Titan Quest Anniversary Edition

Titan Quest Anniversary Edition

Paths
Yap Sep 24, 2016 @ 5:28am
My thoughts and suggestions/(Extispicist "Tartarus/Khloros" Guide)
Hello! I just wanted to offer my thoughts so far on this mod. This is also an amateur level guide to the Extispicst specialization that will be updated as I progress through this mod experience. Note that my build and suggestions may not be the optimal build but I will do my best to offer what has worked for me.

ANYONE looking for an A grade class mod that offers rebalancing, and a great different from vanilla progression experience this is THE mod to get. There are other decent class mods complete or in the works, but they all seem to have game breaking balance issues at this current time, or a good amount of bugs. They are no less valid and interesting then this mod, but I MUST reccomend this mod for a good complete experience, but I still reccomend experimenting with the other class mods as well as they have unique experiences to offer as well!

I am really enjoying it thus far (level 8 Extispicist) Working on a build that focuses on the summoning and intellegence aspects of both classes.

I am finding the difficulty challenging for the areas I am in but not to the point I am dying constantly. However it does become overly challenging occasionally when in areas where there are special groups of mobs. Lots of death happens at appropriate levels with good gear. However this is not a bad thing really at all, not a problem in my opinion this type of game should be that difficult.

I think my main criticsm so far is that with so many mobs around there is a lot of junk gear, to the point where if someone wants to collect and sell gear for gold you are going back to town every less then one minute after going back to fight mobs in areas. Perhaps rebalancing for less individual loot items would be a positive change overall. I like the amount of gold I am collecting, but the experience starts to break a bit with going back quite so often. I suppose larger inventory space would also be a possible solution, however I am guessing it may not be intended to get quite so much gold so fast.

The amount of stat points per level seems to be a bit high, I suppose this is being done to balance against the mob density. However for those a bit unsure about the proper stat progression for their class may end up screwing up their build much easier having so many points per level. My suggestion here would perhaps to be to increase the stat increase per point, and decrease the amount of points you can use per level.

Of course all these suggestions are no pressure and just my opinion. Others may feel differently and I do not mean to step on anyones ideas.

I really, really love this mod. If you need a lore writer to expand on this mod please feel free to add me and we can talk about it. I have a passion for writing and would enjoy the work if you are so inclined.

CURRENT PERSONAL BUILD INFO

Primary Class
Khloros
4 points in Path of Khloros

6 points in Call Spiders (These guys are potent little guys with proper poison damage and are amazing at crowd control when they are positioned properly. It takes a little getting used too but especially when there are many mobs you will thank the demons you have these guys around you. Also they are not traditional pets, they dont seem to be killed by mobs due to their avoid rate. However they dont really draw aggro that much, however sometimes they do. I am not sure what affects this exactly. Perhaps its just if you or the spiders get mob attention first. )

3 points in Cloak of Hades (Due to worry about health reduction rate against mob groups and potential health loss with Tartarus)

3 points in Poison Affinity (Builds secondary focus is poison damage/int)


Secondary Class
Tartarus
8 points in Path of Tartarus (Working towards Summon Bodyguards specifically and eventually Summon Reaper)

Stat points are being mainly allocated in Int and Health at this point as my mana reserves have been in no danger of depletion and may not be unless the summons become too cumbersome.

GEAR

Gear is being focused primarly on obtaining as much poison damage as I can and shoring up elemental weaknesses that come with my class selections. My gear is mainly INT based due to my stat progression. If you go this route you are going to want to prioritize Fire and Shock defense. Especially on shock defense. You can probably totally avoid poison defense as this build offers extreme poison resistance.

I have not tried this as of yet but it may be prudent to create a secondary gear set that focuses on close combat and strict melee defense for if mobs break through your summons aggro and crowd control especially in mid to late game.

My primary weapon focus is ranged elemental staffs as the further I get with skill points I will have summons that will likely serve as tanks and crowd control to varying degrees and if I get elemental staffs with poison damage this would be the most benificial route.

If you want a good boost with the Khloros class, grind crows and get diseased plumage tokens for your gear. It will play right into your poison damage gains and is just great for DOT rate against mobs.

(I will update periodically with new information as I continue this build if you are interested in it!)

Last Update: 9/24/2016 800AM CST
Last edited by Yap; Sep 24, 2016 @ 6:04am
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Thedoldi Sep 30, 2016 @ 10:21pm 
ty, i will create a Tartarus/Khloros
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