Titan Quest Anniversary Edition

Titan Quest Anniversary Edition

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Runemaster Skill Tree
Seeing as this is a new skill tree, I'm inclined to play with it. However, it seems a bit boring... is it worth the time invested? If I do play with the Runemaster, which skill tree best compliments it? I think I want to avoid reliance on a purely "left-click" build.
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Showing 1-13 of 13 comments
Somebody Feb 13, 2018 @ 2:55pm 
Runemaster is good for making a mixed melee/caster build. Try Earth or Storm as second mastery.
Terotrous Feb 14, 2018 @ 9:17am 
Rune has very good synergy with throwing weapons, dual wielding throwing weapons and then using Thunder Strike causes you to throw like 12 projectiles (which then explode and do area damage if you have the upgrade), which is always great fun. Rogue and Hunting both have good throwing weapon skills.

Captain Morgan Feb 14, 2018 @ 1:24pm 
Defense.
Grand Feb 14, 2018 @ 6:28pm 
I have tried this mastery with rouge, storm, and earth.

for rouge it is better use this mastery with throwing weapon, i recommend you take reckless offense skill so you can equip dual throwing weapon. this skill affect lethal strike skill so there is a chance to throw extra dagger. (double damage!)

for strom also i use throwing weapon (i have mjölnir) with shield but i think if you use storm with rune, you will need Donar's Might set to make it become powerful.

for earth i prefer to use staff, my character use menhir wall to block, along with seal of fate, eruption, and volcanic orb. it deal alot of damage for far distance. the bad side is it consume a lot of mana and my character is weak from physical damage. when i check tqdb, i think this build is optimal if you have freja set.
Sprout Feb 14, 2018 @ 11:23pm 
So far it seems best used to accentuate Melee/Throwing weapons.

4% damage converted to health and an automatic "oh ♥♥♥♥" passive that also boosts your damage considerably really help in the tankiness department.

Apart from that it boosts hybrid builds up two sizes with how their left click skill works.
Captain Morgan Feb 15, 2018 @ 1:03am 
Originally posted by Tina Sprout:
So far it seems best used to accentuate Melee/Throwing weapons.

That's one of the reasons why i said Defense. The passive absorb spell energy through shield is great, Melee and Thrown both combo with Shield and you are bulky enough to gather mobs and unleash Seal of Fate on them.

The buff is also quite useful and Sacred Rage helps you survive in critical moments, too.
Last edited by Captain Morgan; Feb 15, 2018 @ 1:04am
Alexander Feb 15, 2018 @ 4:20am 
Originally posted by wir.wiryawan:
I have tried this mastery with rouge, storm, and earth.

for rouge it is better use this mastery with throwing weapon, i recommend you take reckless offense skill so you can equip dual throwing weapon. this skill affect lethal strike skill so there is a chance to throw extra dagger. (double damage!)

I was going to say that the mastery works pretty well with every class except rogue (I can't see the synergy), but I didn't realize that lethal strike can proc reckless offense. Interesting info, thanks for sharing
Hmm, Stonespeaker seems like a good choice, although Defense seems pretty decent too. Let's say I go with Earth, double axes. INT would be the main attribute to level, STR second? Featherweight helps with certain weapons and offhands but not armour pieces so much as I can see. If I decided to go down the Berserkir tree I'd level STR first and DEX second? My issue isn't how I go about my skill trees now but how I go about allocating my attributes.
Somebody Feb 18, 2018 @ 12:20pm 
I played Stonespeaker through legendary.
You can use dual throwing weapons and INT armor.

Most points into INT for scaling elemental. DEX for DA and a little bit of STR for the (very low) requirements on throwing weapons.

With Rune's left-click attack that converts 99% of physical damage to elemental and gives +140% INT, you can easily get to 10k+ DPS.
Alexander Feb 18, 2018 @ 3:29pm 
Somebody is right. You can play it in other ways of course, but typically you want to leverage your rune weapon skill and do massive elemental damage and so you'll want intelligence. Don't bother too much with strength. The mastery itself grants some strength and you will likely get some with items. With +4 skills, you'll get about 60% reduction to strength requirements for weapon and shields. In the endgame, the best shield requires about 500 to 600 strength.

The exact stats allocation depends on if you want to go with throwing weapon, melee or some other weapon. I'd recommend the throwing weapon route because there are some really good throwing weapons designed for rune mastery that seem to drop quite often. Throwing weapons need very little strength and a lot of dexterity. If I remember, the exception is mjolnir which requires a bit of strength but your runeword feather takes care of that. It's only a matter of what shield you want to wield.

