Titan quest берсерк гайд
26 ноя. 2017 в 18:40 The BERSERKER (Warfare+Rune) Topic !
Here is the Berserker topic. I created it to gather all ideas of build and make that class the most optimal possible. That class will surely be squishy, and the main purpose is going to make it viable for Legendary.
I made a "test" build with the lvl 40 instant character and here are the repartition :
This is just a Test, but here are some of my thoughts about that build that will need way more improvements :
- It seems "Onslaught" will be better than "Rune Attack" for left click with the Berserker. It allows to stay fully on STR/DEX build, letting INT out. I go for dual-wield, taking advantage of the "Reckless Offense" that seems really strong. (And you really imagine a Berserker with a shield ?)
- I took "Thunder Strike" to replace the charge I used to play with my Conqueror. It grants even more mobility and instant contact with mages/archers
- The "Dodge" ability seems essential since Berserker don't have many options to reduce damages taken.
- "Sacred Rage" and "Runeword : Absorb" also seem to be good options to be quite more resistant
I'm clearly not a good "builder", don't hesitate to share your ideas for the Berserker here ! And may Odin be with you.
Отредактировано Vice-Roi; 26 ноя. 2017 в 18:44 26 ноя. 2017 в 18:54 I think you can either go Onslaught and ignore int as you already mentioned, or go Rune Attack and invest as much int as possible. I cannot tell which one is better, but the previous one obviously is easier to gear. You just go with normal warrior items and all fine. The latter one would require some calculation on stats and potentially some specific legendaries to fully realize its potential. 27 ноя. 2017 в 4:36 Exactly. But I think the attack speed given by "Onslaught" synergies better with "Reckless Offense". In my run, I'll go full STR/DEX. 27 ноя. 2017 в 5:20One thing to note is that if you will go runeword instead of onslaught your elemental dmg cant crit. Atm with my lvl 68 rune / defence i deal 3k crits while my 90% of dmg is elemental ( phys dmg covnersion to elemental ) i have no idea how much dmg the ele deals but without any resist reductions to enemies its insane how much dmg it deals.
27 ноя. 2017 в 5:43 Rune Weapon is more for a Rune+mage mastery battlemage build IMO.I'm currently playing Rune+Earth for eample, and while I'm pretty squishy, the sheer amount of elemental damage output is crazy. Отредактировано Magni; 27 ноя. 2017 в 6:56 27 ноя. 2017 в 5:47 I do think onslaught is best. But that makes rune mastery very very shallow :(I hope devs would tweak it somehow. 27 ноя. 2017 в 6:52 What's the point of using warfare+rune? Rune mastery is all about Rune Weapon skill (turning your physical damage to elemental) if you aren't gonna use it on your LMB there is no point of choosing this mastery in my opinion. If you're looking for a glass cannon; warfare+rogue would do a lot better than mixing with rune. 27 ноя. 2017 в 6:58
The point is.. rune mastery is new.. so I want to use it :D but my fav mastery is probably warfare.
Might replay full game, tried at lvl 40 start. its just doesnt seem well.
Not sure maybe ice shards with rune mastery would work well? Im not good at creating builds.
27 ноя. 2017 в 7:04 The main interest of picking Warfare with rune is "Reckless Offense". This skill is particularely strong in a dual-wield build. 27 ноя. 2017 в 7:16I think anything with rune except defense is terrible when it comes to survivability. Rune's passive shield skill and the other one which's active for 600 seconds works perfectly with defense and also defense hasn't got a LMB attack skill so using rune weapon to increase damage is really good, already you have high strength and physical damage coming from defense and turning that to elemental damage is really good.
In legendary difficulty, you get purple legendary items and your attack speed goes extremely fast so you don't even use attack skills like shield charge or thunder strike they do nothing but slowing you down. If you're planning to spend time on legendary and building an immortal character don't choose your mastery for attack skills, choose them for passives which increase your survivability and dps.
27 ноя. 2017 в 7:34 Rune Weapon is more for a Rune+mage mastery battlemage build IMO.I'm currently playing Rune+Earth for eample, and while I'm pretty squishy, the sheer amount of elemental damage output is crazy.Hi, wie ist deine Skillung? Dein Beitrag hört sich gut an! 27 ноя. 2017 в 12:27 Rune Weapon is more for a Rune+mage mastery battlemage build IMO.I'm currently playing Rune+Earth for eample, and while I'm pretty squishy, the sheer amount of elemental damage output is crazy.
Hi, wie ist deine Skillung? Dein Beitrag hört sich gut an!
Rune:
- Truly important:
-> Rune Weapon and it's upgrades as high as possible; priority is Transmutation > Energy Drain > Rune Weapon > Energy Charge, but IMO you'll want to eventually max out everything; this is really powerful between the spell buffs, huge elemental damage, reducing enemy offensive skills and providing a bit of energy and health drain
-> Sacred Rage + Frightening Power (max); huge life-saver skill due to the rather massive bonuses and CC it provides when you need them most
-> Reckless Offence to open up dual-wielding (one point, max if you have points to spare)
-> Runeword:Explode + Runeword:Burn (max Explode, one point into Burn unlessyou have points to spare); AoE and burn damage every few attacks on a fast dual-wield build? Hell yeah!
-> Thunder Strike + Unleash (max out or 1 point each however you want): Guaranteed AoE, minor CC, great for closing in with archers and spellcasters, also gives you a bit of electrical damage, which can be useful sometimes
- Optional
-> Energy Armor (as high as you can afford with your energy budget); it's kinda meh and an energy hog, but you're starved for survivabiltiy options
-> Rune of Life (1 point); one point here is a big quality of life improvement for the extra movement speed alone
-> Seal of Fate (1 point only) + Aftershock (as high as possible); iffy to time right, but great for debuffing dangerous enemies
Notes: Runeword:Absorb would be great if it worked while dual wielding. As it is, it doesn't give you anything with this build unfortunately. The Menhirs and Runic Mines are pretty useless, too, and you should have enough strength (going 2int/1str on most level-ups) to make Runeword:Feather and buffed-up Rune of Life redundant.
- Truly Important:
-> Earth Enchantment+Brimstone (max); another big damage boost and source of fire/burn damage
-> Volativity (max); huge passive boost to physical, fire and burn damage
-> Heat Shield (one point or max); one point for the significant amount of physical damage resistance, max out if you want to go cheap on fire resistance for your gear
-> Stone Form (one point); your last ditch life insurance
-> Ring of Flame + Soften Metal (one point into RoF, max Soften Metal); reducing enemy offensive ability is the main thing you're after here
- Optional:
-> Eruption (however many points you can afford); big AoE nuke spell, very useful against groups of ranged enemies and if Sacred Rage is triggered, you can damn near spam this
Notes: Found Stone Skin rather meh and not worth the points. Molten Rock isn't really worth it and doesn't mesh with Stone Form's role as an emergency-onlybutton. The Core Dweller isn't really going to work with requiring way too many points spent. Volcanic Orb or Flame Surge IMO require too manypoints invested to be a good alternative to Eruption.
Пишем ваши предложения по корректировке гайдов
Тень+ Охота(Rogue + Hunting)
Заточенный на игру под посох.
Special for misspank
Два направления Оракула.
Diviner (Spirit + Dream)
Охота+Грезы
Читаем, оцениваем, критикуем
Игра с нуля на Чак Норрис 420 моде
Мой главный опыт
ничего лишнего
Убер посошник.
любителям нестандартных билдов посвящается
без банок. без суммонов. без проблем.
Развитие героя, умения и основные моменты по боссам
странно, что до сих пор его не написали
Копейщик - гроза боссов
Рекомендации по игре и раскачке персонажа для прохождения
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Начальные характеристики:
Преимущества:
1. Один из лучших саппортов и танков игры, стоит наравне с Прорицателем, Властителем Душ и Завоевателем, где-то им уступая, а где-то превосходя их.
2. Один из лучших антифизеров в игре (чума+триумф+уклонение от атаки+знамя+роща).
