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Thread: Torchlight 2
20-08-2013, 02:51 AM #341
Seems indeed there's some more hunting to be done... after I get that storage mod of course, as I'd collected so much guff and out-levelled sets that I didn't want to part with *just in case*, I ended up rolling and running new characters to town just to bank it all.
20-08-2013, 03:32 AM #342
- Join Date
- Jun 2011
Sayyy, look what I found!
20-08-2013, 04:02 AM #343
Regarding mod installation, it's really easy. I don't know how easy it is with other games using workshop, but you download the ones you want from the workshop by subscribing, boot up the game with mods enabled (there's two buttons to start the game now, the one with the cog is the mod enabled one). You then get a menu that asks you to select active mods and then order them in preference (ie. some don't work together, this tries to let you filter them through) and then you start the game from there. You can play online, although to what degree it works with certain mods I don't know; I haven't tried it yet. Using the mod-enabled version starts you off with no saves though, but if you go into the folder (usually through My Documents > My Games > Runic Games > Torchlight 2) you can copy the contents of your existing saves (in the folder appropriately titled 'save' - there'll be another sub-folder that is a string of numbers, this is tied to your Steam profile so if multiple people play Torchlight through different profiles on your PC, there'll be more folders) and put them into the folder also appropriately titled 'modsave'.
Essentially, if you go into 'save' folder, copy the string number folder, then dump that into the 'modsave' folder, which unless you've already used mods on should be empty, you can play a mod resuming from where you left off. I'd strongly recommend backing it up before you do, just in case. I suppose this way you could copy back your progress into the base game, but unless you properly take precautions, I guess you'd lose a load of items that would then be in non-existing storage pages. I do want to try out the Synergies mod, likely after this current run I'm on, so I'm not too sure how it'd work with me installing that with my current saves in places. Perhaps I'll just have to make a load of copies and then slot them all in whenever I want to use whichever ones.
That was probably a long winded explanation of something you already knew how to do! :P
So I explored a bit more of the second open map of act 2 and, as far as I can tell, have not uncovered any more new dungeons specific to the area, but I did find out some cool things.
New phase beast challenge - treasure hunt. It features this gloriously silly design:
I mean, really now? It's a bit great and I laughed when I first saw it.
Anyhow, upon entry you get a few shovels and are told to dig. Initially, you are unable to dig. The map is quite small, populated almost entirely by crabs, which have a chance to drop crab legs. Filling out the map I encountered two NPCs, one who would sell me a shovel for 1000 gold and another who would give me one for 5 crab legs. I later exchanged with them and they immediately disappeared afterwards, much to my disappointment (but that's probably rather more balanced). The centre of the map had two skeleton pirate elites. One of them dropped a treasure map and then the whole map and screen was filled with X's and "Where X marks the spot."
Unearthing can yield in small treasure chests, a shovel, or nothing. I had five shovels before I started digging and by the time I finished, I had opened two, maybe three chests successfully. Hmmm. I'm sure there's plenty more if you're luckier than I!
Filling out more of the map I encountered another Nether Portal, this time more in line with the levels of the dungeons around. So I have no idea what the jig is with them. Perhaps they have a (high?) chance of existing in an overworld map?
Something about that staircase that's just cool. At the top of it?
I just love the enemy design, it's so obvious, but just cool. Not to mention armoured crabs.
I know these last few posts might come off as a bit of a diary, but I figure while I'm playing this, while there's clearly something to discuss, why not eh?
20-08-2013, 10:15 AM #344
I might have to jump into this next week, recommend any mods?
20-08-2013, 11:14 AM #345
I quite enjoyed my dual-wielding embermage, mostly because combined with Wand Chaos it just makes most of the fights kinda hilarious. Poison explosion, lightning and eventually a meteor might drop as well. Great for going up against pretty much anything because of the randomness. Having said that, I also quite enjoyed a melee based one with a staff and the magma mace clearing out the mobs once it got too crowded.
I still prefer the outlander though. He's weak and squishy and things can get frustrating, but as for damage he can dish it like no other. The Rune Backflip and/or Flaming Leap is almost mandatory later on if you actually want to survive, but whether I'm dual-wielding pistols or clearing rooms with my shotgonne it's all good. Also, I've never really focused on getting shadowlings. They just didn't appeal but it sounds like they're fairly useless anyway.
