So I'm working on making a melee alchemist but I'm not sure on some of the skills/stats. Does Infuse work with wands/staves? Because I was thinking of dual wielding wands with my melee alchy and pumping magic/defense. Think it would work?
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited January 2010
Staves and wands are melee and ranged (respectively). So Infuse does work (I've also tried it). The difference is that their damage is magic (elements) rather than physical.
And what makes Ember Shock hard to use is that it's point blank - if you're moved by a knockback effect, it'll miss.
My GOTY by far, it's like a developer read my mind as to what i wanted from a loot crawl (infinite dungeon, charm etc...)
I used the mod for both gender classes so I have an Executioner (Alchy with Vanquisher skills) Dual Wielding legendary flintlocks
Venkman90 on
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited January 2010
So I just read that the MMO they intend to do is intended to be free to play, but they've also partnered up with a Chinese company to make it so. I'm willing to bet it's going to be a super shitty micro-transaction system. MT's aren't bad in theory but they can cripple games immensely.
So I just read that the MMO they intend to do is intended to be free to play, but they've also partnered up with a Chinese company to make it so. I'm willing to bet it's going to be a super shitty micro-transaction system. MT's aren't bad in theory but they can cripple games immensely.
I believe they've already stated it's going to be micro-transaction based. I just hope such a system won't unbalance the game.
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
So I just read that the MMO they intend to do is intended to be free to play, but they've also partnered up with a Chinese company to make it so. I'm willing to bet it's going to be a super shitty micro-transaction system. MT's aren't bad in theory but they can cripple games immensely.
I believe they've already stated it's going to be micro-transaction based. I just hope such a system won't unbalance the game.
All I can do is hope that they go with a DDO style system, which is probably the smartest and fairest system in micro-transaction history. But I mean, some of the guys behind Torchlight were behind Hellgate and that optional pay-for system seemed a little odd to me (but as an outsider, I never tried the game).
Henroid on
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited January 2010
Are there any database websites for this game yet, with info on monsters, items, etc?
Are they keeping this graphic engine? If I'm going to do MT's, I'd like my character to have some more detail.
I dunno about the graphic engine, but I think they'll allow for some amount of customization of face or body type (maybe, it might be locked to class for body type).
I will say that they should step up their armor and weapon graphics for an MMO with this same engine. I'm not concerned about things like poly count or texture detail since it's all meant to be viewed from a distance. What counts is making things look unique and appealing at that distance.
I liked what he had to say in regard to dungeon instancing. That there will be some for just you and your group, some that are capped in players but open to beyond your group, and then others that are just open to who the hell ever.
I also liked the question posed to him about it being possible for a Diablo 1 total conversion mod being made for Torchlight. I hope to God someone is working on that. <_<
That is bullshit. I paid $10 for it yesterday. C'mon, assholes, you don't DROP the SALE PRICE even further, that's douchebaggery. I could accept it if it went up and went down to $5 in 3 weeks, but seriously?!
psyck0 on
Play Smash Bros 3DS with me! 4399-1034-5444
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
That is bullshit. I paid $10 for it yesterday. C'mon, assholes, you don't DROP the SALE PRICE even further, that's douchebaggery. I could accept it if it went up and went down to $5 in 3 weeks, but seriously?!
So bitter! Relax, you still got it for half off. You paid an extra $5; what is $5 really, and I ask that in the context of aside from the Steam store.
I did it because I am not familiar with the steam store. It was already on sale; I thought that meant that the sale would end, not that another sale would happen.
Well, now you won't make the same mistake come Christmas 2010.
Think of it as a learning experience!
Mumblyfish on
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited January 2010
Time for skill opinions, now with fancy formatting! While I haven't tried everything, let alone to its full effect, some of them I'm throwing enough of an educated guess at. Colored text is my very literal experience with things, and the colors are a summary of my recommendation for those skills (red is don't get, yellow is maybe, and blue is must have). And I know it's not complete but I wanted to get what I know of things out there.
Alchemist
Arcane
Ember Bolt - Excellent - Bread and butter skill. Two bolts at first rank may not seem impressive, but this will increase to 4. The damage grows up more when you invest more into it, and it scales great with your magic stat. Just remember, the damage read is per bolt (so when you see 211 max, think of it more as 844). The best part about this skill is how it targets. If you soft target something, all the bolts, if they have a path, will close in on that target. Bolts don't get wasted on a dying target either. Oh, and the knockback effect makes it a great champion killer.
Ice Shock - Haven't seen yet
Ember Lightning - Seems decent - I like this skill but I can see why it would be not liked. It has very low low-end damage, but very high top-end damage. It's also slow to chain-cast, so it's not a great mob killer, mostly for the special guys that support mobs perhaps. The redeeming factors are that it will arc to a second target and it has no travel time, it's instant damage once cast. You don't HAVE to get this skill though.
Ember Lance - Undecided - As cool as this skill looks I question its functionality. You can argue the need for fire damage but Ember Strike can do that and probably in a better targeting way. Ember Lance needs a straight path and can sorta aim up and down ramps/stairs but not quite. Supposedly it makes for a good boss / champion killer, if you want to just stand there and burn shit down.
Pyre - Haven't seen yet
Ember Strike - Seems decent - This skill is a mix of good and bad, but if you can manipulate it it will be your friend. First, it does some hefty damage and it's AoE on its targeting location. Plus it can reach up and down ledges, giving you an edge (so to speak). The problem is that when you cast it on a location, things in the area of impending effect take 1 damage, which makes them aware of you and they start moving. So the trick is targeting the fringe of your intending targets since guys don't like seeing their friends hurt.
Lore
Nether Imp - Gets the job done - Cute little guys aren't they? While they aren't that great on their own, they make for great support to other abilities and you can beef them up in various ways. If anything, they will serve as distractions for the enemy. It's not a bad investment.
Thorned Minions - Bad - I actually fully invested in this in my first character. It became clear to me though that it was a bad move. No matter the difficulty, the skill is bad - easier difficulties mean your pets aren't being hit hard enough to return meaningful damage, and your pets are probably wasting the enemy as is. On harder difficulties, you probably want your guys to last longer rather than doing damage via getitng hit. See Burning Bind for more.
Alchemical Golem - Very good - Another staple summoner skill. If you're not a full blown summoner but want a hybrid deal going on, this might be the skill to get. Every few ranks, the golem gets a new attack (though I'm not quite sure what the do). It's a beefy friend to have around.
Terror - Haven't seen yet
Burning Bind - Haven't tried yet - I haven't tried it yet, but I already know the context - this is the alternative to Thorned Minions and frankly I think the better. It'll make your guys hit harder and faster than they usually do. That's way better to me than waiting for your guys to get pummeled to do any sort of return damage.
Beam Golem - Very good - This is your second golem and he's pretty neat. He charges his laser and firin' his laser's enemies to death. Not for holy crap damage, but he's part of that summoning crew that makes things so good. At max rank he either gains a beam attack that's multi-element or his attacks become multi-element, I haven't been clear on that yet. Could make for a hybrid-build pal.
Battle
Ember Shock - Could be better - I wanted to like this one dagnabbit, but it has flaws. It's a point blank slow-cast ability, which means if you don't have knockback protection you're going to miss. I'm not sure if the AoE effect damage is enough. The immediate target of the ability, yeah, he gets right fucked.
Ember Shield - Undecided - I don't like this skill, and I don't like it because of its scaling and how it looks bad. The perk of this ability is the 100% knockback resistance - or so it says at least (I've been knocked back with it). The shield also holds up indefinitely, no recasting 'til its down or you want to recharge your juice. At face value, I don't get the impression the damage mitigation scales as enemies hit harder. Oh, and it only works on physical damage.
Infuse - Excellent - I was thrilled with this skill because of the nice damage buff you get no matter what weapon you wield, but once I found out it increases your skill damage too (the ones that derive from your weapons) I realized this skill is a must have.
Frailty - Undecided - While this skill does everything needed to help a melee alchemist, I'm not sure if its range meets that need in a reasonable fashion.
Ember Phase - Haven't seen yet
Ember Sentry - Haven't tried yet - I've only had this skill explained to me, but it sounds good. For a hefty duration, the sentry follows you around doing damage to enemies. The damage scaling reads out to actually sound like it'll be significant throughout too. Pending an actual honest try from yours truly, however.
Vanquisher
Marksman
Ricochet - Seems decent - I haven't invested a lot in this skill but there's things I can't deny about it. First, it penetrates enemies. Second, the damage isn't half bad. Third, no matter what weapon you use it fires out to beyond the screen. So in that respect it's good for anyone not using rifles (which already fire out to the edge of your screen). I hope later ranks add additional bounces off the wall 'cause then it'd be a great skill.
Frost Pilum - Haven't seen yet
Seeking Shot - Could be better - At face value this skill's damage is alright. But it faces a bunch of problems. First, I was expecting additional ranks to add more tracing shots - nope, only does 3 (unless rank 10 adds a shot). The big problem is how the skill targets. It will always always always seek out the closest enemies, not the one's you're soft targeting (like Ember Bolt does). Plus, if there's enemies immediately to your left, right, or behind you, the shots will just immediately circle around and not hit anything.
Explosive Shot - Excellent - You're a fool if you don't get this. This skill not only scales well with damage, but the range gets pretty damn big as you invest in it. So even hitting an enemy in the front of a group instead of trying to sneak the shot into the middle will be well placed.
Arrow Hail - Could be better - Disappointing skill. It works as an oh-shit button sorta if you're surrounded but you'll probably just die waiting for it to activate later in the game. The damage it does is okay, not sure how it scales out in the later game. The AoE is sorta small.
Rogue
Needle Arc - Haven't seen yet
Stab - Haven't seen yet
Wind of Justice - Haven't seen yet
Venomous Dirks - Haven't seen yet
Hamstring - Undecided - I'm undecided on this skill because I'm trying to contextualize it. The best I have is that you charge through enemies and turn around to finish them off at range. The problem is the 6 second duration of everything it does. Maybe more investment will help, since your speed increase hit's over 80% (20% seems fast enough as is holy crap).
Arbiter
Lightning Bomb - Haven't seen yet
Flame Trap - Haven't seen yet
Flechette Trap - Undecided - I used to hate this ability but I came around to appreciating it. It'll target the biggest baddest enemy on priority, so it's not quite a mob killer. But it's something you can lay out for passive damage. Plus it looks cool.
Devouring Trap - Haven't seen yet
Shock Trap - Haven't seen yet
Destroyer
Berserker
Slash - Undecided - The bread and butter skill I suppose. While it does kick out impressive damage, especially dual-wielding (I'll admit it, damn it), my problem with it is the range. Now it does hit enemies to your left and right sorta, that's awesome. I guess I was expecting the force of the arc to make it a bit longer.
Stampede - Could be better - A very basic RAWR CHARGE ability. It's not bad, but it doesn't shape up to what you could be doing later in the game. It travels a short distance and knocks crap out of the way. So maybe it's a good escape skill. It seems to be bugged where sometimes you'll stop at the first enemy in your path.
Chain Vortex - Haven't tried yet - I will say I saw a video of this, and this could be a mob skill of choice. It doesn't seem to do a lot of damage on paper, but the range from what I saw is enormous for a melee character. Plus, 90% chance for 4 second stun. I imagine if your damage is high enough a cast or two will wipe the floor with mobs.
Spectral Echo - Haven't seen yet -
Devastate - Haven't tried yet - Everyone here claims this to be the bees knees. I take its description to be a slower Hamstring (vanquisher ability) but more powerful.
Titan
Soul Rend - Bad Bad Bad - Fucking yikes, this is the worst ability in the game I've seen. It ends up doing a lot of damage from the looks of it, but despite the animation it is STRICTLY SINGLE TARGET, even if other things get in the way. Plus, 50% chance for a 2 second stun with the swing timer and single target aspect of the ability? Bleh. Don't get it. Unless you argue you want a champion killer, I guess?
Titan Stomp - Haven't seen yet
Doom Quake - Haven't seen yet
Frost Shield - Haven't seen yet
Seismic Burst - Haven't seen yet
Spectral
Shadow Armor - Seems decent - Hey, a good ability for destroyers! Early on too. I don't know what the damage is derived from, unfortunately, so I don't know how it scales in that way. But it does add t your chance to block by a lot (and can max it out with the Block and Parry skill). And it's passive damage with an okay summon duration.
Entropic Armor - Haven't seen yet
Shadow Bowman - Haven't seen yet
Aura of Thorns - Haven't seen yet - While I haven't seen it, from what I've read it seems it could be better, if only because of what the damage is based on (50% of your magic and defense). So I question it's scaling. But it IS an AoE that's active for a couple of minutes.
Spectral Decay - Haven't seen yet
Henroid on
0
LCDXXA flask of wood and glassTerre Haute, INRegistered User, ClubPAregular
edited January 2010
I picked this up for $10 and then it dropped to $5 within a week when Steam kicked up the holiday sales. So bitter that I missed the opportunity to save another $5 on my copy, I channeled my anger into an opportunity: I bought the fucking game again and gifted it to a buddy of mine.
I picked this up for $10 and then it dropped to $5 within a week when Steam kicked up the holiday sales. So bitter that I missed the opportunity to save another $5 on my copy, I channeled my anger into an opportunity: I bought the fucking game again and gifted it to a buddy of mine.
I got the best of both sale prices. :P
Combined, it was $15 very well spent.
Incidentally, I felt bad that I only paid $10 for it and gifted it to two friends when it went down to $5. Good job spreading the love.
There's a conflict between the potion stacking mod and the auto-identify mod. Does anyone know a way around this?
Torchlight modding is very easy to understand. With very little practice, you can sort out mod conflicts yourself, fine-tune mods to your own preference, and even make your own.
Both mods try to modify the item data for identify scrolls. Items Always Identified removes identify scrolls from the loot pool; Potion Stacking sets the stack limit for identify scrolls to 200. Both can not be in effect. The one that is loaded into the game last takes effect.
Obviously, you want to remove identify scrolls from the loot pool, not set their stack size to 200. You can tinker with the loading order to sort this out, but by far the best method is to remove the conflict entirely. So, we'll remove the identify scroll changes from Potion Stacking.
Navigate to %appdata%\runic games\torchlight\mods\PotionsStackSize\media\units\items\scrolls and delete IDENTIFYSCROLL.DAT and IDENTIFYSCROLL.DAT.adm.
