Best Titan Quest Builds

Titan Quest is one of the big AARPGs (or Diablo-like, if you prefer. Or hack-and-slash) of the 2000s. Or hack-and-slash) of the 2000s. Released in 2006, it improbably resumed receiving patches and adjustments in 2016, as the “Anniversary Edition”.

  • With the release of Titan Quest Anniversary Edition comes a large number of brand new TQ players. Veterans of the game would have booted the game and seen with delight that all their previous characters were still here, ready to play.
  • The Dual Wield Harbinger This build is one of the bread and butter builds in Titan Quest. It is a melee dual-based build with excellent scalability and the ability to clear the complete content of the game. The focus of the build is offensive stats, favoring kill speed over defenses.

Pet build with melee support using the Champion (Nature / Warfare) class

Introduction

Remus, Sire of the Capitoline Wolf
Mastery: Champion (Nature / Warfare)
Build: Pets with melee support

This build is for those who want to have pets play a big role but also get their own hands dirty. Wolves offer good permanent pets that synergize excellently with you and your other skills. Ancestral horn is a boss killer. You have excellent survivability (cleared legendary with 0 deaths) and can join your wolves in the fray.

Pros:

  • Good pets with synergize
  • Good, spammable LMB in Onslaught
  • Strong buffs and debuffs
  • Excellent survivability with big potential health pool and damage mitigation

Cons:

  • Nothing honestly major. Some bosses (ex. Typhon) have cone aoes that can shred minions really fast but with max ancestral horn you will have a lot of minions making it harder for them to all die.
  • No big upfront damage aoe, wrath can sometimes be a little clunky to target (but has terrific debuff)
  • You may just not like pets, but I assume you are if you’re reading this guide

Nature Mastery

Call of the Wild

The main pet workhorse of the build. Summon limit increased to two at 7/16 and three at 18/16.
They will dish out physical damage; wrath and battle standard synergy will help their DPS. Call of the Wild has a number of synergy skills. Maul will add some more damage but other skills take priority. Survival Instinct is useful for making a wounded wolf extra tanky preventing them from getting burned down too fast. Strength of the Pack will synergize with you and your ancestral warriors, buffing damage and speed.

Regrowth

Useful heal for topping up your wolves’ health between, and during, fights (not to mention your own). Put further points into regrowth when you find your heals can’t keep pace anymore. Accelerated growth is worth investing at least a few points into. The faster regrowth cools down, the mo[/b]re you can spam it. This can be very helpful when you’re fighting a boss that can damage multiple of your wolves at once and you need to spread around a few heals. With so many pets out, Dissemination can help spread around some heals. It’s not as important as other skills so one point backed by +skill items is usually fine.

Heart of Oak

Gives a speed buff on the first point, maxxed out it gives a huge boost to health for you and your pets. It doesn’t matter as much for the pets as their health pools get huge buffs elsewhere but this can help give you an enormous health pool. Tranquility of Water will give a chance to get discount energy cost. Mana use isn’t a big issue as you can just use pots. A single point buffed with skill items should be fine. Permanence of Stone will give you and your pets elemental buffs. Maxxed out you’ll get +31% elemental resistance, not a huge amount but it will allow you to concentrate on other stats on your gear instead.

Plague

Quest

Cast on a monster and it will spread to nearby targets. Can be a little clunky to target sometimes and does okay damage but is primarily used for it’s synergy skills which both apply fantastic debuffs that will synergize great with your pets. Fatigue reduces dmg dealth, speed and chance of health reduction. Susceptibility reduces resistances for physical, elemental and poison. Max out both synergies and put spare points when you have them into the base skill.

Sylvan Nymph

Nymph is the second pet in the nature tree. Ranged attacker with bow. Unlock her when you have spare points but I’d concentrate on buffing wolves and ancestral horn first and getting utility skills.

Refresh

Refresh cuts cooldowns. Worth dropping considerable points into the skill so that you can cut Ancestral Horn’s long cooldown a bit, cast two wolves in quick sequence and refresh battle standard and war horn. Shorter cooldown on Ancestral Horn means you can it more often in normal fights rather than trying to save the cooldown for just bosses. In tough boss fights where two wolves die quickly, you can wolf, refresh, wolf again to get two wolves back out immediately.

Briar Ward

Briar Ward creates a protective shield of plants around you. With Sanctuary you’ll get a big chunk of damage absorption. Stinging Nettle does some retaliation damage and should be skipped.

This is more useful for squishy casters and builds that need to stay in place as they need the protection more and Sanctuary only applies in the small area where the Briar Ward is. I suppose you could drop it down at a boss’ feet to mitigate damage through you should have good dodge and mitigation already.

