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Werelds
Special Little Man
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Sin317
Banned
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Location: Geneva
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Neon
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Location: Poland
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Werelds
Special Little Man
Posts: 15098
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Sin317
Banned
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Posted: Mon, 8th Oct 2012 09:56 Post subject: |
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maybe im just getting to old for this. Dunno. Last Hack n slash i enjoyed, was TQ. But the lack of MP support (i hate open mp with cheated chars) killed that one really quickly, leaving the last hack n slash i played extensivly (and i guess the only one i ever played extensivly lol) = Diablo 2.
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Posted: Mon, 8th Oct 2012 09:57 Post subject: |
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[quote="Werelds"] Smikis. wrote: | ...
As for some Outlander woes: if you're playing solo, use Vortex Hex, works extremely well against most trash (ranged mobs not so much). Also make sure to give your pet Heal All + 3 summon spells, so you have your own little army and healer with you while you use passive spells on your own character (Dual Wielding if applicable, Marksmanship, Heal Self, Treasure Hunter).
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Interesting idea!
Is that really working? I did all the conjuring and healing myself. Does the pet "conjure" and "heal" really when you need it? I noticed as an Outlander the timing is often critical.
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Werelds
Special Little Man
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Posted: Mon, 8th Oct 2012 10:06 Post subject: |
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Yep, it summons every time you go into combat. Assuming the spells aren't on cooldown. When I go into combat I get a whole fucking army; 8 skeleton archers, 4 zombies and a skeleton 
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Posted: Mon, 8th Oct 2012 10:24 Post subject: |
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Tydirium wrote: | Is that really working? I did all the conjuring and healing myself. Does the pet "conjure" and "heal" really when you need it? I noticed as an Outlander the timing is often critical. |
Conjuring works ok-ish, my pet tends to summons stuff after I've killed them though (I guess I kill mobs too quick), but as for healing, the pet will cast that spell randomly even when your health is full. As you say, timing is important in some cases so you may want to learn a heal self or another heal all spell on your own character as well as having it on your pet.
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Posted: Mon, 8th Oct 2012 11:36 Post subject: |
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Smikis. wrote: | i didnt screw my character, i put all my talents into one tree, one could screw up by putting one point in every spell/passive and have nothing strong,but when you focus on one tree, how is that screw up ? this must be first ever rpg, who rewards talents in every spell instead of focusing in one direction , because there havent been one in last decade |
You broke your character, just like you can break your character in D1, D2 or indeed any other action RPG with reliance on skill points and stats. You pumped all your points into a caster tree that is supposed to be used as an augment to your physical abilities,on a PHYSICAL class no less, and then you hop and skip back here to whine about how the game is broken because you fucked up. That's the simple end of it; you broke your character, not the game, as Paul said; you're not supposed to focus solely on one tree to the exclusions of everything else -- so YOU broke your character and I'll wager you did it deliberately so as to have more ammo to use against the game.
Sin is right ( ) it's obviously not for everybody, if you can't be bothered to read the skill descriptions and plan your build accordingly, then it's obviously not for you either. Like I said; my wife schooled you. She played with passive abilities (from all trees...) on her Berserker and used solely default melee attacks and had zero trouble with the game.
Last edited by sabin1981 on Mon, 8th Oct 2012 11:44; edited 1 time in total
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Neon
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Posted: Mon, 8th Oct 2012 11:43 Post subject: |
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With that said, embermage is madly OP with his Prismatic Bolt. I use it exclusively, everything else is just passives.
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Neon
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Werelds
Special Little Man
Posts: 15098
Location: 0100111001001100
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Posted: Mon, 8th Oct 2012 11:53 Post subject: |
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Tbh even without my glaives (which I used mostly to charge my charge bar before) I find that I still fill it quick enough (1-2 packs), no +Charge embers or anything. Can't imagine how quick you guys must be charging it
Although I'm sure Lathi would like me to charge even quicker, considering he gets 76% of my benefits (so that's 7.6% Crit+Dodge+IAS..and Cast speed, but that's only mildly interesting). Once mine is up, it's permanently up though, I can keep it up just by staying in combat 
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Posted: Mon, 8th Oct 2012 11:54 Post subject: |
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Usually two blasts of Prismatic Bolt, as long as each bolt hits, you could watch the charge bar shoot up... teehee.
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Posted: Mon, 8th Oct 2012 11:58 Post subject: |
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IS transmute worth the effort? I never even tried it in the first game. Sacrificing three uniques for one does not seem all that great. And three potions for a potion one tier up? How is that useful?
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Posted: Mon, 8th Oct 2012 12:00 Post subject: |
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Small tip/trick I don't know if you're aware, as an Outlander, just put 1 point into Bramble Wall and Glaive Sweep and then use Glaive Sweep on your own Bramble to gain charge extremely quickly.
You can do this prior to a boss battle or something if your charge meter is empty beforehand.
Mister_s wrote: | IS transmute worth the effort? I never even tried it in the first game. Sacrificing three uniques for one does not seem all that great. And three potions for a potion one tier up? How is that useful? |
Before they fixed the gambler glitch, I transmuted loads of uniques and on average, it's not particularly worth it. From what I can tell, the item level of the transmuted unique is an average of the 4 items you used and since generally you find uniques fairly sporadically, the levels are all over the place. This then means when you go to transmute, the resulting unique is fairly low level. Also there's a high chance that you won't be able to use that unique as it's for another class.
The potion one is good because you will quickly out level the use of lower end potions, so turning them into the bigger, better versions is handy. Although I just tend to sell mine since I pick up enough potions through my runs.