3. Великолепно держит сплэш-атаки за счёт 14-16к ХП и 61,5% поглощения урона при +4 очка ко всему.
1. Географически привязан к сокровенной роще.
3. Требует 75 лвл для полного раскрытия боевого потенциала.
Советы по прохождению оригинала:
Я проходил игру следующим образом:
В самом начале игры берётся яростный натиск , одно очко кидаем в боевую ярость и прокачиваем флаг . В природе первым делом качаем удаль и до эпоса забываем о природе, прокачивая владение двумя оружиями . После этого полностью качаем чуму . Кто-то говорит, что на норме надо играть со щитом, но это им надо, а нам с Вами на фиг не надо.
С боссами при таком порядке прокачки у Вас не должно возникать проблем.
Должен предупредить, что боссы, особенно минотавр перед первым телхином, могут быть вооружены травмирующим оружием, поэтому собираем сопротивление замедлению.
По вещам всё просто - надеваем то, что вываливается, улучшая это аяксом, гераклом, ахиллесом, бурдюками, кровью демона, страдающей душой, анхом исиды, зубом раптора, когтем пенга.
Сборка для тяжёлых модов:
Ветеранский Хитин Солдата Богов.
Сакральная Мудрость Сфено Твёрдости.
Здоровые Наручи Превращающей в Камень Расторопности.
Здоровый Гог Пегаса.
Здоровая Гемма Бессмертия X2.
Ветеранский+дикий фолги изменника.
Второй слот: лекайонский молот x2.
В голове и руках гераклы на урон, в туловище и ногах аяксы с бонусом по ситуации.
На некоторых модах против драколичей и героев-формицидов используем горняцкую броню и поножи воли для сопротивления заморозке. На энтерпрайсе для отката умений вероломом используем реликвию обезьяны.
Советы по игре на сложных модах и руководство по микроконтролю:
Главный недостаток поборника - это то, что он привязан к местоположению флага и рощи, в отличие от завоевателя, который таскает колосс на себе. Наша задача - облегчить каст флага и рощи с помощью постоянного применения обновления в школе природы, так как оно откатывает умения.
Зарастанию надо 83-85% перезаряда, чтобы с лекайонским молотом на втором слоте оно было вечным.
Раскладка следующая:
Работает это так: сначала переключаемся на второй слот, врубаем флаг и рощу, кастуем обновление, лечимся и обратно в боевую раскладку.
Мой поборник:
Для бомжей честных:
Демонстрационное видео:
Спасибо за внимание!
Тигрочеловек2. Выделить более актуальное и на что в первую очередь стоит обратить внимание по мнению автора цветами и шрифтами.
В общем, сделать чуть более приятным для чтения. Верховный Вождь
Потому что ланцет ради увеличения кол-ва целей, и он вполне работает с двумя дубинами. Вопреки описанию. Цитата Professor25 ( ) а характеристики как раскидывать? Верховный Вождь
"Сложные моды" не базируются на TQ:AE, я так понимаю? В последнем-то кап перезаряда -80%, и быстрее не будет ни с каким молотом.
Посты юзера Tigrenok читать на свой страх и риск: это тролль, который тешит своё ЧСВ, несет пургу и никогда не признает своих ошибок.
Minsc (and Boo)
Mastery: Berserker (Rune / Warfare)
Build: Physical dual wielding maniac
The 'Greece Lightning' steam achievement requires one to take a character and defeat the final boss in legendary difficulty with less than 20 hours of gametime (Sutr if you have the Ragnarok expansion, Hades if you do not)
I decided to complete this achievement with the Berserker class. The Berserker combines the melee speciality Warfare mastery with more caster oriented Rune Mastery. The caster oriented skills in the Rune Mastery are ignored in favour of damage buffs for melee attacks.
Now a berserker wouldn't be attacking with a bow or using a shield. A true berserker needs to be swinging two weapons in a blood frenzy! Weapons have life leech / attack damage converted to health for sustain. The build is also inspired by Minsc, one of my favourite companions from the Baldur's Gate series. Good through not the best available companion but damn is he fun to have in the party. He was always the dual wielding warrior in my neutral / good parties.