And I love how they added new areas and special dungeons. Free new stuff is always good and this is right up there with the best quality that we can hope to expect from developers.
20-08-2013, 01:41 PM #346
- Join Date
- Aug 2011
Anyone played any good class mods? I remember having fun with the Paladin and Assassin from the first game."What were we talking about? Pegasuses, pegasii, that's horses with wings. This motherf*cker got a sword that talks to him. Motherf*cker live in places that don't exist, it comes with a map. My God."
20-08-2013, 02:18 PM #347
- Join Date
- Jul 2012
27-08-2013, 11:04 PM #348
So more playing of my NG++ and nothing new found, although I have made some discoveries. Some dungeons are limited to NG+ (etc.). That tomb I mentioned, where I found 3 golem souls and then it opened up a portal to a horde-arena? That's one of them. I also discovered that there's a couple of dungeons I have not encountered in what amounts to 4 playthroughs in total. Barmy.
I have also discovered that Runic put in something of an end-game 'challenge', perhaps a more meta one. There are level 105 items. Without using mods, there is no way you can get to minimum required level of use, 101. So, what's the other way?
(By the way, I found another legendary!)
The items require a significant amount of a specific attribute. As the legendary shows, you need only strength. I later picked up a unique (orange) item, part of an Embermage set that was similarly statted: item level 105, level requirement 101, lots of focus needed. So reading around, it turns out that Runic not just added in ultra high-level items, but they added in class sets for that high level to give you something to work towards...
...and it just so happens that I have the unique portal scroll that lets me visit an item set seller who spawns at the level you are, which as the screenshot above highlights is max level for me. Good thing I just hit 1m money, eh?
I will say it's a little disappointing that I've completely missed some side dungeons, but it's not a disappointment with the game; I've said before there's a lot of content and they've added a lot, just the RNG. It'd be nice, I suppose, if there was some sort of system that went "Hey, you've played through the game N times, by attempt N=X, you'll have seen all of them in some assortment." Maybe that takes out of the game a little bit, I dunno?
So I'll just leave you all with this. At first I thought the name was a bit vague considering unique items tend to have something a little more tangible to them, but then I read the flavour text, and, well, you'll quickly see.
28-08-2013, 07:46 AM #349Hear from the spirit-world this mystery:
Creation is summed up, O man, in thee;
Angel and demon, man and beast art thou,
Yea, thou art all thou dost appear to be!
28-08-2013, 07:56 PM #350
I finally took TL2 for a whirl, and it seems like a pretty good dungeon crawler. I have a level 18 Engineer, but I'm not sure if I'll really keep playing or not. Borderlands 2 is pretty much my only loot-chasing/leveling game at the moment, but that's because friends are playing it. I don't see much of a point to playing those solo. TL2 may be a fun lunch break diversion when I don't feel like bothering with a match of dota 2, but eh... we'll see.
Regardless, I can see why people enjoy it.
09-09-2013, 07:44 PM #351
I think that TL2 has a better loot system than BL2, but obviously BL2's is a bit more obvious. As for playing it solo, it can be a nice play-while-listening-to-a-podcast thing, or as something that's not too focused and a bit relaxing. Whatever though, everyone plays differently.
So I downloaded the Synergies mod and I like what it has to offer...sort of. So for me the two big draws were the new class, the Necromancer, and some end-game content. Other stuff was interesting, like remixed enemies throughout the main game and so on, but not the hook. Naturally I started with the Necromancer and being able to take a spirit/spectral pet was a nice touch. As for abilities, looking through I thought "I know, I'll make this a pet class." Plenty of options too, considering you can summon a variety of monsters. I took one spell for myself, a minor AOE that emits from the character, but the stats on it are weak as hell (5 knockback at start? It's not actually noticeable). The minions are also rather weak, even when levelled up a bit. Or maybe it's the mobs.
I was browsing the discussion board for Synergies in the workshop and someone mentioned there's a lot of powercreep, especially with the Necromancer. I can certainly see how late game my summon set-up would work rather well. The problem is the mob powercreep is astounding. "Make it harder!" Sure, okay. I put it on elite too and away we go. Problem is, either elite is out of whack, early Necromancer is out of whack, and/or the mod's mobs are out of whack. The remixed mob system is that there's a ton more elites, both technical ones and ones with green text for their name to denote being stronger than normal, but not actually elite. I like that system actually, as some of those were designed as pack leaders. Makes a lot of sense.
