Titan Quest Anniversary Edition

Titan Quest Anniversary Edition

Paths
Mini Guides & Notes
I don't know eveything about this mod but following may be useful to anyone new to the mod.

GENERAL NOTES

Dual Wielding is enabled from the start [not anymore - duel wield early with berserker skills].

Select the first path at level two and the second at level four.

Each level up you gain 16 attribute points which are worth 1 point each when used in strength, intelligence & dexterity - point value for health & energy to be tested.

Each level up you gain 4 skill points which can be used as normal.

A version of xmax is included which increases the number of normal creatures
but does not increase the number of boss or hero creatures.

Stances are like the dream trances from Vanilla TQAE - you can only
have active at a time and multiple paths have stances avalible.

Generally the higher up in the patths tree a skill is the more powerful it is however most skills allow investment to the point that even skills requiring a single point in a path can become powerful - Max shield mastery from Sekhmet + pine crude shield = 52% chance to block & ready to block again 40% faster plus additional piercing resistance (estimated from skill level 12)

CLASS NAMES

Class names taken from: http://www.titanquest.net/tq-forum/threads/32395-Information
which may also have some useful infomation if the website it up. This is not 100% accurate but as this is only a word or two to describe the class that should not be a serious problem.

Lich Only = Lich
Khloros Only = Fallen
Dokkaebi Only = Dokkaebi
Sekhmet Only = Menfyt
Venefici Only = Veneficus
Tartarus Only = Devilbringer
Mind Only = Cerebralist
Berserker Only = Berserker
Poseidon Only = Avatar
Berserker + Lich = Gatekeeper
Berserker + Khloros = Thracian
Berserker + Dokkaebi = Vandal
Berserker + Sekhmet = Warlord
Berserker + Venefici = Scythian
Berserker + Tartarus = Hellthirst
Berserker + Mind = Fury
Mind + Lich = Shade
Mind + Khloros = Vasal
Mind + Dokkaebi = Anunnaki
Mind + Sekhmet = Vizier
Mind + Venefici = Prophet
Mind + Tartarus = Vexillarius
Tartarus + Lich = Infernalist
Tartarus + Khloros = Extispicist
Tartarus + Dokkaebi = Fiend
Tartarus + Sekhmet = Flamekeeper
Tartarus + Venefici = Heretic
Venefici + Lich = Archmage
Venefici + Khloros = Guojiu
Venefici + Dokkaebi = Shaman
Venefici + Sekhmet = Amaumnetan
Sekhmet + Lich = Ammit
Sekhmet + Khloros = Axex
Sekhmet + Dokkaebi = Bennu
Dokkaebi + Lich = Dybbuk
Dokkaebi + Khloros = Karakorum
Lich + Khloros = Decayer
Poseidon + Berserker = Leviathan
Poseidon + Mind = Votary
Poseidon + Tartarus = Bathyal
Poseidon + Venefici = Mystic
Poseidon + Sekhmet = Vanguard
Poseidon + Dokkaebi = Abzu
Poseidon + Khloros = Tiamati
Poseidon + Lich = Euxine

PATH NOTES

Exact path bonuses not listed as they change with more points invested.

Format
1) Path name
2) Path effects
3) Short skill notes
4) Personal notes

Berserker
+% health
+X health regen
+% health regen
-% defensive ability
+% avoid melee
-% strength weapon requirement
-% armor absorb
-% bleeding duration
+% elemental resistance

Favors dual wielding axes or blunt weapons while rapidly
regenerating health. Most skills increase damage and
health regen at the cost of defence.

Health functions as a regenerating shield, Poor survivability
due to crippled defence [if you embrace the berserker playstyle].

Sakhmet
+ Health
+ Offensive ability
+ defensive ability
+ Armor
+ Armor absorb
-% cold resistance

Bonus to all physical damage weapons & shields. Powerful
Area of effect & damage absorb skills.

Solid physical damage path, Solid offence and defence
options.

[If you want to focus on a weapon combat this is the ideal class - has some skills to seriously increase archery damage as an example]

Mind
+ All attributes
+% cast speed
-% armor absorb
-% vitality resist

Requires four points invested in path for skills to unlock.
Excellent support mastery but offers little apparent direct
damage.

Khloros
+ Health
-% movement speed
+% physical resist
-% fire resist
+% poison resist
+% reduced poison duration
+% Health loss resistance

Offers increased damage to most boss types, lots of poison
damage and improved sword strikes. One skill offers high
damage absorb & reduced damage from undead. Also offers
difficult to hit but fragile summons.

Zombie blade master - reduced movement speed,
weakness to fire, borderline poison immunity & physical
damage resistance - superior vs most most bosses using
an onslaught like skill. Maybe the dream mastery of paths, at
least vs creatures with a heart beat.

[Tested further - sacrifices a bit of HP regen, MP regen & movement speed to attempt to slaughter everything nearby with poison & venom damage]

Poseidon
+ Intelligence
+ Health
-% energy
-% strength requirement for equipment
-% fire resistance
+% cold resistance
+% shock resistance
-% vitality resistance
+% stun resist

Has a potent anti projectile skill for those not using a shield,
A durable summon & multiple ocean storm themed spells.

