Titan Quest Anniversary Edition

Titan Quest Anniversary Edition

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dwaynegand Oct 18, 2024 @ 10:15pm
I Have Questions About Rune Mastery
I'm told this is one of the most powerful masteries in the game, as it is the only one that increases all three primary stats. It has high emphasis on elemental damage and is one of only two masteries that allow you to dual wield, though it seems for most builds that two throwing weapons are best.

From what I have seen on Kerplunk's Gaming channel, the best skill to use for levelling up early into the game is Runic Mines. Freezing Mines give it frostburn damage and freeze your enemies. Then later, you can pick up Seal of Fate for more elemental damage. Menhir Wall is great for use with Seal of Fate. Aftershock reduces resistances and offers other debuffs. Reckless Offense allows dual wielding. Rune Weapon increases all elemental damage. Thunderstrike really shines with two weapons. Later on, you may need to respec the Runic Mines which basically become redundant in favor of stronger skills, unless you get Rune Field.

Other skills to get from the other masteries which synergize with the ones chosen from Rune:

Defense: Probably the only class where Reckless Offense isn't needed because most skills require the use of a shield. Transmutation can convert the damage shield deal into elemental. Runeword Feather and Armor Handling reduce equipment requirements. The shield attacks, both passive and active. Colossus Form for more damage and Defensive Reaction for more speed and damge.

Dream: Rune Weapon increases the damage of electrical burn attacks, including Psionic Immolation and Temporal Rift. Rune Weapon is superior to Psionic Beam with a staff because it increases elemental damage, something Psionic Touch doesn't. Hypnotic Gaze for reduced resistances and Trance of Convalescence for survivability.

Earth: Earth Enchantment and Volativity for increased fire and burning damage as well as increasing the fire portion of Rune's elemental damage skills. Brimstone to add burning damage. Runeword Explode and Runeword Burn are most powerful with this class. Eruption for crowd control. Stone Form and Heat Shield for survivability.

Hunting: Flush Out for reduced resistances. Wood Lore for increased attack speed and defensive ability with throwing weapons. Volley for a triple attack. Herbal Remedy for survivability.

Nature: Plague and Suspectibility for reduced resistances. Heart of the Oak for more health and speed. Sanctuary for survivability.

Neidan: Consequences and Mutual Suffering for reducing resistances. Aura of Tranquility for increased survivability. Inner Equilibrium for increased speed when not under influence of a potion. Weakest Chakra for reduced resistances and damage.

Rogue: Nightshade and Mandrake for status ailments. Anatomy for increasing bleeding damage inflicted by Aftershock. Poison Gas Bomb and Shrapnel for crowd control.

Spirit: Rune Weapon also increases vitality damage. Deathchill Aura tree for increased survivability and debuffs. Spirit Ward and Spirit Bane for increased offence and defence against the undead. Circle of Power for buff to increased vitality damage, as well as increased cast speed, and reduced recharge and energy cost. The Life Drain tree for inflicting vitality damage and healing. Unearthly Power for more vitality and elemental damage.

Storm: Squall and Obscured Visibility for damage, crowd control, and debuffs. Storm Nimbus and its synergies for adding elemental damage to attacks and buffing all cold and lightning damage. Eye of the Storm for more elemental damage. Lightning Bolt for crowd control and maybe Chain Lightning.

Warfare: The only class where it is better to use physical damage as the skills that increase and buff physical damage don't synergize well with Rune. Dual Wield and its synergies for increasing combat effectiveness of dual wielding. Melee is preferred over ranged. Battle Standard and Triumph for buffs and debuffs. Battle Rage and Crushing Blow for more damage. Onslaught, Hamstring, and Ardor for more damage and speed. Weapon Training for increased attack speed and offensive ability. Runeword Feather for more offensive ability. War Horn for utility and War Wind with Lacerate for multiple targets.

What other skills are recommended from Rune? What about other masteries?
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NOD-HighConfessor Oct 19, 2024 @ 9:24am 
With my Shaman (Rune+ Spirit) started Rune first with throwing + shield, Rune Weapon and Thunder Strike. Aimed to get to Reckless Offense ASAP so I could then max out Thunder Strike and duel throwing weapons. Menhir Wall is useful and 1 point in Guardian Stones is good for bosses or anything with a lot more health to chew through.

Also maxed out Runeword Feather and Rune of Life before end of normal and Transmutation currently sits at 5/6 in epic (act 3) with +1 to Rune item. Reckless Offense and Rune Weapon also are maxed, not sure when.

Spirit mastery I took Life Drain (I like it) and wish I'd known about the Atlantis synergy Soul Drain earlier. Can mass sleep groups for 2 seconds (maxed) along with the heal. Good set up for Thunder Strike or to help with escape. Also have 7 points in Enslave Spirit which is sometimes useful.

Currently working on Deathchill Aura and the Ravages of Time synergy in particular.
Icefrzzy Oct 19, 2024 @ 8:18pm 
- Magical Charge (1st upgrade of Rune Weapon) + Thunder Strike is better than any other skill to level up from start. TS is also the most nuke dmg for dualwield throw weapons with 10x projectiles launch (especially at melee/close range).
- Rune Weapon can't use with staff while Psionic Touch + Psionic Beam is decent one for any staff shooter.
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Date Posted: Oct 18, 2024 @ 10:15pm
Posts: 2