Navigation Menu
  WoW Classic Everquest PS4 PS2 PS1 Gamecube SNES GBA PSP NDS N64 Sega Saturn Computer Games Patreon

Juggernaut Build Guide - Titan Quest

Juggernaut Defense Mastery

Juggernaut Earth Mastery

Skill Trees: Earth and Defense
Primary Skills: Volativity (Passive), Eruption, Rally, Fire Nova, Colossus Form, Earth Enchantment (Buff), Heat Shield (Buff), Battle Awareness (Buff), Batter (Melee), Shield Charge (Melee), Volcanic Orb (Throwing Weapon)
Important Stats: Pierce and Physical Resist, Poison and Vitality Resist, % Physical Damage Increase, Elemental Resistances (Fire less important)
Attributes: Strength and Dexterity to wear gear. I'd recommend enough Dexterity for Stonebinder's Cuffs, the rest goes into Strength. Also if you'd like a tad bit more survivability dump some points into Health.

Juggernaut is an extremely powerful build with amazing survivability and moderate to high damage, depending on how your build your character. You can use a 1h melee weapon or 1h Throwing Weapon depending on your preference, the abilities you choose will be slightly different depending on your choice. We'll get more into that later.

For this build you'll want to dump all of your Attribute points into Strength and Dexterity, Intelligence can be almost completely ignored. You'll want high resistances, Pierce, Poison and Vitality are the most important because we have Rally which will boost our Elemental Resistances after we use it as well as Heat Shield/Stone Skin.

If you're someone who can keep Heat Shield up all the time then you can leave your Fire Resist around 30 - 50%. Stone Skin (Earth Enchantment Passive) will give you some Fire Resist and Heat Shield will protect you from fire damage you do take. If you can get some gear with Physical Resist on it as well it'll help out a ton.

As for boosting our damage with this build, you'll want to focus on gear that gives you a flat % Physical Damage increase and a fast attack speed weapon. Volativity (Earth Skill) will give you a very large increase to Physical Damage and many of your Earth abilities will deal both Physical and Fire damage. Aside from stacking % Physical Damage increase gear, items that give you + % Strength increases will help out your damage output a lot too.

Tip: Offensive Ability is important only for Melee weapons. The way Offensive Ability (OA) works is if your OA is lower than the enemies Defensive Ability (DA) your attack will have a greater chance of missing and won't crit. If your OA is higher than the enemies DA then you'll have a better chance of dealing critical damage and hitting your opponent.

Let's take a look at each of the skills that you'll be using on your Juggernaut as well as some optional skills that you can use with this build if you choose to.

(Earth) Eruption: Each fight I typically open up with an Eruption where I am standing. The enemies will group up around me to beat on me and ontop of my Eruption.

(Earth - Passive) Volativity: One of the most important passives you can get, it'll boost both your physical and fire damage by flat %s.

(Earth - Ranged Only) Volcanic Orb: I'd really only recommend getting this ability if you plan to use Throwing Weapons. With melee, you already have too many abilities to hit and our Energy is too precious to us to fit in another ability. This ability works great if you use a Throwing Weapon though as it's an AoE that stuns and deals good damage.

(Earth) Earth Enchantment: I'd recommend maxing out this whole tree, the passives are arguably more important than the Earth Enchantment ability itself. Note: The Stone Skin allegedly applies the flat armor buff to each piece of armor you have that has an armor stat (Helm, Chest, Bracers, Legs). Also, maxing out Stone Skin will allow you to get less overall Fire Resistance on your gear.

(Earth) Heat Shield: One point wonder ability. More or less the only reason you're putting a point into this at all is the 15% Physical Resistance you get while Heat Shield is on you.

(Earth) Fire Nova: I would highly recommend this ability if you're a melee Juggernaut as it'll both deal good damage and decrease the incoming damage you take from Archers/Ranged opponents.

(Earth - Optional) Stone Form: One point wonder ability if you decide to get it. I've seen many Juggernaut builds that put a point into this but I didn't find a use for it myself. Too many buttons to hit and I found almost no situations where I wanted to/need to go into Stone Form.