Dokkaebi
+ Health
+ Energy
+% total speed
+% avoid melee
-% Intelligence requiement for staves
-% resistance to physical damage

Perfect for those wanting to run around harrassing the
enemy creatures with bebuffs and unpredictable damage.

Huge area of effect spell but weak chance based damage.

[Further testing suggests this really needs to be part of a team to be remotely efficient]

Tartarus
+ Health
+ Energy
+% fire resistance
-% Shock resistance
+% vitality resistance
+% reduced freeze duration
- damage from demons

Sacrifice something for greater power. Favors Fire & vitality
damage and offers multiple summons including some powerful
but risky ones.

Powerful but have to sacrifice something to get to most skills.

Venefici
+ intelligenc
+ energy
+ energy absorb from attacks
-% dexterity requirement armor
-% poison resistance
+% life leach resistance
+% energy leach resistance

Appears to be a caster favoring physical damage spells. Has
a skill that can make you near invincible for a moment and
reduce the damage done by elemental & piercing attacks.

Lichdom
+ intelligence
-% health
+ energy
-% movement speed
-% avoid projectiles
+ armor
+% cold resistance

Sacrifice maximum health for greater power. Uses poison &
vitality along with summons to attack. adds additional
damage to undead and the potentional to reduce your maximum
health to the point of being as fragile as glass without
adding an obvious cannon part of being a 'glass cannon'.

[Skeleton fighters are your best friend early on - cheap to summon, low cool down and gleefully destroys every nearby threat in seconds - may prove to be worthwhile to unlock the skill, master it then go back to ipproving mastery level and other skills later]

SIMPLE EXAMPLE BUILDS

"Demon Knight"

Sekhmet + Tartarus

Noteable Strength: Fire Resist, Vitality Resist

Fire damage is fairly common, Vitality damage is uncommon and the means to increase resistance to it is harder to find.

Noteable Weakness: Cold Resist, Shock Resist

Both are approximately as common as fire damage & Resistance increasing items are also common.

LMB Skill: Depends on prefrences & drops.

Maxe & shield is the ideal starting point but later on after investing in the path of Tartarus dexterity requirements for weapons can be lowered making swords and spears an option. The path of Sekhmet offers mastery in swords, axes, maces, spears & shields which is useful to this conqueror / templar like build. Pick a weapon mastery based on what you find or prefer to use which unlocks the second skill for your chosen weapon mastery which functions similar to onslaught for TQ:IT.

RMB Skill: Depends on prefrences

Sekhmet offers an area of effect skill maybe having damage improved by your equiped weapons while Tartarus offers a spell ice shard but dealing heavy burn & vitality damage but requires you to pick athe sacrifice that sharply reduces your strength, dexterity & health.

Normal Attributes:
+8 Strength
+4 Dexterity
+4 Health

Bonus Attributes:
Pure health

---

"Plague Lord" (Thought of a better name ? leave a comment)

Khloros + Poseidon

Noteable Strength: Physical Resist, Poison Resist, Cold Resist, Shock Resist

Two thirds of the elemental damage types, resistance to physical damage &
near immunity to poison.

Noteable Weakness: Fire Resist, Vitality Resist

Fire starts out as a crippling weakness but with more points invested in the path
of Poseidon the weakness is reduced but not completely eliminated. Vitality
damage is fairly uncommon, more commonly used by boss creatures.

LMB Skill: Cold Iron

Minor frost burn damage plus a serious increase in damage to most boss types.

RMB Skill: Scurge Strike (correct spelling ?)

Think along the lines of lethal strike but dealing poison damage.

Normal Attributes:
Stockpile attribute points to equip the best set of swords you can find.

Bonus Attributes:
Pure health

---

"Wizard"

Venefici + Optional

Noteable Strength: N/A

No notable resistance advantages.

Noteable Weakness: Poison resist

Low health + weakness to common damage over time ?
Best not stand still near anything that looks remotely green.

LMB Skill: Force Javalin.

Decent physical damage boosted by intelligence and 100% chance to pierce
whatever you throw it at. Stick it on your right mouse button until you have
developed the replacement right mouse button skill.

With 10 poinst invested this skill will one shot approx 75% of the creatures
in greece on normal difficulty - I reccomend rushing for Dark Sphere at
that point.

RMB Skill: Dark Sphere

Starting damage which may be matched by force javalin at high levels
& 100% chance to pierce.

Normal Attributes:
+6 Intelligence
+10 Dexterity

Stop boosting dexterity at 100 points then use all your attribute points on
intelligence to maximise your spell damage. That should give you around
1500 intelligence which should work out to be approx +100% spell damage.

The above is correct if the maximum character level has been increased to
100 and if it has not and is still capped at 75 your character with still have
high intellegence which means high spell damage.

You only need dexterity to equip caster armor which 100 base dexterity +
-20% dexterity requirements for armor works out to be 120 dexterity for
equiping armor. Additional dexterity can be gained from magical effects
on equipment and / or from the Mind path if you need it.

This build is a glass cannon able to take a few hits in early normal greece
but you will need to learn to keep on the move to avoid being shattered
fairly quickly.
Last edited by Skeleton Mage; 12 Oct, 2019 @ 5:24am