Warfare Mastery

Weapon Training

Boosts your offensive ability and attack speed. Nice passive to have, max it out

Onslaught

Your main LMB attack. Onslaught has stacks. When you use the ability you gain stacks. Stacks decay fairly quickly over time when you are not attacking. The more points you have in the skill, the more stacks you can get. The more stacks you have up, the more you get buffed. Obviously you want to max it out.

The Ignore Pain synergy buffs your physical and pierce resist. At 10/6 you’ll gain +20% to both. You’ll only have the buff when you have at least one Onslaught stack on. The physical resist is more useful as it’s harder to get than pierce resist. If you need points for something else, this is something you can pass on as it isn’t really a huge buff overall. Just drop a single point here and buff with +skill items and max out the more useful synergies.

Hamstring reduces defensive ability, armour and speed while Ardour increases movement speed and attack speed while you have at least one stack of Onslaught active. Max out both of these synergies.

Battle Rage

Drop a single point into Battle Rage to unlock the chance of getting a big boost to offensive ability. If you want you can drop a single point into the Crushing Blow synergy but don’t put anything into Counter Attack.

Dual Wield

Dual wield is a rather useful ability in Warfare that lets you attack with two weapons at once. It’s very powerful but requires serious investment to become good. I skipped this chain in favour of going one hand and shield instead. With heart of oak you’ll have a good health pool to help eat incoming damage, I primary went shield because I used ring / amulet for pet buffs or +skill and wanted to use a shield to buff my resistances. The spare points were dropped into nymph for an additional support pet.

Dodge Attacks

Increases your chance to dodge melee attacks. Worth dropping a couple of points into at least and can be maxxed if you feel like it.

War Horn

One point wonder ability. Applies a short stun to all enemies within range. Useful when you’re fighting a big group to give you time to clear some first before you get mobbed (pets can only hold so many), keep ranged enemies form running away or to interrupt annoying enemies (ex: casters or big damage dealers). Further points into the skill will increase the radius of the spell and the maximum stun length, however, the min stun length is always 1.5 seconds so it can be fairly inconsistent. Whether you want to invest more in the skill is up to you but a single point is effective and you can buff with +skill items.

The Doom Horn synergy skill is more valuable to put points into imo as it will debuff enemies’ health and armour in addition to the base skill’s stun. I wouldn’t say it’s mandatory through. Drop a single point into the skill and buff a little with +skill items or max it out depending on how you like the skill.

Battle Standard

Best Titan Quest Builds

One of the best skills in Warfare, Battle Standard will give both you and your wolves / ancestral warriors huge buffs within its range. With one point, you’ll get +1 skills, half-energy costs, a bit of damage absorption and some offensive ability and extra damage. Maxxed out, you’ll get excellent damage absorption and even more offence.

The Triumph synergy skill should be maxxed out as well and will debuff nearby enemies’ physical damage, physical resistance and stun resistance. This will let your pets soak up damage and shred mobs to pieces and your stun from war horn will be resisted less.

Battle Standard has a cooldown of 60s and only lasts 36s when it’s maxxed. Refresh can help trim its cooldown. If you can get some recharge reduction then you’ll be able to cast refresh more often letting you summon standard more often and make you more mobile. As it’s stationary, you may need to lure enemies towards it to get full advantage. Pets can be group moved (v is default keybinding) to the standard’s location. There’s a noticeable difference between it being out or not.

War Wind

War Wind is an another charge attack. It has a 360% degree arc but does terrible damage unless you drop tons of points into it. The base skill hits four targets at the beginning through and the Lacerate synergy skill will let you hit additional targets and add a bleed. I’d rather use the points elsewhere.

Ancestral Horn

Pretty effective with only a single point. Summon a trio of spectral minions to help fight for you. It has a long cooldown so will mostly be used for boss fights. The skill synergizes well with Battle Standard. Additional points will make the minions better and increase the number of spectral minions summoned.

Of course, as this is a pet build you’re going to want to max it out instead. You’ll summon five warriors when it’s maxxed. With three wolves and a dryad you’ll have a whopping nine pets you tearing things up, especially if battle standard i up and you’ve wrath going.

Stats

Health: With heart of oak, you’ll get more benefit for every point you drop in health than other builds. A big health pool can give you some leeway when you start taking large damage spikes.

Mana: Honestly, you can just buy mana potions. There’s no real reason to put points into mana.

Spellbreaker

Strength: Primary stat so you can equip good warrior armour and do physical damage. End game strength gear requires ~650 or so.

Intellect: Not required.

Dexterity: Your secondary stat. You need enough to equip your gear at a min and enough so you can hit things and avoid getting crit and you may want to use legendary stonebinder’s cuff’s. ~435 or so should be fine.