From now on, Potion Stacking will never alter the behaviour of identify scrolls.
Thanks Dr. House!
I must be an idiot, but I can't find these files at all. Where are they located if I have the steam version?
I joined steam two days ago and picked this up at a friend's insistence after beating world of goo. A purchase made on hype alone! I am hoping this is more than single player ragnarok online. Will I be let down?
Time for skill opinions, now with fancy formatting! While I haven't tried everything, let alone to its full effect, some of them I'm throwing enough of an educated guess at. Colored text is my very literal experience with things, and the colors are a summary of my recommendation for those skills (red is don't get, yellow is maybe, and blue is must have). And I know it's not complete but I wanted to get what I know of things out there.
Alchemist
Arcane
Ember Bolt - Excellent - Bread and butter skill. Two bolts at first rank may not seem impressive, but this will increase to 4. The damage grows up more when you invest more into it, and it scales great with your magic stat. Just remember, the damage read is per bolt (so when you see 211 max, think of it more as 844). The best part about this skill is how it targets. If you soft target something, all the bolts, if they have a path, will close in on that target. Bolts don't get wasted on a dying target either. Oh, and the knockback effect makes it a great champion killer.
Ice Shock - Haven't seen yet
Ember Lightning - Seems decent - I like this skill but I can see why it would be not liked. It has very low low-end damage, but very high top-end damage. It's also slow to chain-cast, so it's not a great mob killer, mostly for the special guys that support mobs perhaps. The redeeming factors are that it will arc to a second target and it has no travel time, it's instant damage once cast. You don't HAVE to get this skill though.
Ember Lance - Undecided - As cool as this skill looks I question its functionality. You can argue the need for fire damage but Ember Strike can do that and probably in a better targeting way. Ember Lance needs a straight path and can sorta aim up and down ramps/stairs but not quite. Supposedly it makes for a good boss / champion killer, if you want to just stand there and burn shit down.
Pyre - Haven't seen yet
Ember Strike - Seems decent - This skill is a mix of good and bad, but if you can manipulate it it will be your friend. First, it does some hefty damage and it's AoE on its targeting location. Plus it can reach up and down ledges, giving you an edge (so to speak). The problem is that when you cast it on a location, things in the area of impending effect take 1 damage, which makes them aware of you and they start moving. So the trick is targeting the fringe of your intending targets since guys don't like seeing their friends hurt.
Lore
Nether Imp - Gets the job done - Cute little guys aren't they? While they aren't that great on their own, they make for great support to other abilities and you can beef them up in various ways. If anything, they will serve as distractions for the enemy. It's not a bad investment.
Thorned Minions - Bad - I actually fully invested in this in my first character. It became clear to me though that it was a bad move. No matter the difficulty, the skill is bad - easier difficulties mean your pets aren't being hit hard enough to return meaningful damage, and your pets are probably wasting the enemy as is. On harder difficulties, you probably want your guys to last longer rather than doing damage via getitng hit. See Burning Bind for more.
Alchemical Golem - Very good - Another staple summoner skill. If you're not a full blown summoner but want a hybrid deal going on, this might be the skill to get. Every few ranks, the golem gets a new attack (though I'm not quite sure what the do). It's a beefy friend to have around.
Terror - Haven't seen yet
Burning Bind - Haven't tried yet - I haven't tried it yet, but I already know the context - this is the alternative to Thorned Minions and frankly I think the better. It'll make your guys hit harder and faster than they usually do. That's way better to me than waiting for your guys to get pummeled to do any sort of return damage.
Beam Golem - Very good - This is your second golem and he's pretty neat. He charges his laser and firin' his laser's enemies to death. Not for holy crap damage, but he's part of that summoning crew that makes things so good. At max rank he either gains a beam attack that's multi-element or his attacks become multi-element, I haven't been clear on that yet. Could make for a hybrid-build pal.
Battle
Ember Shock - Could be better - I wanted to like this one dagnabbit, but it has flaws. It's a point blank slow-cast ability, which means if you don't have knockback protection you're going to miss. I'm not sure if the AoE effect damage is enough. The immediate target of the ability, yeah, he gets right fucked.
Ember Shield - Undecided - I don't like this skill, and I don't like it because of its scaling and how it looks bad. The perk of this ability is the 100% knockback resistance - or so it says at least (I've been knocked back with it). The shield also holds up indefinitely, no recasting 'til its down or you want to recharge your juice. At face value, I don't get the impression the damage mitigation scales as enemies hit harder. Oh, and it only works on physical damage.
Infuse - Excellent - I was thrilled with this skill because of the nice damage buff you get no matter what weapon you wield, but once I found out it increases your skill damage too (the ones that derive from your weapons) I realized this skill is a must have.
Frailty - Undecided - While this skill does everything needed to help a melee alchemist, I'm not sure if its range meets that need in a reasonable fashion.
