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-Every Outlander should take Rune Vault for an escape skill, and if you don't mind you can keep leveling it up for the blind effect which is actually the best debuff in the game.
-Stone Pact in the third tree is an absolute must-have, the regeneration won't actually allow you to sit and tank hits (you can lose overkill amounts of HP in a suprisingly short amount of time if you don't actually avoid the damage completely) but it will save on so many potions because you'll have free regeneration constantly.
-Repulsion Hex is a self-buff that gives you a familiar that automatically pushes away enemies that get close, it's actually pretty darn good.
For rangelanders I totally recommend Rapid Fire (not past rank10 because the MP cost is not worth it past that) because it actually pierces to hit multiple enemies, it actually is useful besides doing damage, and it actually builds charge (the only other one that builds charge well is Venomous Hail).
Venomous Hail is pretty great, it's a targeted ground nuke with a 2sec-ish cooldown, strong and can proc weapon effects the best out of the class. Not too cheap on MP though.
For your weapon sockets, you should be putting +Dmg gems, also consider DoT and ArmorReduction, you absolutely want weapon power.
You can take a 2-hand bow (longer reach and always has innate knockback), or dual-wield pistols (shorter reach and generally weaker but the autoattack can execute, which is autoattacking with both weapons at once), or go with one pistol plus shield so you can have block chance. Separate from those is 2-hand shotgun, which has a short-range cone autoattack and its mastery passive gives a great blind chance and ludicrous knockback that can change a little what skills you even want, with Shadowshot being a neat WeaponDPS skill for long-range damage with shotguns. (weapon effects go to autoattacks and also WeaponDPS skills) (if dual-wielding, only your weapon in the left counts for calculating WeaponDPS skills)
-Long Range Mastery is obviously a global help, and Master of Elements and Poison Burst too.
(you can get 132 total skill points, enough to max 8 skills with 12 points left, skills go up to 15)
(with all builds of all classes, the absolute best thing to find in armor effects is +Health, stack big numbers of that as much as you can because you can go even past double HP, do keep an eye out for blues or oranges with big numbers of that, it actually completely outclasses the entire idea of getting armor/resistance points. +Health and also -X% All Damage Taken)
Outlander has two playstyles: glaivelander and gunner.
Glaivelander is a focus-based build.
My stats for glaiver at 100 lvl are:
10 strength (no points here, since glaiver skills don't rely on dps)
107 dexterity (20% critical chance) -> 364 dex with enchantments (dominion gear)
300 focus (your main damage source) -> as much focus as possible with enchants
100 vitality (Parma's coal burner + blocking 6 spell = block cap)
Skills for glaiver
Must have:
Glaive throw 5-15 (damage and charge) or shattering glaive 15 (damage) + sandstorm 10-15 (charge)
Optional:
Rune vault 5-15 or burning leap 10-15 (mobility)
Shadow mantle 15 (projectile reflection)
Share the wealth (adds a decent bonus to extra hard-to-get critical chance and casting speed)
Stone pact 15 (health regen is really handy)
Blade pact 15 (if you took shattering glaive+sandstrom)
Master of elements 15 (if you chose glaive throw)
Bramble wall 10-15 (just for giggles)
Gear:
Weapons - one-handers with 4 sockets - put casting speed chaos ember there. Shields with casting speed boosts and/or high block chance. Armor - health, focus and casting speed boni are your choice
Endgame gear:
Dominion/unearthly set boni are useless for glaivelanders, so pick pieces of that set with best individual stats and fill the remaining slots with valkyrie/aristocrat/asphyx parts. Weapon - netherrealm wand/axe socketed with 4 Rambren skulls. Shield - Parma's coal burner.
They can be pure dps, speltriggers or dot. They can use pistol+shield or a shotgun.
Stats
Pure physical dps and spelltrigger:
400 strength (shotgun)/ 300 (shield) -> ~2000 with enchants (dps)/ 1000 (trigger)
107 dexterity -> 360 (nether shotgun/pistol) 480 (bloom's margin/blastmaw's trigger/dispatch)
10 focus -> 1000 (trigger)
5 vitality (shotgun)/ 100 (shield).
Another variation (spelltrigger) is 300/200, 107, 100, 5/100 to have an early access to high level blue set jewelry.
DoT:
10 str - DoT scales with focus only
15 dex - DoT doesn't crit -> 360 with enchants to equip dominion pieces
500 foc (shotgun)/ 400 (shield) -> ~2000 with enchants
5 vit (shotgun)/ 100 (shield)
Skills
All gunners have basically the same skill set:
Chaos burst 15/ rapid fire 15 (secondary attack)
Venomous hail 15 (primary attack)
Shotgun mastery 15 (obviously, only take it if you choose shotguns)
Optionals:
Rune vault 5-10 /burning leap 10-15 (mobility)
Shadow mantle 15 (projectile deflection)
Share the wealth 15 (extra critical chance and casting speed)
Stone pact 15 (hp regen)
Bramble wall 10 (territory control)
Blade pact 15 (if you choose netherrealm weapons for dps build)
Master of the elements 15 (if you end up using elemental weapon)
Gear
Dps and spelltrigger
Usual gear:
Weapons - highest dps. Landmark for shotgun triggers - take graysky omen and keep it until endgame. Armor - health, strength and cast speed boosts, also focus for triggers.
Endgame gear:
Get 2 or 3 unearthly/dominion pieces and fill the other slots with asphyx/valkyrie/aristocrat or stick to full set. Dps shotguns - netherealm + 5 Vellinque skulls or bloom's margin + 3 Vellinques. Trigger shotguns - netherrealm + 5 Aleera's eyes or tri-force catalyst + 3 Aleera's eyes. Shield - Parma's coal burner. Dps pistols - netherrealm pistol + 4 Vellinques or dispatch/blastmaw's trigger + 2 Vellinques. Trigger pistol - netherrealm pistol + 4 eyes of Aleera.
Usual gear
Weapons - 4 socket shotguns/pistols socketed with DoT blood embers (any other DoT socketables). Armor - health and focus are your primary concern.
Endgame gear
Get 3 or 4 unearthly/dominion pieces and fill the other slots with asphyx/valkyrie/aristocrat or stick to full set. DoT shotgun - netherrealm + 5 skulls of Zardon (very rare, can be replaced with DoT blood embers). DoT pistol - netherrealm pistol + 4 skulls of Zardon (or DoT blood embers). Same shield - Parma's coal burner.
Plus, a small advice - if you go into strength heavily, you can take a hard-hitting melee weapon in right hand and some pitiful low-level pistol in the left. Skills calculate dps from your right hand, allowing you to maintain your damage output using low level guns. Doesn't work with rapid fire.
The very base.
Shogun or pistol + shield? Dps, trigger or DoT? Be more specific.
If you decide to use dragonskull's balance (486 dex) as the final weapon.
http://ralrom.github.io/tl2-calculator/?class=outlander&points=f50000f000000000000ff00fff0000
If you stick to netherrealm bow (145 str 291 dex).
http://ralrom.github.io/tl2-calculator/?class=outlander&points=f50000f000000000000f000fff0000
If you choose the serpent (182 str 364 dex).
so the build is...related to the item i prefer?
and..how can be sure i'll drop that item in the endgame?
and while leveling?
(i'm still beginning my char)
http://hubpages.com/games-hobbies/Torchlight-2-Shadow-Fire-BowCrossbow-Outlander-Build-Guide im using this website.
i will upload the screenshots soon.
http://images.akamai.steamusercontent.com/ugc/263837612165169410/5374938E9869518BEFA548BDB946BA2A16D2D216/ 1
http://images.akamai.steamusercontent.com/ugc/263837612165168625/831B6B4FEE1BCE3BB912727DB6A2029D8F131FE6/ 2
http://images.akamai.steamusercontent.com/ugc/263837612165167852/2F479BB550A9136BE9A2FDC2D8C416B4D0DE0760/ 3
thats it.
Just use this
http://steamcommunity.com/sharedfiles/filedetails/?id=170662841
explain further. just say hes wrong because you believe so, thats an invalid argument for me. Also, this guide works for bows? i dont use guns. Please take a look at my stats, you think is too ♥♥♥♥♥♥ up?
Vitality for two-handers. This guy is wrong about raising vitality to 50 for character that doesn't use shield. You get 3 or 3.5 hp per vitality point, which is pitiful, since you can find blue set items with +1000 hp. Armor scales very poorly end-game - most of defense comes from damage reduction, not armor.
Long range mastery gives you a pitiful 30% to ranged damage, which roughly equals to 60 strength. A waste of skill points.
Not using venomous hail. The single most devastating skill outlander has, it becomes primary attack at level 10.
Using both rapid fire and shadowshot. Gunner/shooter outlander is supposed to use two attacks: venomous hail (AoE, doesn't require line of sight) for main damage and rapid fire/chaos burst/shadowshot (straigtforward direction attack, need line of sight) for everything else. Rapid fire and shadowshot have the very same use - why two skills for one purpose?
Summoner skills: shadowling brute, ammo and death ritual. The bad thing about them? They don't scale with character's stats, meaning they'll deal insignificant damage at higher levels on veteran and elite. Two things that boost summon's damage are character's level an % summon's damage bonuses on gear - ones which you generally want to be +hp, +str, +foc.
Not including shadow mantle. Ranged attacks are your bane on elite. This is 75% defense against ranged attacks at level 15 (not only arrows, but charged bolts, brakewitches bat swarm and many more). After enchanting gear to 1k+ strength will become practically obsolete.
What he should have mentioned:
Rune vault (starting with level 5) in combination with bramble wall is also a mana generator. Pick gear with mana steal (inquisitor 2 pieces/aristocrat 3 pieces/the asphyx, for instance), put bramble wall, jump near it and voila. Bramble wall is also excellent for speltriggers - more hostile objects, more procs (more charge, too). I put 10 points there (more vines). 1 point is fine, though.
Only rapid fire decreases mobility that severely that you need repulsion hex for cover. Repulsion hex doesn't push off bosses. