As we are still getting a lot of requests about sample TitanCalc builds, I thought I’d post a basic compendium containing each class. As builds are subjective and dependent on factors like personal preference, experimentation and perhaps even oddball unique items or other gear finds, this is not intended to be a definitive “this is the best way to make class X” guide. Instead, it serves only as a pointer to new players as to what builds are generally recommended and favoured by mainstream players. Think of it as a translation of Poinas’ Guide to Skills in TitanCalc form.
The builds featured here are not necessarily the most effective or “best”. They are not eye-poppingly innovative. However, they will give you an idea of what mastery synergies to exploit and how to construct a basic build that will get the class through the game. So sorry if your Poison Gas Bomb Assassin isn’t featured, but we have to limit the builds to just the mainstream basics.
As a side note, I am not pulling any of these builds out of other people’s experience or posts. I have played all of them at least well into Epic, and almost all of them to level 60+ in Legendary. So these are my views based on experience, not copy & paste jobs on other people’s toons.
Where there is more than one popular approach to a particular class, I have given alternative builds tailored to each approach.
I’ve also ranked the builds in approximate order of popularity, with the most played builds up the top of the list and the least popular builds down the bottom. Right, let’s get down to it:
Templar. You can drop Shield Charge as you have Phantom Strike which does the same thing. But I like to have both, in case the first one misses.
Basic Elementalist. To this build, add either Shards and Heart of Frost (all maxed) or Lightning Bolt/Chain Lightning or Thunderball tree (all maxed). You can also choose Volcanic Orb tree (VO and Fragmentation maxed, nothing or one point in Conflagration) instead of Eruption. Or you could go Fire-biased with VO and Eruption both maxed, at the expense of LB/CL, Shards or Thunderball trees.
Melee Diviner. Add maxed Psionic Immolation if you go Int-based melee Diviner rather than Str-based.
Ice Shards Oracle. You can max Ternion here but I only use it for energy leech and debuffing, thus there is no need to have the extra damage from increased Ternion. Shards is the damage attack skill.
Club wielding Guardian. Subtract Concussive Blow if using a spear. If you have more than +4 to skills, you could also add the Regrowth tree for healing, or increase investment in Rally base skill. Subtract Batter as well if you don’t like it or don’t have enough points.
Ranger. Again, more than +4 to skills will allow you to invest in the Regrowth tree.
Warden. Add Batter if you like it.
Soothsayer. This is for a Soothie who stays well out of the action and uses his staff and Ternion only to do AoE debuffing/slowing of monsters to make it easier for the pets. If you prefer to do more damage, you could boost Ternion. If you prefer to be right in the frontlines, max Necrosis and perhaps add more points into the Wolves’ Maul skill. Extra points from more than +4 to skills could go into the pets’ synergy skills to help them survive and do more damage.
Dual wield Champion. As you can see, this is a very tough build to attain without at least +5 to all skills.
Hybrid Bone Charmer. Drop Take Down if you only want to use a bow.
Petmaster Ritualist. Briar Ward and Trance of Empathy are in there for bosses like Yaoguai. Killing them with reflect damage (Briar Ward reflects several times) is easier.
Melee Ritualist. The one point ToW on most Dream builds is just to turn off monster Onslaught or Deathchill aura.
Bow Slayer. Alternate between Marksmanship (LMB) and Onslaught (RMB) attacks, using Onslaught primarily when you want to cripple melee monsters that can rush you.
Spellbinder. Add Batter if you like it, drop Concussive Blow if you’re not wielding a club.
Physical dual wielding Thane. Substitute Thunderball with War Horn if you prefer.
Elemental dual wielding Thane. More points in Storm Surge will be handy if you can afford them. Onslaught and War Wind can be kept at low levels, as increasing your physical damage isn’t a priority.
Elemental Paladin. You want a sword for this, not a club. Hence no Concussive Blow.
Elemental bow Sage. I feel that I can afford to drop Find Cover to just one point, as Squall takes care of most ranged enemies. Marksmanship is also reduced to accommodate the elemental skills.
Trapper/petmaster Illusionist. I use a bow with this build, to debuff/slow/confuse monsters. You’re just helping the pets and Traps, not aiming to do mega damage. Knives are also useful to spread debuffing effects.
Trapper/Knifer/melee Warlock. Toss down Traps, hurl Knives to confuse and slow enemies, finish off what’s left with a spear and Lethal Strike. Insane fun.
Trapper/caster Warlock. Ternion and Envenom Weapon ftw.
Juggernaut. As with all Earth physical damage builds, only max out Earth Enchantment if you use VO or Eruption quite a bit and feel that you want the extra Fire damage. You can leave EE at 1 if you’re not using spells a lot.
Yeah, I know, I know – “wah, why don’t you max skill X?” Because I don’t. If you do, please post your TitanCalc so that we can broaden the range of choices available to readers.
Also, if you have any builds that aren’t listed, like a funky melee Magician or spear Ranger or whatever, please add the TitanCalc to the list.
Check the Complete Guide and Mod List:
Titan Quest Guides, Patches, Mods and Utilities List
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