What I didn't like were these bastards.
Now you might be saying "But The JG Man, what's wrong with them?" Let me tell you. There were loads of them on the map, all with the same basic set-up of axe and shield. A SHIELD THAT NEVER FUCKING BREAKS. Ahem. What I mean to say is, after my second fight with one of these, that lasted several minutes long because I was going back and forth hoping my horde of minions would do some damage, I finally went back to the enclave and looked for a weapon that had shield break. I found a crossbow with 25% chance to break shields. Great, I thought. No, I might as well have been flinging a tooth-pick at a shield made out of 4m thick metal. With several thousand hp, I often found their shields would break around the 1K hp mark. Frustrating, to say the least. Standard mob shields would break fine, so I don't know what's up.
I did see there was a sub-mod you could get that changed something about the combat (I think it reduced enemy numbers?) but yeah. I'm left a little deflated because new class, new skills, something different. Instead it was only frustration, like trying to make a battle-mage*. Anyhow, I remembered I copied in all of my pre-existing characters and considering I had a mage at level 100, it was time to explore the end game.
The end-game starts Tabletop Mountain.
There's someone you can talk to that sets it all off and where you go from there is up to you, of sorts. There's various vendors that sell end-game (for different stages of NG+, which is a neat touch), some set items etc. and then all the different kind of enchanters. The fact that all of these NPCs are decked out in high-end gear actually does a good job of making you believe "Ok, I'm here, ready to go." It's something I noticed in playing WoW, where in certain areas they'd really convince you that you're part of an effort, of something bigger. Obviously it's just you, but still.
You're informed that after the Nether conflict, the dragons and their enemies, the trolls, have awoken into combat with each other. There's a path you can follow, Ok'ra Pass, that apparently leads on. I wouldn't know too much as after getting into the entrance, my level 100 mage was met by level 120 mobs that very quickly lead to my demise. Probably fool-hardiness, I imagine I'll give it a go again at some point. Alternatively there are 'raids' (only 1 works currently). I can't tell if these are actually designed for multiple people or that raid = end game, but I delved in. Same thing of level 120 mobs, but there was certainly a difference. Fewer of them, but really quite powerful, with several hundred thousand hp and hard-hitting attacks.
The trick of this dungeon/raid/thing is that there are various portals put across. The problem is, I'm not 100% sure how they're activated. I believe staying around them long enough releases The Key Guardian (all the portals are labelled that you need to kill The Key Guardian to proceed), one of the genies you fight in Act 2. Obviously it can split, meaning you have to take on sometimes 5 or more extremely powerful foes, all with over 1m hp. Made worse is that, on dying early on in this dungeon, I went back to town to save money. This actually resets the dungeon. Nooooot great, really. Anyhow, I did eventually beat one of these guardians which unlocked a portal and in I went.
I've only been in one portal, but from what I can gather reading around, each one contains a different boss for you to kill that has a 'loot table' attached to it. Fortunately a single target boss with 1m hp that is almost melee only is very avoidable with frost phase, prismatic bolt spam and then rinse and repeat. He dropped a stupid amount of loot, including several uniques and I believe one legendary. After using the exit portal, it put me back into raid dungeon (which is called a hub, giving me the impression it was a similar sort of town thing) alas it had reset and I was immediately caught off guard by tons of mobs that killed me. Ho hum. I will probably venture back in there at some point.
After buying new items and enchanting everything, my 1.1m gold evaporated, but don't fear! You can buy a scroll to 'An Abandoned Goldmine' where literally everything gives you gold. Chests? Gold! Rodents that you can walk over? GOLD! Mobs? GOLD!!
Turns out it's endless. After two levels, I'd raked in about 170k. That was enough to know that it existed.
My overall impression of Synergies then - I like its ambition, but its balance is a tad off. Perhaps I'm under-geared, but I waltzed through NG++ on veteran with very little gear change (nothing meaningful, really) and just common sense of capabilities. Necromancer maybe could do with a guide of abilities, like "You need this to take down shielded buggers", in a manner befitting perhaps DCI Gene Hunt. A few tweaks here or there and it'd feel like quite a cool unofficial expansion of sorts, especially when the other included classes, Paladin and Warlock, are completed.
