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Apocalypse is a seriously tough mod when the levels get over 150 and as a result only the powerful classes stand a chance at matching it.
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The Electric Engineer mentioned can easily reach over 100% increase in Electrical Damage which can empower it's Electric Quakes and Auto Target Bolts while also acquiring an army of electrical summons.
This is the power that other classes have to match to keep up.
= = =
The Emberblade was designed to be balanced and costs Charges to use powerful skills.
Not likely to perform at the same level.
= = =
The Elemental Brute has greater access to damage power however may lack armies of summons.
May have to use Skeleton Scrolls to distract enemy damage.
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Shaman or Occultist? (from Darkthan 1 or 2):
Shaman has wolves and other summons that can dominate the field however may lack defenses itself.
Occultist is a different and possibly more powerful version of the Shaman in the sense that it has Skills to protect itself and deal better area damage.
= = =
Theolentist:
This is one of the few classes that can match the Electrical Engineer and even surpass it with the proper build using area, summon and survival skills.
= = =
Fighting Arts (Otaku Fighter):
The Rapid Beam attack is one of the strongest over powered skills available on the Steam Workshop once it is maxed if used along with a maxed Passive Skill to regain 15% Health on Target Hit.
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Hope this helps! ^_^
With that said, I have scrapped Synergies in favour of TL2-E as of an hour ago, haha...any thoughts on the same classes sans Synergies?
The apoc is included in draco's combo pac thing, so I don't really have a choice (and had not noticed a huge difference in the bosses per se up until lv 20 on Veteran).
I doubt I will reach beyond 100; I just want to experience Act V and any raids/dungeons from add-on content.
Actually, speaking of, once 100 (which is a baseline for end game stuff, right?) which end game dungeon seperate mods would you highly suggest to play through? or does TL2-E/Draco's etc. have enough packed in?
Thanks again Stef!
If I'm making a ranged Theol (best class ever, wow!!) which stats should I invest in? I'd like to use pistol/wand, so I'm thinking dex/focus, splash str/vit? Just a bit confused but I almost feel ike all 4 stats are needed -_-...
I found a P/W build from YT but it's from 2013, lol
TL2 community and mod community are enjoyable to me and I came to appreciate all the help I received from certain individuals that I decided to help others where I can. (If I can, I admit technical bugs with OS and internet port connections are the most challenging without articles from the web to help).
I'm glad you found this helpful. Feel free to ask more!
TL2-E is easier than Synergies yet still fairly challenging by vanilla standards.
Powerful classes will have an easier time however the great benefit is that a Player can be free to try weaker builds that may have struggled in Synergies and deal well in TL2-E.
Veteran is a good choice and level 20 is early where many skills are yet to be unlocked or invested.
level 50+ is where builds start to shine which is in range of the game's end and extra mod content.
Fortunately TL2-E adds Tarroch's Tomb to Act 5 and all the Phase Beast Challenges which are all vanilla content that was hard to access so anyone can experience the best of what TL2 has to offer in one playthrough now and easily farm them after beating Act 5.
Tarroch's Tomb is easily the hardest dungeon in the vanilla game and possibly even in mods since it starts at 100 and ends up near 200 by the final rounds.
Levels 1-50 and up to 60 for TL2-E covers the story campaign of Torchlight 2 and even the modded Act 5. (Updates continue to be added to TL2-E every 2 months on average).
It's plenty of content however there are at least four mods that are worth trying once or enjoying permanently for dungeon content and hopefully they should work with TL2-E however it's worth keeping copies of your character mod save files just in case:
Abysm
Corpselight
Dungeon Challenge ReMod
Path of Torchlight Part 2
Glad to help! I respond when I can. ^_^
With that said, I thank all the people who taught me what I know and share today about TL2.
In that case Focus is your best friend and Strength if DPS is used in the Skills.
For TL2-E it should be fine especially in Veteran.
