Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
However, for me it was lousy against Typhon, couldn't stay close to him long enough to get the machine gun going with all those rocks he drops, and giving him distance just meant he sucked the life out of me. Seems Typhon was designed with a Warrior in mind. Anyway, had to use a sword and stay close to him. After Typhon that Small Torch was operating beautifully again on everything else. It took down all the Telkin and dragons were torch-fodder (dragon mages were tricky), but Typhon was another matter. Think Typhon can be done with the Small Torch, too, though. because someone said there was a challenge to do the entire game with just the Small Torch. I failed with that challenge. Maybe next time.
The only skill I'm not sure about is Gouge. I don't know if it'll work with Thrown Weapons or just Bows and Spears like the description says.
The craziest thing(at least to me) is that I have an accessory I keep in the shared stash that gives Blade Honing. . .and it will work with a Small Torch! Crazy Blade Honing won't work with a Bow but will with a Thrown Weapon.(I play on a Swtich so. . .)
Wow! That's amazing! I haven't tried any of that. You can dual-wield without having Warfare? I have something with Blade Honing, I'll have to hunt it down. I'm still regretting selling one of my Small Torches way back when, just have one now that I pass between characters to test builds.
Think the reason I never noticed the DPS increases was because I've always played mage staff-users almost exclusively. This time around, using the Runes/Hunting and thrown weapons is an all-new TQ for me. Have a Runes/Earth that's working great, too, maybe better than Runes/Hunting, too soon to tell. Hardest is proving to be Runes/Nature. Haven't tried combos of other skills with Runes yet, but Runes is my new must-have.
Glad to talk to someone who's discovered the magic of that Small Torch. Kindred soul. LOL
I'll tell you what though Do you have any Gills of the Tiamat? (I think it's best throwing weapon)
https://tq-db.net/en/equipment/gills-of-tiamat
https://www.youtube.com/watch?v=6kAEmuRcUl8
If playing Hunter/ Rogue type with a lot of piercing do not overlook the Skeletal Dart (one with good affixes), it may look like a poor base damage, but 50% pierce damage is damn great for that type of build.
Small torch is okay for elemental types, Rune etc but remember to up your base fire damage somehow.
Early on I prefer (towards end of act 3) piau's easy to buy and any with "relentless or of haste". You can get great green ones with a lot of affixes.
Gills of Tiamat amazing for Rogue/ poison builds.
Need some cdr, try duel wielding 2 x Neiths Will which can carry from 14% to 18% cdr. Great for types like Rune builds and Thunderstrike, add a 20% cdr amulet. Well!!!!
All comes down to build type. Lots of others which may suit you build better.
Think I'll carry my Lvl 60 through to Legendary, never had a Legendary, just wasn't interested in the grind of rerunning the same old stuff, killing the same old monsters that have just been pumped to meaner. Seemed pointless to me. Until recently, I've had her in Chang'an building skills, farming Bandari, the sorcerer controlling the Terra Cotta Soldiers. Mainly, she's been parked due to her difficulty with Tigermen, her powerful staff just wasn't enough (in all the time I've played, never got the hang of spells). Neith's Will fixed the Tigerman problem.
I'm experimenting with a Torch Thunderer(Rune/Storm Mastery) One downside to a Thunderer Little Torch - going to have to sacrifice some of skill points(for Rune Word: Feather for lowering strength requirements and attribute points(Strength) meet the Small Torch requirements because Storm Mastery doesn't give any Strength Bonuses.
I put three skill points in Feather and did the rest with attribute points to get the bare minimum for Small Torch. The other problem is physical defense. Since the main attribute is Intelligence it means the stronger physical based armor can't be used. Overall my only problem were those damn magic using Dragonettes and that Fire Shield they use which reflects fire damage back. . .nothing more than running around waiting for that shield to go away while dodging magic attacks. . .
The main goal for Thunderer Torch - to get Fire/Cold/Lightning attacks via Small Torch and Skills. The Skill is Storm Nimbus and its Passives. Like I hinted before this build is more about magic offensive power than being tank. I put points into Wisp Pet. It makes for a good distraction/meat shield.
This may not be a good build for newbies because of the early skill/attribute juggling with strength and the squishy nature of the character.
Here's what the build could look like - https://www.tqcalc.com/TitanCalc464c464crunee80e.html?mastery=Thunderer&master1=8&master2=10&sa=30&m1=40-0-10-0-0-8-0-0-0-0-0-0-0-12-12-0-16-12-0-8-8-8-0-0-0&m2=40-10-4-10-15-0-10-0-0-10-10-0-10-10-0-0-0-0-6-0-0-0-0-0-0
TQ is one of the very few ARPGs where DPS does matter for real. A lot of players say that while a mace or bow have the power they doesn't have the DPS of a fast weapon like a sword or thrown weapon because former are 'slow weapons'. IMO, TQ is very unfriendly toward magic users. Too many skills have high recharge times and there's no variation with weapons like other melee and ranged class weapons. There's no passive in the magic masteries that improves a staff's speed(could be wrong) unlike what's in hunter(spear/bows) and warfare(sword/axe/mace)
Right, Attack Speed must be gotten from items, always on the lookout even now that I've decided to switch to Runes with Thrown. Still a big deal to me, coupled with as much Slow Attack/Movement as I can add. Really into Health Regen, too, but it's not nearly as useful on the higher level characters against monsters that do really heavy damage in one hit. Of course, the Slow usually has no effect on most bosses, but it's great against mobs.
Oh, really?! That sounds promising! I have a newbie that's Storm/Earth, but haven't really played her. Maybe I should make a Storm/Runes. Never really played Storm, Spirit, Rogue or Dream... got to face it, think I'm in a rut.
Dream and storm, with psionic touch skill using a lighting stave coupled with high attack speed is amazing. synergizes really well with the lighting skills from storm and dream. Level 43 right now and looking very promising.
I have a level 74 ice sharder with runes and it's just squishy, stand and spam is how they are effective. Low HP and defense and low dps is not a good combo. Its been a chore to play, however I don't think I built that character correctly trying to do too much at once I think.
Nice to know! Always steered clear of Lightning staves because their output reads as being so erratic, big swing between least and most, a lot worse than Cold, but Fire is what it states, why I've always preferred it. Dumb move when you're about to face a Fire god. LOL Chose Cold, never even considered Lightning. There's so much yet for me to learn about TQ.
Think that's the problem with my now-parked character, I was going for a Battlemage like I loved to play on UO, but missed completely with TQ. But I've just discovered Thrown weapons work for pure mages, so there's hope, but not for her, she fails even then.