Equipment

As you’ll be in the thick of things you’ll need to keep your resists up. As you’ll likely be using your accessories to buff you pets / skills you’ll need to get hefty bonuses from your other slots if you can. You can get away without resists in early normal but you’ll want to start building them by act 3 and definitely by act 4. By Epic you’ll want ~40% to all resists, legendary ~50% (bleed damage is fairly uncommon but try to keep it at least positive) at a min if possible.

Generally you’ll want lots of +skill items. You should have +4 skill at a min. Extra will allow you to spread points around more and allow you to get great advantage from skills even if you only drop a single point into them. I had a huge amount of +skill in epic but swapped some out for more resistances when I hit legendary; still finished with +5 warfare / +8 nature. Really helped spread points around into everything I wanted.

Recharge reduction will help with reducing refresh cooldown letting you refresh more often which will help with cooldowns on wolves, Battle Standard and Ancestral Horn. Bonuses to health will be magnified by Heart of Oak so this is good to pickup as well. Defensive ability will help keep you from crits.

Artifact: Druidic Wreath at lvl 25 for +nature buff. If you need to buff other stats in legendary, swap in a different artifcat

Rings / Amulet: Generally, equip accessories with pet buffs and drop your favourite relic/charm into them. You can also use a +2 nature mastery (lvl 25+) or +2 skills (lvl 50+) amulet if you’re missing +skill. If you’re short in legendary you can try swapping out a pet buff accessory for more resists.

Weapon: The best weapon you can get. A good green with a charm / relic, something with + skill or resists, etc.

Shield: Should have decent resists to make up for accessories. I used a Deimos, decent resists and +skill items.

Other slots: Whatever covers your resists firstly, then has other benefits you need.

Leveling

At level two, drop one point into Nature Mastery and pick up Regrowth and Call of the Wild. Drop points into Call of the Wild until you max it out. Your wolves will easily tear through the early content. Put points in Nature mastery till level four and drop a point into Heart Of Oak and Maul.

At level eight, pickup Warfare as your secondary mastery and unlock Weapon Training and Onslaught. Drop a point into Onslaught each level and use the others on mastery points. Unlock Battle Rage for OA buff, War Horn for CC and Battle Standard for group buff.

Now you can work up Warfare to Triumph and Ancestral Horn or go up Nature for Wrath + synergy, further wolf buffs and Refresh. Long term you’ll max out both sides but it’s up to you which you want to build up first.

Pet Basics

Pets have a stance. They can be set to Aggressive, Normal or Defensive. Aggressive is the best stance; it will target anything nearby. Other stances the pets won’t really start attacking until you attack and you want the pets to be getting aggro first. When you first summon that pet type it is set to Normal by default.

Right click on the pet icon you want to change. Then select ‘Set to Aggressive’. You can also disband the pet from the same window.

You can select all your pets at once with v (default keybinding). Target an empty space and the pets will move there. Target an enemy and the pets will focus fire that enemy. This is most useful for ordering your pets out of big aoe attacks (ie: Typhon’s meteors) or killing spawners (ie: the pillars that spawn infinite undead)

Items that buff pets will specifically say ‘Bonus to all pets’.

Pets that fall behind you will automatically teleport near you if you get too far. Don’t way about leaving them behind if they chase something.

Atlantis

So I don’t have Atlantis yet so this build does not include points spent on Atlantis mastery points (40 instead of 32) or level 40 skills. If you want to reach level 40 mastery points for the extra stats and skills you’ll need to find points from elsewhere in the build to free up.

Lasting Legacy I believe increases Ancestral Horn summon time which should be useful. Longer summon time will help keep them active in long fights (most boss fights will go down quickly). Maybe you can free up points from nymph.

Related Posts:

Finished a legendary run with Ragnarok’s new throwing weapons and just wanted to share my thoughts.
Dual Wield throwing weapons – Int based – Shaman (Rune/Spirit) but Spirit can be replaced with another supporting mastery as you wish.

Stats

So what should you be dropping your attributes into?

  • Health: If you’re feeling a little squishy, you can drop a few points here if you wish.
  • Mana: Not an issue at all for the build, the build never goes oom
  • Strength: Enough to equip your throwing weapons. Runeword: Feather will allow to reduce the strength requirement on your throwing weapons allowing you to get away with fewer points in strength. You’ll need to drop a few points later to equip weapons even with the the runeword, otherwise don’t invest any points into strength
  • Intellect: Your primary stat. You need enough to equip your gear at a min. When you have free points you drop it here.
  • Dexterity: Your second stat. You need enough to equip your gear. ~450+ or so at end should be good.

