With that said, I don't think neither deserves an S, I did even consider putting frost below A based on stats, but oddly it seems to work quite well for me. The stat bonus, unlike frost armor, can be used at the same time since you can deploy minions and use magic weapons. It really isn't hard to put the tornado on, and it's basically a lot of free damage. To me it was always frostburn set bonus which was terrible and the ancient storm which was amazing. Frost/Forbidden: I think you got them switched. Titanium Armor: Definitively underrated, the thing holding it back isn't the better uses you have for titanium, frost armor provides much worse stats to a single weapon (especially ranged, Ttitanium has about 33% more ranged damage boosts), and the Titanium Set bonus is incredibly powerful, you just need a fast hitting minion to keep it rolling and make most enemies unable to get close to you. I think that due to the sheer power of this combo, it deserves an S. ![]() Space Gun owns a lot to it, and you either give credit to one or both. Meteor Armor: The nerf doesn't hold this armor potential at all. However, if it's the player's first playthrough, they likely will explore a lot more and find enough gold/platinum to build it anyway, and new players may need the extra defense. Gold/Platinum armor: May be a little overrated due to the rarity of the metals, which I feel it definitively counts towards it's performance, especially gold, which doesn't provide significant increases to stats. More based on opinion/experience/stat analysis, so feel free to disagree. Pre-HardmodeĪll obtainable before beating the Wall of Flesh. The former is much more important than the latter, but if an accessory is ridiculously hard to get, I will note that. I rank these based on overall utility and how easy they are to obtain. Because of this, it may be useful (especially early-game) to use an accessory with a favorable modifier over a slightly more useful one that has no modifier - a Warding Radar versus a normal Flipper, for example. Lucky (+4% critical strike chance) is also worth considering in some very specific situations. ![]() Lastly, it's worth noting that accessories' best prefixes can vary, but the usual two are Warding (+4 Defense) and Menacing (+4% damage). Likewise, the Cell Phone components are less "accessories" and more "things you keep in your inventory." I will also not rank wings individually, since they're relatively balanced as of 1.4 and fulfill mostly the same purpose. While the Paint Sprayer can be very useful to builders, its utility is also impossible to judge, since it's based solely on the patience of the user. These can make or break your game with a myriad of useful effects.įor the purposes of this thread, I will not be ranking those that don't affect your stats as it pertains to combat. AccessoriesĪccessories being the ones that you stick in the accessory slots, of which you have 5 (6 in Master, and you unlock an additional in Expert/Master Mode). I may add description for some of the more important items and see where we go from there. I am also strongly considering adding some analysis to each entry to make the tier list more informative (kudos to for his in-depth weapon tier list), but I am also a little bit leery of that since it makes the whole thread considerably more dense. Unlike past tier list threads, this is not based solely on community input, but if you comment I'll definitely take it into consideration. ![]() ![]() This is a tier list - cautiously based on my own experience and "research" - about the equipable items of Terraria: accessories, mounts, and armor.
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