting?
I thought about Click[www.tq-db.net] later on.
Now i wanted to share link with Stonebinder cuff's but I see they nerfed these arm?
What about statictics?
2:1 int:dex?
Yes I want to use base cold damage staff
Stonebinder Cuffs[www.tq-db.net] are my fav arm piece, too. They're nerfed mostly in terms of drop frequency :^/, but I'd still recommend using them. Whether you want to invest the extra strength points for the legendary ones[www.tq-db.net] is up to you (I normally do). And they also come with a stat or some in addition to +Skills and EleRes. But their drop rates have been really hit hard with the Nerf-o-matic...
Cold Staff is nice, but you would make life easier by using a Vitality damage stuff, at least a tad later. Your Deathchill Aure massively debuffs the enemy Vit resistance - -119% at Max+4, so they'll be far in the negative, and get hit by heavy exponential scaling effects. Sure, those Staffs are rare, but this effect makes them worthwhile with a Terniomancer. In Normal you can find the Necro Set staff[www.tq-db.net], and Kirin[www.tq-db.net]. Later there are some others, and as I see you know how to use TQ_DB, I'll leave the search to you. Late game, Fafnir's Heart[www.tq-db.net] is awesome, as it also has a big chunk of Bleeding damage, and this is one of the debuffs Deathchill Aura does, too....
OFC you need one other damage type in one switch, else undead would be unkillable (well, not all, but most are inherently immune there), and Cold is a sweet option there. Keep the thing with the Harrowing (reduce enemy healt by x%) in mind, this males high HP bosses' healthbars melt away way faster than any direct damage. After all, they get hit three times at once, so...
You also can get flat cold damage from e.g. Rings or other gear, which then is properly multiplied by your +%cold damage buffs... ...so wearing e.g. a pair of Rings of Frost should make your early game progress smoother. If you don't have some, they can be found every now and then at the vendors from Megara on, and IIRC you can wear them from Lvl 12 on. Glacial Loops etc are a later option.
FastCast does nothing at all with Ternion - that's a mod to your weapon attack, like Onslaught or Marksmanship. It does help with your cast rate / cooldown times of all your other spells, though. But you can also completely ignore it, from the Ternion perspective at least.
Re. Freezing... ...I have to concede that I mostly played Terniomancer with Dream (for the extra debuffs from the Trance and the Phantom Strike mobility), so I don't remember that well how this worked in TQ... ...though you'll always have the slowdown effect from your Deathchill Aura, which is quite noticeable, too. In brief, melee opponents are less of a pain (with that DA) than Archers. Never forget to max your pierce resistance and always keep moving...
HTH + HF!
- tyrants ; arctic(staff and ring) ; archmages prefixes
- of winter suffix
- "staff of the deep" monster infrequents
- "chill of tartarus" relic
I don't want to play vitality, so sorry.
Would it be good as a cold ternion character int:dex 2:1 ?
How much invest into strength if it's needed at all?
I would be greatful for your advices
As a range char you have no use for offensive ability therefor spending points into dex ... i would only recommend to spend enough points into dex just to meet the dexterity requierements of inteligence armor -> ragnarok 200+ dex.
everything else just into inteligence.
gaining/stacking defensive ability points is way easier then through dex anyway
since it is 1 dex = 1 OA/DA.
for legendary difficulty you need 800 (min) - 900 (average) - 1000 (max).
Part of this difference comes from my opinion / experience / style to play Ternion pretty up-close. I want to hit the opponents with 2, better all three projectiles. While you can do that from a certain distance on bosses, the standard mob only catches one shot, unless you get pretty close, so I rush them. Might be mostly a matter of playstyle,.. ..so if you want to keep to sniping, you can go low on DA. If you want to be capable of rushing, I'd advise 1k. For reference. purposes: 1400 - 1500 makes you practically unhittable by melee attacks.
So I'd say it's up to your choice of playstyle - snipy-DPS-y vs. rushy-"tanky". And it also depends on how much "% Attack Damage to Health" you have.
All else into INT.
Maybe you want to put a bit into hitpoints. (I used to put all my extra Stat points from Quests, e.g. Chiron's Bow quest, in there, but have stopped doing so by now) Don't put any points into energy, drink a potion instead. You get plenty from Masteries and practically can't burn through them faster than the potion CD...