- Good, spammable LMB in Onslaught
- Charge in Lightning Strike provides your RMB
- Good DPS via dual wielding
- Battle Standard provides big buffs and debuffs
- Decent amount of health
- Aoes options are melee ranged only (Lightning Strike will charge you to them through)
- Lack of shield means you're prone to taking bigger damage spikes and are a bit of a glass cannon
- Shields are also a good way to boost resistances; weapons are primary used to boost damage, getting enough resists in legendary can be a hassle
- Undead are annoying to fight due to leech resistances
- Multiple ranged enemies can be annoying
Weapon Training
Swords, not words!
Boosts your offensive ability and attack speed. Nice passive to have, max it out
Onslaught
Go for the eyes Boo, GO FOR THE EYES!! RrraaaAAGHGHH.
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. You just need a single point here to unlock the later, 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
Fool me once, shame on you; fool me twice, watch it! I'm huge!
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
Evil, meet my sword! SWORD, MEET EVIL!!
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. If you're starting off with a new character I think you should avoid Dual Wield and concentrate on Onslaught and mastery levels until you are able to drop a good number of points into dual wield and its synergies. Without the point investment you won't get enough benefit out of the skill for giving up your shield.
Dodge Attacks
Every hamster has his day!
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
Live by the sword, live a good looong time.
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, 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.
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
The bigger they are, the harder I hit!
One of the best skills in Warfare, Battle Standard will give you huge buffs if you're 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. As you're lacking a shield the damage absorption will go a long way in helping deal with damage spikes.
The Triumph synergy skill should be maxxed out as well and will debuff nearby enemies' physical damage, physical resistance and stun resistance. This will mean you'll take even less damage from them, your attacks will do even more damage to them and your stuns (from dual wield synergy and war horn) will be resisted less.
Battle Standard has a cooldown of 60s and only lasts 36s when it's maxxed. If you can get some recharge reduction then this will allow you to get it out more often. Also, as it's stationary, you may need to lure enemies towards it to get full advantage. There's a noticeable difference between it being out or not.
War Wind
Fear not! I will inspire you all by charging blindly on!
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. It's a bit redundant when Lightning Strike is much better. I dropped a single point into the base skill through simply to use as an extra charge in the direction of where I wanted to go.
Ancestral Horn
There is strength in numbers, and I am two or three, at least.
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. I only used one point in the build.
Rune MasteryRune Weapon
Magic is impressive, but now Minsc leads! Swords for everyone!
Redundant with Onslaught. You only need one LMB and Rune Weapon is better suited for elemental hybrid builds.
Runeword Feather
Full plate and packin' steel!
Reduces your str req for weapons and gives you some offensive ability. As the build is strength / dex based you don't need the str % reduction and the offensive ability isn't worth it alone considering the other skills that need big investment. It can be useful early game through by allowing you to equip OP legendary greens and speeding through the earlier parts of the game. You can just respec later.
Rune of Life
Make way evil! I'm armed to the teeth and packing a hamster!
Good one point ability with extra movement speed, strength %, vitality / bleeding resist. Considering that you're lacking a shield for extra resistances the extra resistances from the buff can help. Not required, but drop at least one point into it for the buff to strength and movement speed.
Sacred Rage
My anger is under complete control! COMPLETE! I'll control it as I rip limb from limb, I WILL control it as I pound head after head!
Sacred Rage gives you nice buffs to speed, recharge, damage absorption and energy recharge when you're under 40% health. The Frightening Power synergy will emit a short range debuff when you enter sacred rage that causes fear and reduces damage done.
Thematically, a rage based skill fits in perfectly for a berserker. Practically, you need to be under 40% health to get the buffs and as a dual wielder you take large damage spikes. You won't be staying in the buff zone very long; you'll either be healing or be dead. Frightening Power would probably be more useful overall, and you can think of putting points into here once you have the must have skills you require.
Thunder Strike
Ahh, I prefer the bright of day. Evil must be able to see the justice I dispense!