Skulls of Limony are still useful to farm (from level 70 Phase Beast Chests) or Eyes of Grell (first major vanilla boss) if you need to reduce enemy damage for any class.
Even a 2013 Guide may still be useful as it is an older class not too much has changed. ^_^
Vitality is not important normally (although it is empowered in the TL2-E mod) usually Skulls and other Items or skills fulfill defensive and health needs.
Strength will only be needed if using damage skills that have DPS involved.
That's great!
If you ever really need useful loot (no need to sell dozens of greens) balanced with gold drops:
Running Wild > > (above)
Lao 2.0 Chaos > > (below)
Probably on a second playthrough.
Since adjusting my mod order, and becoming more and more unsure about said order, I figure it's better to ask in this thread. I need a stable/cohesive order!
Brother in Arms
Draco's Diablo 3 UI and Others UI Merger
StormTexturePackv2.5 (do you prefer retex or this? not interestedin ink)
Dracos' gameplay mod (this is huge and the biggest concern for overwriting the loot stuff)
Torchlight II Essentials
Running Wild
LOA 2.0 CE
Theolonist Class
TL2-E (not sure if I can afford to keep this or if there's a point with all the other changes, but damnit I want Act V and those raids!)
Additional Classes Merged Pack from Nexus)
Thanks again!!!!! :)
Also, any thoughts on the power/balance (or lack there of) of the Gun mage class? OP or just right?
Chaos readjusts the balance of Weapons and Armor to make it more fair and potentially powerful on the rarest Sets and considering Apocalypse after level 100 it will prove helpful.
Storm Texture has the most noticable visual textures so that's a good choice.
You may want to place the Additional Classes above TL2-E so their mission awards can appear.
TL2-E is worth it for it's deeper content and in a way the challenges it beings along with Apocalypse after Level 100 will test the best builds that Theo and the other classes can offer.
You may be interested in placing Wild and Chaos above Gameplay and Essentials to affect their items.
The true test will come with Apocalypse's Levels above 100 for enemies. It will rival Synergies difficulty at that point otherwise the power of the Theo class should handle the content well.
I remember that there are two different Gun Mage classes. One is a simple rearrangement of the vanilla classes and the other is a fully customized power house. If you have the latter mod then it is an impressive ranged class.
So, to confirm:
Brother in Arms
Draco's Diablo 3 UI and Others UI Merger
StormTexturePackv2.5 (do you prefer retex or this? not interestedin ink)
Running Wild
LOA 2.0 CE
Dracos' gameplay mod (this is huge and the biggest concern for overwriting the loot stuff)
Torchlight II Essentials
Theolonist Class
TL2-E (not sure if I can afford to keep this or if there's a point with all the other changes, but damnit I want Act V and those raids!)
is the order I want to lock-in for stability and non-overwriting of important gameplay elements?
PS Yeah the powerhouse one, haha ;) I don't want game to be a cakewalk, but willing to use a powerhouse class to have a fighting chance at 100+ like you mentioned. (Vet seems good for me w/ all the harderchanges draco's throws at me)
Last Q (for now, hehe)...is there another draco mod you would recommend over the one I have chosen, knowing I want a challenging, but not masochist playthrough.
Thanks again!! ^_^
Looks very good!
That Draco Gameplay is probably his best and only mod for the game content itself and even rivals the best gameplay additives that other mods provide.
Synergies is the one that made Skills more accessible at lower levels... interestingly it might be possible to use it with TL2-E having Synergies at the bottom.
Otherwise there is this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=140133481&searchtext=skill+unlock
Unlock Skill 7 at Level 7 and can max any 7th Skill by Level 13 potentially.
Goes on the very top of the Load Order.
A mod that has the Theolentist and other classes is:
https://steamcommunity.com/sharedfiles/filedetails/?id=477411811&searchtext=additional
There might be a few crashes hovering the mouse over a Skill here and there however all things considered it works for most classes with this mod.