09-09-2013, 08:16 PM #352
Like I was going to forget about that strategically placed asterix. So I started out, in the vanilla game (although I may move it over to the bag extension mod) at veteran difficulty a battle-mage, after a long time of telling myself I'd do that. So the various questions to ask at this point are:
2. Is it possible?
3. Is it feasible?
Let's tackle them then, shall we!
There are various abilities the embermage has that allow for melee focused play. Considering there are numerous weapons, many of which sitting in my stash, that have great killing-fools-with-a-blade stats, I thought that the combination was possible. Especially considering that the devs themselves said that whilst there may be a few basic spells that people will almost certainly take (coughprismasticboltcough), the rest is pretty open. I'm sure I've got a few weirdly placed skill points on my primary mage, but otherwise it works fine as a prismatic bolt dispensing machine.
The rules are thus:
-No controllable ranged abilities, ie. no prismatic bolts, but potentially yes flame pillars (especially as they emanate away from you), we'll see on those types of spells when I reach them. Essentially, any ability that allows range between you and the target to deal damage.
-No wards, staves or any variety of gun. All types of melee weapons are viable. Shields are obviously permitted.
-Minimal focus on, well, Focus as an attribute.
2. Is it possible?
Yes. As I said above, there are various spells that work in melee range (/only) or have no distinction (such as Death's Bounty, which I figure will be invaluable late game) and naturally there are various stats on melee weapons that allow interrupt or stun chance.
3. Is it feasible?
Well this'll be the big test. Current answer is 'With diffciulty'. Obviously you start off with Magma Spear, but where it was 'safe' to do so, I engaged with my started stave. That said, early 'battle mage' isn't quite so easy. The first 'melee' ability you get is at level 7. That's a much longer time than you might think where you're actively trying to avoid using any spell, or do as I did and respec out of them and put points into charge mastery and chaotic rift. See I actually thought charge mastery only went up when using wands and staves and some spells, but it turns out any weapon can do that quite nicely, so that works a charm. Chaotic rift may seem a silly choice for a melee character (in case you are not aware, CR is a percentage based chance, starting from 15%, that before you're hit in melee there's a chance your foe will be teleported and temporarily stunned) but early on it saved me from the odd death due to over-crowding of mobs. As annoying as it might be on single target, it's probably more beneficial than not.
Anyhow, get to level 7 and you can get a couple of melee focused abilities. The first is Magma Mace, the second is the Sith lightning-from-hands ability. Now I actually think the latter might be quite good as the stats scale with more investment, especially as it can hit multiple enemies and can stun them, but the innate problem with this build I'm going for is that it drains mana quick and when you're not investing too much into focus or maybe mana, it goes very quickly. Magma mace, on the other hand, is rather excellent. In case you're not aware of what it looks like:
Really, it's quite literal.
It has a chance to stun, is short range (5m) making it perfect for this build's ethics and has a pretty swift animation, meaning you can get right back to chopping fools with your standard weapons quite easily. The arc on it is great too, giving your first main ability great purpose for single target and conal AOE damage dealing. Better though and perhaps what exemplifies both of these abilities as melee focused ones is that they take their damage from weapon dps. This allows you to invest heavily into strength and still reap the benefit from these spells. It's not all rosy though; magma mace builds no charge. Bummer. Like I said though, standard melee attacks do, so you can do a few of these, engage and with your points already invested into charge mastery, boom, just wail away with it when your meter is full.
There are certainly other abilities later on that I can envisage using, but I imagine they'll be fairly passive ones, like the flame aura that damages nearby foes with a fire damage-over-time. I've also just put a point into the ice passive that gives a percentage chance on killing a foe to freeze others near by in place. Frost phase on this build should be great fun too.
Obviously the problem here is getting to level 7. Even on normal, effectively using no abilities after reaching the enclave was hard. You'll want to really stock up on potions and use them liberally. Instead, my recommendation is thus; put attribute points into strength and dexterity as a focus, getting your main weapon damage (and thus certain spells) and then partnered with dexterity boosting your dodge and crit chance/damage up. Put some points into vitality if you're struggling and maybe the odd one into focus if you really feel it necessary. As for skills...cheat a little bit. Maybe level something up to the third rank, say magma spear or prismatic bolt, but don't use any skill points. When you hit level 7, reset everything, put some points into passives you think would be good and then get magma mace.