Rune Mastery

Rune mastery is the ‘primary’ mastery of the build. It allows you to equip your throwing weapons easier by reducing str, saving valuable points for int and dex. It has your main LMB attack, AOE and CC abilities and let’s you duel wield.

Rune Weapon – Your LMB attack. Maxed out, it will give big boosts to your intelligence, elemental dmg and total dmg. The attack is further buffed with Energy Drain for support and Transmutation. Transmutation is the core of the build. With +4 to skill, 99% weapon damage becomes elemental damage. This dmg gets buffed by your int which becomes sky high from rune weapon stacks. See the screenshot below as an example. Max these three out but you can ignore the Magical Charge synergy skill as you won’t be getting hit.

Runeword Feather – Reduces your str req for throwing weapons allowing you to save points for int/dex. Max it out.

Rune of Life – Good one point ability with extra str for movement speed, str%. Maxxing allows you to get your vit resist from here instead of equipment through. Not required, but drop at least one point into it.

Thunder Strike – Your primary aoe ability. Use whenever it’s off cooldown. Fires 5x projectile per weapon (ie: fires 10 projectiles when duel wielding). Absolutely wrecks everything. Max it out and it’s synergy skill Unleash for it’s CC.

Menhir Wall – Your primary CC ability. Drop in front of enemies and spam your attacks from behind it. Helps keep melee enemies off you and distracts ranged enemies allowing you to get close enough to kill them without getting pounded yourself. Dropping directly on top of enemies can cause clipping issues sometimes, drop in front of them, or if you’re running away from enemies, drop in front of you then run past it and start attacking. Max it out.

Reckless Offense – Let’s you duel wield. Obviously must have. Max it out to increase the chance of getting the big dmg buff.

Energy Armour– A bit of extra padding to soak up incoming damage. Energy costs spike substantially as you level it up. 8/8 skill is good, don’t go over this unless you have good energy reduction. Otherwise the skill may cost so much that you can’t cast it even with full mana.

These are the ‘core’ skills in the build. Core rotation is pretty simple. Thunder strike when off cooldown, otherwise rune weapon. Apply energy shield whenever it’s off cooldown and not on you. Drop wall whenever you need CC. Apply Rune of Life every 10 mins.

Feel free to try out any other skills you want or experiment.

Spirit Mastery

The secondary mastery. As I mentioned earlier, this mastery was primarily used for support with Rune mastery being the core of the build. You should be able to switch another mastery as your secondary without issues.

Deathchill Aura – Nice debuffing aura combined with it’s synergy skills. Max it out.

Liche King – I like pets so I picked up Liche King. He almost never dies and can make advantage of deathchill debuffs. I maxed him out but you can free up points here for other things as you wish.

Outsider – Basically used as extra muscle for boss fights

Death Ward – Even with energy shield up, int gear doesn’t exactly provide much protection. Death Ward provides further padding, giving you an emergency health buff and some damage absorption giving you time to pot then drop a wall/thunder strike. Max it out.

There’s no shortage of other useful skills that can be picked up (Circle of Power, Dark Convenant, etc.) Again feel free to experiment and use other skills.

Equipment

So what sort of equipment should you be looking out for?

Weapons, just equip whatever gives you the most DPS and/or utility:

  • You’ll want +4 to transmutation skill to make most of your damage elemental. +skill bonus to masteries are always good to look out for.
  • Resistances in general. You can get vitality resist from Rune of Life. Elemental is fairly common so shouldn’t be too hard to pick up. Pierce is another pretty important resist as plenty of enemies do heavy pierce in the game, through I managed to go through legendary with pretty sub-par pierce resist.
  • Cooldown reduction so you can use thunder strike, wall and energy shield more often.
  • Speed buffs so you can kite faster.
  • Other stuff like health, defense, stats, etc.

Honestly just try to equip gear the best you can. If you find yourself lacking in a resist, you can always find a decent green and socket with a good charm/relic.

My final loadout:

Leveling

05:21Titan Quest Builds Part 33 - Summoner51.2K Views

This character started off as an ‘Accomplished Hero’ and I just moved some gear from bank so she kind of started off as a bad ♥♥♥ with all the appropriate skills.

05:44Titan Quest Builds Part 6 - Elementalist REDONE!52K Views

Starting from level 1, start with Rune Mastery. One point into Rune of Life and Rune Weapon. Drop points into feather as needed. Concentrate on leveling up Rune mastery skill and dropping a single point to abilities to unlock them. One point into thunder strike, then unleash and wall. One point into Reckless Offense to unlock duel wield. Once rune mastery you can start putting points into transmutation to get some elemental damage and drop points into your other skills to make them better and/or start working on your second mastery.

See Full List On Titanquest.fandom.com

If you make an accomplish hero char you should be able to fill up the the good parts of rune right away.