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Defense Tier 1
Titan Quest 2

Defense Tier 1

Learn about Titan Quest 2 Defense Tier 1 skills like Concussive Blow, Battle Awareness, Batter, and Armor Handling. Maximize your defense.

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Learn about Titan Quest 2 Defense Tier 1 skills like Concussive Blow, Battle Awareness, Batter, and Armor Handling. Maximize your defense.

Concussive Blow (6 levels): A passive skill that gives club-type weapons a chance to stun enemies and improves all stun attacks. The chance of stun is low, but the damage enhancements for clubs are a significant plus. Stun is very powerful as it stops enemies, making it great for dealing with groups (mobs), but requires other stun enhancements to be truly effective.

  • Level 1: 15% damage, 5% chance, 1-second duration
  • Level 2: 20% damage, 5% chance, 1.5-second duration
  • Level 3: 25% damage, 5% chance, 2-second duration
  • Level 4: 30% damage, 5% chance, 2.5-second duration
  • Level 5: 35% damage, 5% chance, 3-second duration
  • Level 6: 40% damage, 5% chance, 3.5-second duration

Battle Awareness (10 levels): An active skill that grants a state of enhanced defense, affecting group players. It costs 75 energy (energy). This skill has a level 12 requirement and offers low figures that make it less powerful, with only 12 armor at maximum level, which is minimal even in epic difficulty.

  • Level 1: 5 range, 10 defense, 3 armor
  • Level 2: 6 range, 16 defense, 4 armor
  • Level 3: 7 range, 22 defense, 5 armor
  • Level 4: 8 range, 28 defense, 6 armor
  • Level 5: 9 range, 36 defense, 7 armor
  • Level 6: 10 range, 42 defense, 8 armor
  • Level 7: 11 range, 46 defense, 9 armor
  • Level 8: 12 range, 52 defense, 10 armor
  • Level 9: 13 range, 56 defense, 11 armor
  • Level 10: 14 range, 64 defense, 12 armor

Batter (12 levels): An active skill where you strike enemies with your shield, slowing their attack for 8 seconds. This is a great skill, though not one to max out immediately. A skill point invested early is recommended. Compared to Shield Charge, it is a lower energy cost version. It is recommended to use Shield Charge first, then follow with Batter. It is great for clearing out groups of ranged attackers.

  • Level 1: 12 energy cost, 3 damage, 5% damage bonus, 18% slow chance
  • Level 2: 13 energy cost, 5 damage, 6% damage bonus, 20% slow chance
  • Level 3: 15 energy cost, 7 damage, 7% damage bonus, 23% slow chance
  • Level 4: 16 energy cost, 9 damage, 8% damage bonus, 25% slow chance
  • Level 5: 16 energy cost, 12 damage, 8% damage bonus, 30% slow chance
  • Level 6: 17 energy cost, 14 damage, 9% damage bonus, 33% slow chance
  • Level 7: 18 energy cost, 16 damage, 9% damage bonus, 35% slow chance
  • Level 8: 20 energy cost, 18 damage, 10% damage bonus, 38% slow chance
  • Level 9: 21 energy cost, 20 damage, 10% damage bonus, 40% slow chance
  • Level 10: 21 energy cost, 23 damage, 11% damage bonus, 45% slow chance
  • Level 11: 22 energy cost, 26 damage, 11% damage bonus, 48% slow chance
  • Level 12: 23 energy cost, 29 damage, 12% damage bonus, 50% slow chance

Armor Handling (6 levels): A passive skill that lowers armor requirements and increases armor absorption. This passive skill is a must to max for a defense mastery player. The damage absorption is a plus where damage is high in later difficulties, and every reduction of damage is welcome.

  • Level 1: -8% strength requirement, 6% damage absorb
  • Level 2: -10% strength requirement, 8% damage absorb
  • Level 3: -13% strength requirement, 10% damage absorb
  • Level 4: -15% strength requirement, 12% damage absorb
  • Level 5: -17% strength requirement, 14% damage absorb
  • Level 6: -20% strength requirement, 16% damage absorb
Tips
  • For a Paladin type, a sword is more suited, while a club/mace is more suited for a Cleric type when using Concussive Blow.
  • Maxing Concussive Blow is recommended for the damage enhancements it provides to clubs, even though the stun chance is low.
  • Battle Awareness is considered less powerful due to its level 12 requirement and low defense/armor bonuses.
  • A skill point in Batter early on is recommended, but it's not a skill to max out immediately.
  • Use Shield Charge before Batter for maximum effectiveness.
  • Armor Handling is a must-max passive skill for defense mastery players due to its significant damage absorption benefits in later difficulties.

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