Ember Phase - Haven't seen yet
Ember Sentry - Haven't tried yet - I've only had this skill explained to me, but it sounds good. For a hefty duration, the sentry follows you around doing damage to enemies. The damage scaling reads out to actually sound like it'll be significant throughout too. Pending an actual honest try from yours truly, however.
Vanquisher
Marksman
Ricochet - Seems decent - I haven't invested a lot in this skill but there's things I can't deny about it. First, it penetrates enemies. Second, the damage isn't half bad. Third, no matter what weapon you use it fires out to beyond the screen. So in that respect it's good for anyone not using rifles (which already fire out to the edge of your screen). I hope later ranks add additional bounces off the wall 'cause then it'd be a great skill.
Frost Pilum - Haven't seen yet
Seeking Shot - Could be better - At face value this skill's damage is alright. But it faces a bunch of problems. First, I was expecting additional ranks to add more tracing shots - nope, only does 3 (unless rank 10 adds a shot). The big problem is how the skill targets. It will always always always seek out the closest enemies, not the one's you're soft targeting (like Ember Bolt does). Plus, if there's enemies immediately to your left, right, or behind you, the shots will just immediately circle around and not hit anything.
Explosive Shot - Excellent - You're a fool if you don't get this. This skill not only scales well with damage, but the range gets pretty damn big as you invest in it. So even hitting an enemy in the front of a group instead of trying to sneak the shot into the middle will be well placed.
Arrow Hail - Could be better - Disappointing skill. It works as an oh-shit button sorta if you're surrounded but you'll probably just die waiting for it to activate later in the game. The damage it does is okay, not sure how it scales out in the later game. The AoE is sorta small.
Rogue
Needle Arc - Haven't seen yet
Stab - Haven't seen yet
Wind of Justice - Haven't seen yet
Venomous Dirks - Haven't seen yet
Hamstring - Undecided - I'm undecided on this skill because I'm trying to contextualize it. The best I have is that you charge through enemies and turn around to finish them off at range. The problem is the 6 second duration of everything it does. Maybe more investment will help, since your speed increase hit's over 80% (20% seems fast enough as is holy crap).
Arbiter
Lightning Bomb - Haven't seen yet
Flame Trap - Haven't seen yet
Flechette Trap - Undecided - I used to hate this ability but I came around to appreciating it. It'll target the biggest baddest enemy on priority, so it's not quite a mob killer. But it's something you can lay out for passive damage. Plus it looks cool.
Devouring Trap - Haven't seen yet
Shock Trap - Haven't seen yet
Destroyer
Berserker
Slash - Undecided - The bread and butter skill I suppose. While it does kick out impressive damage, especially dual-wielding (I'll admit it, damn it), my problem with it is the range. Now it does hit enemies to your left and right sorta, that's awesome. I guess I was expecting the force of the arc to make it a bit longer.
Stampede - Could be better - A very basic RAWR CHARGE ability. It's not bad, but it doesn't shape up to what you could be doing later in the game. It travels a short distance and knocks crap out of the way. So maybe it's a good escape skill. It seems to be bugged where sometimes you'll stop at the first enemy in your path.
Chain Vortex - Haven't tried yet - I will say I saw a video of this, and this could be a mob skill of choice. It doesn't seem to do a lot of damage on paper, but the range from what I saw is enormous for a melee character. Plus, 90% chance for 4 second stun. I imagine if your damage is high enough a cast or two will wipe the floor with mobs.
Spectral Echo - Haven't seen yet -
Devastate - Haven't tried yet - Everyone here claims this to be the bees knees. I take its description to be a slower Hamstring (vanquisher ability) but more powerful.
Titan
Soul Rend - Bad Bad Bad - Fucking yikes, this is the worst ability in the game I've seen. It ends up doing a lot of damage from the looks of it, but despite the animation it is STRICTLY SINGLE TARGET, even if other things get in the way. Plus, 50% chance for a 2 second stun with the swing timer and single target aspect of the ability? Bleh. Don't get it. Unless you argue you want a champion killer, I guess?
Titan Stomp - Haven't seen yet
Doom Quake - Haven't seen yet
Frost Shield - Haven't seen yet
Seismic Burst - Haven't seen yet
Spectral
Shadow Armor - Seems decent - Hey, a good ability for destroyers! Early on too. I don't know what the damage is derived from, unfortunately, so I don't know how it scales in that way. But it does add t your chance to block by a lot (and can max it out with the Block and Parry skill). And it's passive damage with an okay summon duration.
Entropic Armor - Haven't seen yet
Shadow Bowman - Haven't seen yet
Aura of Thorns - Haven't seen yet - While I haven't seen it, from what I've read it seems it could be better, if only because of what the damage is based on (50% of your magic and defense). So I question it's scaling. But it IS an AoE that's active for a couple of minutes.