Algahzor Feb 19, 2018 @ 10:16am 
Here's my observations of how rune mastery syncs with the other masteries:

Global:

Rune mastery gives a fantastic buff for Vitality resistance (the one you need the most to prevent getting 1shotted from HP% damage)
Enables Duel Wielding with 100% total damage (Reckless Offense)

Storm: Use the mines in rune mastery + Shielding on rune mastery to enhance survivability. If you play with your staff too, or any other weapon as a matter of fact, you can greatly amplify your damage with the Weapon buff. Thunder strike tree is completely optional

Earth: Similar bonuses to storm, except, instead of Thunder strike, you can throw your luck with the proc based Rune Word: Explode

Warfare: Unless you want to start doing some Elemental damage, the weapon buff could help you with that to a slight degree. Warfare can benefit from Reckless offense, and have a little bit of survivability using Energy Armor for the hit-and-run scenarios. Rune of life is especially very nice for the strength bonus it grants, along with resistances. Since warfare has decent HP, it may actually benefit well from Sacred rage and Frightening power. Runeword feather is bae.

Spirit: Spirit based characters focuses on amplifying staff damage, debuffing, leeching, pet control or buffing, and may find use out of the weapon enchant (if you play ternion attack, you may want to alternate attacks with the rune weapon for slower, but efficient buildup. it would require you to have a breakpoint in attack speed though). Spirit may benefit from guardian stones, energy armor (since it syncs well with Death Ward), may not benefit at all from sacred rage (since... death ward heals you out of danger). Seal of Fate and Aftershock would work well with spirit.

Dream: Ok, now you are mixing 2 "class support" classes. in my case, it's a TBH but it would seem that it allows a heck of a lot of freedom in choosing playstyle as you go along - choose an aura, choose an AoE nuke, Choose a weapon or two, and roll with it.

Defense: Defense will shine with runemaster. Defense is all about facetanking stuff, and runemaster provides a whole arsenal of abilities to help you do just that. Energy armor, Runeword: Absorb (my god, that shield recovery and spell absorbtion), "Frightening Rage Sacred Power)" - you would get amazing results from this since you can go full berserker and allow low-ish HP all the time. Runeword explodes for mini-stuns (but... Defense INCREASES stun durations!), Energy drain would be godlike (slow, OA ↓, *ATK→HP*), Magical charge for RETALIATION!!! I don't see a reason not to run defense. (though I personally run Earth/Runes)

Nature: Interesting combo. Your pets will do most of the work still in this scenario. You will have the option to be a bit more offensive and utilize plague + the elemental damages given by rune weapon's Entire tree. You will have 2 sets of summonable tanks (brair ward and guardian stones) which you can safely hide behind while your pets go gung-ho on stuff.

Hunter: I find hunter would work fantastically with runes too - if you decide to play with throwing weapons. You can utilize all Bow-related skills with throwing weapons. Throwing weapons seem to have the drawback of a lower capped ATK speed (I saw mine max out at 141%), but you would benefit again from volley, gauge, marksmanship. Rune mastery won't provide much more in the means of buffs, but could provide with some elemental damage. Hunters mainly focus on bleeding/Pierce/resistance dropping/ Targeted offense (strong vs. certain monsters)

Finally, Rogue: Rogue seems has some great synchronisation with Rune mastery, for the fact of... reckless offense. Rogues would appear to benefit from Runeword: feather for that sweet, sweet OA, and thunder strike can assist with speedy escapes.

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Algahzor Feb 19, 2018 @ 10:18am 
Originally posted by Captain Morgan:
Defense.
Where TF is the upvote button :D I would macro my cursor to SMASH that button as fast as it could
Algahzor Feb 19, 2018 @ 10:20am 
Originally posted by Alexander:
Somebody is right. You can play it in other ways of course, but typically you want to leverage your rune weapon skill and do massive elemental damage and so you'll want intelligence. Don't bother too much with strength. The mastery itself grants some strength and you will likely get some with items. With +4 skills, you'll get about 60% reduction to strength requirements for weapon and shields. In the endgame, the best shield requires about 500 to 600 strength.

The exact stats allocation depends on if you want to go with throwing weapon, melee or some other weapon. I'd recommend the throwing weapon route because there are some really good throwing weapons designed for rune mastery that seem to drop quite often. Throwing weapons need very little strength and a lot of dexterity. If I remember, the exception is mjolnir which requires a bit of strength but your runeword feather takes care of that. It's only a matter of what shield you want to wield.
I feel like a tit :') Finished normal Typhon , boasting >550 int, buffing to 1000+
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Date Posted: Feb 13, 2018 @ 2:44pm
Posts: 13