I'm looking forward to seeing how this build develops, but in the mean time, I'm quite happy with what I've established. Maybe after this, I'll finally get round to actually doing something with the outlander and engineer...
09-09-2013, 08:31 PM #353
- Join Date
- Jun 2011
I was going to ask if you'd be using frost phase, re-read, and saw you were. There's so many fun embermage skills - I'm levelling one myself, along side my melee engineer (level 40 presently) and I rather enjoy the sith lightening move. The enemy explosion on death can lead to some chain-bursts from time to time. I do wish there were more options for a battlemage, though. Best kind of mage.
09-09-2013, 08:36 PM #354
Chain-explosions, you say? *Takes notes*
My rationale for some moves is based on how I imagine it happening. How terrifying would be it be to see a person wielding some combination of melee prowess with swirling flames protecting them only to appear instantly in front of you with a harsh chill from several metres away only to follow it up shortly after that with a massive mace made out of fire. That and I think frost phase will simply be necessary for survival late game.
09-09-2013, 08:39 PM #355
- Join Date
- Jun 2011
I had fun trying to get a close range Alchemist going in the first Torchlight. I tended to wield a staff for theme reasons and for sweet elemental damage, which probably would have meant doom in the long run, since I figure a shield is a must for such a squishy character. Didn't get that far with it.
Frost Phase is one of my favourite ARPG skills, because you can bamf around like Nightcrawler as long as you have mana. And hey, if you have maxed out charge you have infinite mana! Bamf! Bamf!
09-09-2013, 09:24 PM #356
Shocking burst (sith lightning) is one of the best crowd control spells. You can just hold it in and everything in front of you explodes into chunks. Combined with some of the passives it can carry you through half the game alone.
I actually did an alchemist melee build, though I didn't focus on the 'fighter' aspect to such a hard degree as JG Man. Instead I just made a point of focusing my spells on melee range, auras and, obviously, frost phase. Staves instead of wands and Focus was still bit of a dump stat. Definitely made it easier, though he's at lvl 40-ish now and I haven't actually touched him in a while. I can also vouch for Magma Mace's effectiveness in a build like this not least because of the chance to break shields.
10-09-2013, 01:22 PM #357
Few other POP culture things to look out for
Goonies themed dungeon in act 1
The one ring
Skyrim style dragon altar in act 3
Also there's a secret quest chain in each act, where you have to interact with environment, e.g. bash all the gongs in the temple in act 2,these reveal secret rooms with robot parts letting you rebuild the robot map trader from Torchlight 1
Finally for a fun build, try a dual wand wielding bezerker. This is one of the things I love about tl2 versus diablo 3, you can play the classes in so many different ways, there's no sensible way to play a d3 barbarian as a rdps. Well that and the more random maps and better itemisation due to not trying to force you to use auction house
10-09-2013, 02:06 PM #358
Just got into this game and i must say i'm having a blast! Running a level 15 Outlander with dual wands, throwy thingy, backflips and a nasty curse. Just started act 2 on veteran and i'm devestating everything in my path! My build feels alot like my alchemist build from TL1, which is fine by me, lots of hit and run tactics.
Anyone looking to play, add me on steam as TomxJ
10-09-2013, 10:32 PM #359
Hmm, I'll have to download it again. But I do have issue playing it without synergies mod. Not enough massacre in vanilla TL2Hear from the spirit-world this mystery:
Creation is summed up, O man, in thee;
Angel and demon, man and beast art thou,
Yea, thou art all thou dost appear to be!
14-09-2013, 04:15 AM #360
- Join Date
- Dec 2011
Can someone help me come up with a good build for my Engineer? I am so bad at coming up with builds in games like these, all I've done is dump points into useful passive skills because I'm never sure how good the active skills can really be.
It doesn't have to be a really specific build with precise points laid out. Basically I'm level 10 or so, and I want to hit things really hard with a 2-handed hammer and be able to massacre groups of weak enemies with a couple cool AoEs.