Gives you a charge ability with good AOE. Your RMB attack. Pick up its synergy skill Unleash for it's CC.
Runeword: Explode
Feel the burning stare of my HAMSTER and change your ways!
Gives you a chance to do some fire / physical damage and a small stun when you use Onslaught (or default attack or other LMB). Should synergize well with your dual wielding skills.
Seal of Fate
Feel the backhand of Justice!
It takes a while for it to activate but the Aftershook synergy applies some nice debuffs. I would have dropped a point into it and maxxed Aftershock for the debuffs if I was more at the normal level (ie: wasn't rushing everything)
Reckless Offense
When the going gets tough, someone hold my rodent!
An extra dual wielding skill to go along with the Warfare skills. Max it out to increase the chance of getting the big dmg buff.
Menhir Wall
Cities always teem with evil and decay. Let's give it a good shake and see what falls out!
A CC ability. It causes enemies to attack it instead. It's extremely strong in a ranged build (with good recharge you can keep casting it and spam attacks from behind it) through a berserker shouldn't be hiding behind a wall! If you want to try it out I suppose it should allow you to distract enemies while you hopefully fight them one at a time but it's more a ranged oriented skill.
Energy Armour
Must have aid soon. Boo is. too young to have to avenge me!
Pretty much useless for this build. Energy costs spike substantially as you level it up. Given the damage spikes you'll be taking the armour will basically drop immediately and you'll need to burn your mana every time you cast it.
Health: You get a decent amount of health from your mastery points. You can take big damage spikes through so extra health can help provide a padding.
Mana: Honestly, you can just buy mana potions. There's no real reason to put points into mana.
Strength: Primary stat so you can equip good warrior armour and hit people hard with your two weapons. 600+
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.
420-450 should be fine.
As you'll be in the thick of things you'll need to keep your resists up. This can be a bit of a pain in legendary especially as you don't have a shield (they tend to be have good resists). 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 want40% to all resists, legendary
50% at a min if possible.
+4 all skills will allow you to max out ultimate levels on all your vital skills but is less important than getting your resists. If you need more damage just equip a better weapon. Try to max out resists against certain bosses and zones. For example, if you're fighting Cerberus in Act4 you'll want 80% poison as that's basically all his damage except for some physical. Having a few rings in your stash can allow you to change your resists as needed on the fly.
Recharge can let you use Battle Standard more often. The damage absorption it provides is excellent.
A good green weapon with attack damage converted to health can help with sustain. Live through the damage spikes by healing yourself at the same time. Socket with Anubis' Wrath for additional healing.
The Greece Lightning AchievementOkay, now to the actual achievement. In order to clear the whole game under 20 hours solo you need an effective character with good gear and you need to skip a lot of content.
- This is not an achievement you're going to do self found. Twink your char with gear from the stash
- Skip as much content as possible. Your goal is to get to next story boss quickly and you don't want to get bogged down fighting trash.
- Avoid doing any time consuming quests. Only do quests that offer permanent rewards or can be done reasonably quickly
- Save as much time as possible; exit game and re-enter to respawn at fountain or despawn chasing mobs, etc.
- Carry around a number of accessories with different resists on you. You can easily swap rings and amulets around depending on which boss you are fighting next.
- As you'll be skipping lots of content you'll be a little under-leveled
Normal mode is very easy, enemies don't put out too much damage and will die pretty quickly. Get some good legendary green weapons and at lvl 41 socket legendary Anubis' Wrath into them.
Boost your movement speed. You'll want to skip as much as possible in normal and epic and a high movement speed can let you charge past everything fairly easily. I used the monster infrequent 'The Rat's Track' and put a legendary Hermes' Sandal to further boost its movement speed. Once you get to legendary, switch to an item with good resistances instead.
When you're running around you can try swapping to a 1h+shield then switch back to your dual wield setup when you're ready to fight.
Legendary Typhon was a bit of a pain, I ended needing to do a bunch of min maxing to get my fire / vitality / physical resistances up. A few other fights in late legendary were pretty challenging as well. But overall, went fairly smoothly.
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