Spectral Decay - Haven't seen yet
Burning Bind coupled with a good heal all spell made me get bored with my summoner, in all honesty. I would just run somewhere cast burning bind, then run around trying not to pull any enemies attention.
Slash would have been the ability I used all the time, but once I got devastate above 100% dps, slash was replaced. Devastate + Haste means I'm jumping EVERYWHERE on screen, and only enemies that have a charge ability can really hit me.
Time for skill opinions, now with fancy formatting! While I haven't tried everything, let alone to its full effect, some of them I'm throwing enough of an educated guess at. Colored text is my very literal experience with things, and the colors are a summary of my recommendation for those skills (red is don't get, yellow is maybe, and blue is must have). And I know it's not complete but I wanted to get what I know of things out there.
Alchemist
Arcane
Ember Bolt - Excellent - Bread and butter skill. Two bolts at first rank may not seem impressive, but this will increase to 4. The damage grows up more when you invest more into it, and it scales great with your magic stat. Just remember, the damage read is per bolt (so when you see 211 max, think of it more as 844). The best part about this skill is how it targets. If you soft target something, all the bolts, if they have a path, will close in on that target. Bolts don't get wasted on a dying target either. Oh, and the knockback effect makes it a great champion killer.
Ice Shock - Haven't seen yet
Ember Lightning - Seems decent - I like this skill but I can see why it would be not liked. It has very low low-end damage, but very high top-end damage. It's also slow to chain-cast, so it's not a great mob killer, mostly for the special guys that support mobs perhaps. The redeeming factors are that it will arc to a second target and it has no travel time, it's instant damage once cast. You don't HAVE to get this skill though.
Ember Lance - Undecided - As cool as this skill looks I question its functionality. You can argue the need for fire damage but Ember Strike can do that and probably in a better targeting way. Ember Lance needs a straight path and can sorta aim up and down ramps/stairs but not quite. Supposedly it makes for a good boss / champion killer, if you want to just stand there and burn shit down.
Pyre - Haven't seen yet
Ember Strike - Seems decent - This skill is a mix of good and bad, but if you can manipulate it it will be your friend. First, it does some hefty damage and it's AoE on its targeting location. Plus it can reach up and down ledges, giving you an edge (so to speak). The problem is that when you cast it on a location, things in the area of impending effect take 1 damage, which makes them aware of you and they start moving. So the trick is targeting the fringe of your intending targets since guys don't like seeing their friends hurt.
Lore
Nether Imp - Gets the job done - Cute little guys aren't they? While they aren't that great on their own, they make for great support to other abilities and you can beef them up in various ways. If anything, they will serve as distractions for the enemy. It's not a bad investment.
Thorned Minions - Bad - I actually fully invested in this in my first character. It became clear to me though that it was a bad move. No matter the difficulty, the skill is bad - easier difficulties mean your pets aren't being hit hard enough to return meaningful damage, and your pets are probably wasting the enemy as is. On harder difficulties, you probably want your guys to last longer rather than doing damage via getitng hit. See Burning Bind for more.
Alchemical Golem - Very good - Another staple summoner skill. If you're not a full blown summoner but want a hybrid deal going on, this might be the skill to get. Every few ranks, the golem gets a new attack (though I'm not quite sure what the do). It's a beefy friend to have around.
Terror - Haven't seen yet
Burning Bind - Haven't tried yet - I haven't tried it yet, but I already know the context - this is the alternative to Thorned Minions and frankly I think the better. It'll make your guys hit harder and faster than they usually do. That's way better to me than waiting for your guys to get pummeled to do any sort of return damage.
Beam Golem - Very good - This is your second golem and he's pretty neat. He charges his laser and firin' his laser's enemies to death. Not for holy crap damage, but he's part of that summoning crew that makes things so good. At max rank he either gains a beam attack that's multi-element or his attacks become multi-element, I haven't been clear on that yet. Could make for a hybrid-build pal.
Battle
Ember Shock - Could be better - I wanted to like this one dagnabbit, but it has flaws. It's a point blank slow-cast ability, which means if you don't have knockback protection you're going to miss. I'm not sure if the AoE effect damage is enough. The immediate target of the ability, yeah, he gets right fucked.
Ember Shield - Undecided - I don't like this skill, and I don't like it because of its scaling and how it looks bad. The perk of this ability is the 100% knockback resistance - or so it says at least (I've been knocked back with it). The shield also holds up indefinitely, no recasting 'til its down or you want to recharge your juice. At face value, I don't get the impression the damage mitigation scales as enemies hit harder. Oh, and it only works on physical damage.
Infuse - Excellent - I was thrilled with this skill because of the nice damage buff you get no matter what weapon you wield, but once I found out it increases your skill damage too (the ones that derive from your weapons) I realized this skill is a must have.
Frailty - Undecided - While this skill does everything needed to help a melee alchemist, I'm not sure if its range meets that need in a reasonable fashion.