(Earth - Optional) Summon Core Dweller: I'd actually recommend this for Normal and Epic difficulties if you don't mind the massive Skill Point investment. IMHO the Core Dweller is the worst pet in the game and he's good in Acts 1 - 3 but in Acts 4 and 5 he totally sucks. Throughout almost all of Legendary difficulty this pet will die constantly and that's typically when I unspec this skill.

(Defense) Rally: For almost every build that goes into Defense Mastery you'll want to get Rally. It's essentially like having another Potion on a separate cooldown that also buffs you. Rally also will allow you to keep your Elemental Resistances at 40 - 50% instead of being forced to max them. Since when you use Rally you get a 50% (or more) buff to your Elemental Resists there's no reason to max out your resists.

(Defense) Colossus Form: You become huge and run insanely fast and destroy everything. This is arguably the best boss killing ability in the game, it'll allow you to stand toe to toe with almost any boss and eat all their incoming damage. It has a very long cooldown but is definitely worth spending a few points into.

(Defense) Battle Awareness: Much like Earth Enchantment, you'll want to keep this buff up the entire time you're playing. Iron Will (the final passive) will grant you max secondary resistances for almost every resist in the game.

(Defense) Adrenaline: I see many builds skip this ability but I really like it. Occasionally during battle you'll receive an Adrenaline Rush proc that'll boost your damage, speed and health regen.

(Defense - Melee Only) Batter: Your left mouse ability if you're playing a melee Juggernaut. If you're using Throwing Weapons you skip this ability entirely.

(Defense - Melee Only) Shield Charge: Your right mouse ability if you're playing a melee Juggernaut. It allows you to charge into a pack of enemies and deal damage + stun them. Good opener for all battles. Technically it can still be useful for Ranged but significantly less so imo.

(Defense - Optional) Quick Recovery: Allows you to block more attacks and absorb more damage. Good ability to use when you have a lot of enemies on you. While this ability won't save your life it's extremely good in preventing overwhelming damage.

(Defense - Optional) Unyielding Phalanx: I love to drop this ability onto bosses or into large packs of melee enemies. The Phalanx does a ton of damage and it has a relatively short cooldown. Only downside for this ability is it only lasts a couple of seconds, dump more points into it to make it last longer.

When playing a Juggernaut, most fights to me start with me Shield Charging a pack of enemies and dropping an Eruption on the ground right ontop of me. Then I spam Batter on them until they're all dead. Rally or Potions can be weaved in when neccessary. You'll be using a ton of Energy and Healing pots with this build.

Juggernauts have a few preventative abilities too such as Quick Recovery and Unyielding Phalanx. Use Quick Recovery when you pull 6+ enemies and use Unyielding Phalanx when you have many melee enemies on you and you'd like to deal extra damage or get away from them. The amount of damage your ghost soldiers put out with Unyielding Phalanx is very high and is nothing to scoff at. I constantly use this ability on big packs of enemies.

 

Throwing Weapon Playstyle Difference: Volcanic Orb will replace Batter and you'll be dealing most of your damage with Eruption and Volcanic Orb while using auto attack with Throwing Weapons. Aside from this minor difference the playstyle is relatively the same. Shield Charge may be a skill you want to leave out too as a ranged attacker.

Boss Strategy: Colossus Form. When Colossus Form is down, if you can't stand toe to toe with a boss I recommend running around the room and constantly dropping Eruptions ontop of the boss and chucking Volcanic Orbs at him if you have that ability. It'll be slow going but you'll win the fight and not die.

 

Other Tips:

- If you need Vitality Resistance I recommend you carry an Apples of Idun Artifact on you to swap out to for bosses. To easily make Artifacts in Titan Quest use the TQVault Third Party Program, it's an amazing program and essential if you plan to play multiple builds in this game.

 

 

 

 

 

 

                               

©Copyright 2008-2022 Almar's Guides. All rights reserved.

Privacy Policy - Patreon