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Choosing your build inTitan Quest 2is certainly not an easy thing, as the huge wealth of choices can quickly overwhelm a casual player. 4 Masteries, dozens of actives and passives. Just where on earth do you start?
The great thing about Titan Quest 2 is that it hasbuilds for every type of player,from seasoned veterans to those whomight not even know what ARPG stands for.

This build is fantastic for those who might not want to micromanage their skills, instead taking in the world and enjoying the experience through fresh eyes.
If you don’t want to be constantly mashing your keyboard, chaining skills together, try out this Fiery-Whirlwind guide, and get ready to spin-to-win!

As you progress through the prologue of Titan Quest 2, you’ll be given the choice of 2 masteries. You can mix and match the actives and passives from both masteries to create unique combos and a huge variety of interesting, complex builds.
Here you’re going to want to pick Earth and Warfare. The first choice doesn’t really matter as you’ll get your second selection before Act 1 actually begins. These masteries join to become the Battlemage class,a bulky build that relies on strong physical attacks, buffed by powerful elemental magic.

Remember that while you’re able to respec your mastery points, you can’t change the masteries themselves, so choose wisely.
Attributes
Before we begin the build, it’s essential to review a few key points. There are 4 main attributes that you can choose to put points into, but hereyou only need to worry about 2 of them.
Focus on putting the majority of your points into Might. At some point, this build will become pure fire damage, so having high resolve is crucial to buff those numbers. You can also put some of your spare points into Vigor, as not only will this buff your resolve, but you’ll get some extra HP, which will help you survive those more drawn-out boss fights.

ensure youcomplete as many quests as possibleto get all of your attribute points.
Actives and Passives
This is alevel 20 build, focused on those who may have just completed Act 1. If you want to fully max out both divinities, you canpush your level to 22through the Ritual Shrine and then come back to this guide, but the build will stay pretty much the same.
One thing to note is that you’re only going to be using one active skill here, and every other active is actually just an aura or an ability that will auto-activate.You only need to worry about using your whirlwind properly.The build will do the rest.

Let’s take a look at our Warfare Mastery first:
(Numbers in brackets are points allocated)
Modifiers & Feats
Description
Sweeping Strike (17)
Whirlwind (1), Ramp Up (5), Rage Gain (4)
This is our bread and butter. Whirlwind transforms this skill into your classic endless spin attack. Rage Gain will increase your damage per stack every time you hit your enemy, while Ramp Up is going to increase your damage the longer this skill is active, which is constantly.
Invoker of War (4)
Cast Speed
This passive unlocks spell rage, which will allow your magic attacks to hit harder alongside your whirlwind active. The cast speed feat is important for your Earth Mastery.
Battle Rage (4)
Rage Amount
Rage Amount - This passive is going to dramatically increase the amount of damage you deal by bolstering the effect of your rage stacks. The Feat will allow you to generate more rage and further increase that damage.
In terms of the Warfare tree, that’s pretty much all you need to worry about. That isn’t to say there aren’t any other good abilities. In fact, you can mess around with your point totals to try different spins on this build. For example, if you’re struggling with survivability, you may want to spec intoBattlefield Awarenessdown the line to improve your defences.
Now this is where all ourbuffs and other damage ampswill come from:
Earth Enchantment (15)
Fire Imbuement (2), Earth Enhancement (5)
This is a sustained skill, which means you need to turn it on for it to be active. The aura will give you bonus fire damage, while the modifiers will turn your weapon damage into more fire damage, as well as amplifying their effects.
Flame Volley (5)
Orbit (1), Amplified Damage (3)
Grabbing the Orbit modifier will make this another passive ability, which will fire automatically at enemies. The more energy you spend, the better this skill becomes, due to the Amplify stacks. Increased cast speed also means more projectiles.
Ring of Flame (5)
Permanency (1), Blazing Heat (3)
This is another aura that creates a ring of fire around you. Permanancy will make it always active, while Blazing Heat will cause you to deal more damage the closer the enemy is to the centre. So you want to be as close to your enemies as possible, orbiting them to dodge attacks.
Arcane Abundance (8)
Cost, Energy
This will give you a lot more energy, but also make your skills more expensive to use. This is actually good as it benefits skills like Flame Volley, which generate Amplify stacks. The more energy, the better, as you won’t have to worry about sipping potions while spinning around.
Earth Atunement (12)
Area, Weapon
This simply gives you more fire damage, with a bit of increased area damage and more attack speed.
Earth Wielder (4)
Attack Damage
Another super simple passive. This will buff your attack damage and spell damage in tandem.
Combustion (4)
This will increase the amount of fire damage you output, while causing mobs around you to explode. Great for leveling, but not super good for bosses.
With the final choice, feel free to switch this passive out for something else if you’re having a tough time with single targets. Grand Magic and Magma Shell are both great options if you don’t feel like Combustion is doing much. I use Magma Shell when bossing, making me a bit tankier.
You may find yourself running into energy issues occasionally, asthis build is a bit energy-hungry.Once more, feel free to mess around with your mastery points. Consider Grand Magic or perhaps spec into Conservation in Earth Enchantment to make that energy go a little bit further.
Important Gear
There are a couple of different types of gear that you’re going to want to keep an eye out for. First of all, make sure you’re usingHeavy Armour, Ornate Armour, and Heavy Weapons,as these are all buffed by the Might Attribute.
Weapons can either be 2H heavy weapons or heavy 1H weapons like clubs, for example. You really want to look out foryellow tier or higher gear,specifically with increased Fire Damage, or increased Attack Speed. Both of these are going to dramatically improve the ramp-up damage on your fire Whirlwind.
If you have the cash, consider heading over to the Scavenger and gambling for a 2H Axe.There’s a chance that you will get the Harpe Epic Weapon. This gives you increased Fire Damage, Attack Speed, and a unique effect that increases your movement speed too!
Any gear that increases Might to great to pick up too! Always check the Sweeping Strike tooltip to check whether or not a piece of gear increases your damage output.
While it might not seem like your whirlwind is doing much damage on the tooltip, that’s because most of the extra damage comes from Ramp-Up, so you’ll need to be channelling the skill for a while to see its true damage potential.
How the Build Plays
Once you’ve finished allocating all your points and equipping your gear, you’re good to go. Now this isn’t exactly a complicated build,but it’s a blast to play.
Basically, you’re going to want to focus on keeping your Whirlwind Slash active for as long as possible. Remember, the longer it’s active, the more damage you get from ramp-up, and the better your Ring of Flame gets with the Amplify Stacks.
If you bind your attack skill to the right mouse button, for example,you just need to focus on dodging your enemy’s attackswhile your auto-abilities do the rest of the work for you.
You can, in fact, dodge while spinning, so it might even be worthwhile to invest a point or two in the dodge ability in your core tree. The Dash Attack modifier will increase your damage for a short while after dodging, so you can keep doing damage without losing any momentum.
Remember that when you die, all of your auras will be turned off. So make a habit of turning them back on every time you end up in Pyrgos, or you won’t do much damage.
Focus on keeping your health up and your energy topped off with potions while utilising your barrier when you see a special attack coming.The rest truly is spin-to-win!