Ember Phase - Haven't seen yet
Ember Sentry - Haven't tried yet - I've only had this skill explained to me, but it sounds good. For a hefty duration, the sentry follows you around doing damage to enemies. The damage scaling reads out to actually sound like it'll be significant throughout too. Pending an actual honest try from yours truly, however.
Vanquisher
Marksman
Ricochet - Seems decent - I haven't invested a lot in this skill but there's things I can't deny about it. First, it penetrates enemies. Second, the damage isn't half bad. Third, no matter what weapon you use it fires out to beyond the screen. So in that respect it's good for anyone not using rifles (which already fire out to the edge of your screen). I hope later ranks add additional bounces off the wall 'cause then it'd be a great skill.
Frost Pilum - Haven't seen yet
Seeking Shot - Could be better - At face value this skill's damage is alright. But it faces a bunch of problems. First, I was expecting additional ranks to add more tracing shots - nope, only does 3 (unless rank 10 adds a shot). The big problem is how the skill targets. It will always always always seek out the closest enemies, not the one's you're soft targeting (like Ember Bolt does). Plus, if there's enemies immediately to your left, right, or behind you, the shots will just immediately circle around and not hit anything.
Explosive Shot - Excellent - You're a fool if you don't get this. This skill not only scales well with damage, but the range gets pretty damn big as you invest in it. So even hitting an enemy in the front of a group instead of trying to sneak the shot into the middle will be well placed.
Arrow Hail - Could be better - Disappointing skill. It works as an oh-shit button sorta if you're surrounded but you'll probably just die waiting for it to activate later in the game. The damage it does is okay, not sure how it scales out in the later game. The AoE is sorta small.
Rogue
Needle Arc - Haven't seen yet
Stab - Haven't seen yet
Wind of Justice - Haven't seen yet
Venomous Dirks - Haven't seen yet
Hamstring - Undecided - I'm undecided on this skill because I'm trying to contextualize it. The best I have is that you charge through enemies and turn around to finish them off at range. The problem is the 6 second duration of everything it does. Maybe more investment will help, since your speed increase hit's over 80% (20% seems fast enough as is holy crap).
Arbiter
Lightning Bomb - Haven't seen yet
Flame Trap - Haven't seen yet
Flechette Trap - Undecided - I used to hate this ability but I came around to appreciating it. It'll target the biggest baddest enemy on priority, so it's not quite a mob killer. But it's something you can lay out for passive damage. Plus it looks cool.
Devouring Trap - Haven't seen yet
Shock Trap - Haven't seen yet
Destroyer
Berserker
Slash - Undecided - The bread and butter skill I suppose. While it does kick out impressive damage, especially dual-wielding (I'll admit it, damn it), my problem with it is the range. Now it does hit enemies to your left and right sorta, that's awesome. I guess I was expecting the force of the arc to make it a bit longer.
Stampede - Could be better - A very basic RAWR CHARGE ability. It's not bad, but it doesn't shape up to what you could be doing later in the game. It travels a short distance and knocks crap out of the way. So maybe it's a good escape skill. It seems to be bugged where sometimes you'll stop at the first enemy in your path.
Chain Vortex - Haven't tried yet - I will say I saw a video of this, and this could be a mob skill of choice. It doesn't seem to do a lot of damage on paper, but the range from what I saw is enormous for a melee character. Plus, 90% chance for 4 second stun. I imagine if your damage is high enough a cast or two will wipe the floor with mobs.
Spectral Echo - Haven't seen yet -
Devastate - Haven't tried yet - Everyone here claims this to be the bees knees. I take its description to be a slower Hamstring (vanquisher ability) but more powerful.
Titan
Soul Rend - Bad Bad Bad - Fucking yikes, this is the worst ability in the game I've seen. It ends up doing a lot of damage from the looks of it, but despite the animation it is STRICTLY SINGLE TARGET, even if other things get in the way. Plus, 50% chance for a 2 second stun with the swing timer and single target aspect of the ability? Bleh. Don't get it. Unless you argue you want a champion killer, I guess?
Titan Stomp - Haven't seen yet
Doom Quake - Haven't seen yet
Frost Shield - Haven't seen yet
Seismic Burst - Haven't seen yet
Spectral
Shadow Armor - Seems decent - Hey, a good ability for destroyers! Early on too. I don't know what the damage is derived from, unfortunately, so I don't know how it scales in that way. But it does add t your chance to block by a lot (and can max it out with the Block and Parry skill). And it's passive damage with an okay summon duration.
Entropic Armor - Haven't seen yet
Shadow Bowman - Haven't seen yet
Aura of Thorns - Haven't seen yet - While I haven't seen it, from what I've read it seems it could be better, if only because of what the damage is based on (50% of your magic and defense). So I question it's scaling. But it IS an AoE that's active for a couple of minutes.