Transmuting embers and getting sockets onto items is totally worth it though.
Last edited by crackerbear on Mon, 8th Oct 2012 12:20; edited 5 times in total
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Werelds
Special Little Man
Posts: 15098
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Posted: Mon, 8th Oct 2012 12:03 Post subject: |
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I tried it two times and both times I got crap. Four uniques for one just seems a bit iffy. I tried to keep the items at the same level since the outcome is an average, no luck.
Last edited by Mister_s on Mon, 8th Oct 2012 12:04; edited 1 time in total
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Posted: Mon, 8th Oct 2012 12:23 Post subject: |
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By far the best way to get uniques is the "lucky vendor" (or shadow vendor or however ou may call it) selling unidentified items in the camp.
By choosing the one with the highest price in the category and maybe the one where you dont meet (yet) the requirements (red x) you have a good change to get a unique. Worked about ten times for me in my playthrough.
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JBeckman
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Location: Sweden
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Posted: Thu, 11th Oct 2012 23:16 Post subject: |
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Torchlight.II.Update.3-RELOADED
Torchlight.2.v1.13.5.12.update.cracked-THETA
Spoiler: | Patch notes for version 1.13.x.12
Misc
Fixed Engineer armor set that was showing up as white geometry
Performance
Additional UI performance improvements
Additional rendering performance improvements
Precacheing of skills, missiles, and particles to reduce the appearance of stutters the first time those assets are viewed on some machines
Stability
Fixed a crash that could occur with a dying pet that proc'ed on save restoration
Skills
Fixed some issues with Stormclaw bolt chaining
Blazing Pillar will no longer give enemies the ability to burn you!
Shockbolts and Shocking Orb can now build charge
Fixed several non-working augment affixes
On-Death Procs properly cool down if required (Fixes several issues where a proc ceases functioning after a period of time)
Blade Pact and Stone Pact last for listed time
Items
Lore item set now has a tangle ability, instead of a nonfunctional acidrain proc
Several affixes that work based on unit proximity can work in parallel, when they could not before
Gameplay
Fixed several issues where procs could be precluded from activation
Set bonuses based on nearby monster count work properly
Some more multiplayer XP distribution fixes related to player/killer delta
Can't turn alignment on something that attaches to its master
When a left-click skill is bound, skills won't track a second mouse click if you click and click-away again (keeps you from pointing the wrong direction sometimes)
Player block cap set to 75 instead of 50
Elemental armor reduction can't reduce armor below zero
Champions all have 100% charm resistance
Siege Turrets have 100% charm resistance
Level Scripting
Can't prematurely activate Vyrax tower warp with teleportation
Various minor level fixes
Various visual updates to the Three Sisters' Lair
Some snow effects were not properly tagged as 'weather' so would not disable when weather was turned off
Tutaran trap fixes
Alchemist can no longer be 'started' on his third stage by rerolling, going to the next level waypoint, and back up. |
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Posted: Mon, 15th Oct 2012 11:31 Post subject: |
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Man finished the game at level 52. Fuck this was really really great
And I don't feel as if it is over and nothing left. Pretty much the opposite, there is still epic loot to find, I MUST GET IT!
A game for the whole family (even my wifes mom played with us lol)
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Posted: Mon, 15th Oct 2012 14:14 Post subject: |
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shroom wrote: | Torchlight.II.Update.3-RELOADED
Torchlight.2.v1.13.5.12.update.cracked-THETA
Spoiler: | Patch notes for version 1.13.x.12
Misc
Fixed Engineer armor set that was showing up as white geometry
Performance
Additional UI performance improvements
Additional rendering performance improvements
Precacheing of skills, missiles, and particles to reduce the appearance of stutters the first time those assets are viewed on some machines
Stability
Fixed a crash that could occur with a dying pet that proc'ed on save restoration
Skills
Fixed some issues with Stormclaw bolt chaining
Blazing Pillar will no longer give enemies the ability to burn you!
Shockbolts and Shocking Orb can now build charge
Fixed several non-working augment affixes
On-Death Procs properly cool down if required (Fixes several issues where a proc ceases functioning after a period of time)
Blade Pact and Stone Pact last for listed time
Items
Lore item set now has a tangle ability, instead of a nonfunctional acidrain proc
Several affixes that work based on unit proximity can work in parallel, when they could not before
Gameplay
Fixed several issues where procs could be precluded from activation
Set bonuses based on nearby monster count work properly
Some more multiplayer XP distribution fixes related to player/killer delta
Can't turn alignment on something that attaches to its master
When a left-click skill is bound, skills won't track a second mouse click if you click and click-away again (keeps you from pointing the wrong direction sometimes)
Player block cap set to 75 instead of 50
Elemental armor reduction can't reduce armor below zero
Champions all have 100% charm resistance
Siege Turrets have 100% charm resistance
Level Scripting
Can't prematurely activate Vyrax tower warp with teleportation
Various minor level fixes
Various visual updates to the Three Sisters' Lair
Some snow effects were not properly tagged as 'weather' so would not disable when weather was turned off
Tutaran trap fixes
Alchemist can no longer be 'started' on his third stage by rerolling, going to the next level waypoint, and back up. |
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1.1gb :O
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Posted: Mon, 15th Oct 2012 17:07 Post subject: |
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Last edited by Yondaime on Mon, 2nd Dec 2024 15:41; edited 1 time in total
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Posted: Wed, 17th Oct 2012 13:19 Post subject: |
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This game is sooooo addicting. I finally have a berserker build which doesn't die whenever an enemy farts! Much more fun this way.
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