Spectral Decay - Haven't seen yet
I'm still pretty early in, but I've found Ice Shock to be _very_ useful. It has a goodly-sized blast radius. One to two shots will take care of a dynamite-the-room-oh-look-like-thirty-enemies or here-they-come-out-of-the-well moments.
I've been playing some other games that I picked up via steam, so if the OP is lacking shoot me a PM. I've done some minor housekeeping, updating the sale prices accordingly.
Having played a little bit of all 3 classes, I think my favorite thus far is the vanquisher. I'm going to give the destroyer some more time before I make a final decision, but the alchemist, for all his awesome skills, doesn't suit me very well.
Frost Pilum is not bad at all. For best results, use it when you're on a bridge or other chokepoint. With two or three points the freeze effect hits often enough to ensure that very few critters hit will even get to you. The only real problem is that the projectile flies relatively slowly. It's not a bad skill to use as an opening hit on a champion.
Man in the Mists on
0
BethrynUnhappiness is MandatoryRegistered Userregular
edited January 2010
Shadow Armour, Entropic Aura and Frost Shield are all things melee Destroyers should get; the latter are good as one-point wonders but probably shouldn't be improved until much later; Shadow Armour should always be maxed quite frankly.
Bethryn on
...and of course, as always, Kill Hitler.
0
INeedNoSaltwith blood on my teethRegistered Userregular
edited January 2010
That is what I have been doing
Since you get like so much mileage out of the first point of Entropic Aura (20%) and much smaller gains from everything else
I still wish I had data on the damage from the Shadow Armor dude though
Posts
And what makes Ember Shock hard to use is that it's point blank - if you're moved by a knockback effect, it'll miss.
I used the mod for both gender classes so I have an Executioner (Alchy with Vanquisher skills) Dual Wielding legendary flintlocks
I believe they've already stated it's going to be micro-transaction based. I just hope such a system won't unbalance the game.
All I can do is hope that they go with a DDO style system, which is probably the smartest and fairest system in micro-transaction history. But I mean, some of the guys behind Torchlight were behind Hellgate and that optional pay-for system seemed a little odd to me (but as an outsider, I never tried the game).
I dunno about the graphic engine, but I think they'll allow for some amount of customization of face or body type (maybe, it might be locked to class for body type).
I will say that they should step up their armor and weapon graphics for an MMO with this same engine. I'm not concerned about things like poly count or texture detail since it's all meant to be viewed from a distance. What counts is making things look unique and appealing at that distance.
http://www.giantbomb.com/the-future-of-torchlight/17-1676/
There's some answers in there, so you don't have to speculate.
I liked what he had to say in regard to dungeon instancing. That there will be some for just you and your group, some that are capped in players but open to beyond your group, and then others that are just open to who the hell ever.
I also liked the question posed to him about it being possible for a Diablo 1 total conversion mod being made for Torchlight. I hope to God someone is working on that. <_<
That is bullshit. I paid $10 for it yesterday. C'mon, assholes, you don't DROP the SALE PRICE even further, that's douchebaggery. I could accept it if it went up and went down to $5 in 3 weeks, but seriously?!
So bitter! Relax, you still got it for half off. You paid an extra $5; what is $5 really, and I ask that in the context of aside from the Steam store.
Why did you do that?
Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Think of it as a learning experience!
Alchemist
Lore
Battle
Vanquisher
Rogue
Arbiter
Destroyer
Titan
Spectral
I got the best of both sale prices. :P
Combined, it was $15 very well spent.
Incidentally, I felt bad that I only paid $10 for it and gifted it to two friends when it went down to $5. Good job spreading the love.
I must be an idiot, but I can't find these files at all. Where are they located if I have the steam version?
Burning Bind coupled with a good heal all spell made me get bored with my summoner, in all honesty. I would just run somewhere cast burning bind, then run around trying not to pull any enemies attention.
Slash would have been the ability I used all the time, but once I got devastate above 100% dps, slash was replaced. Devastate + Haste means I'm jumping EVERYWHERE on screen, and only enemies that have a charge ability can really hit me.
I'm on XP, which I probably should have mentioned.
C:\Documents and Settings\*LoveIsUnity*\Application Data\runic games\torchlight\mods
Thanks. I'm an idiot.
I'm still pretty early in, but I've found Ice Shock to be _very_ useful. It has a goodly-sized blast radius. One to two shots will take care of a dynamite-the-room-oh-look-like-thirty-enemies or here-they-come-out-of-the-well moments.
Robots Will Be Our Superiors (Blog)
http://michaelhermes.com
- The Four Horsemen of the Apocalypse (2017, colorized)
Having played a little bit of all 3 classes, I think my favorite thus far is the vanquisher. I'm going to give the destroyer some more time before I make a final decision, but the alchemist, for all his awesome skills, doesn't suit me very well.
Since you get like so much mileage out of the first point of Entropic Aura (20%) and much smaller gains from everything else
I still wish I had data on the damage from the Shadow Armor dude though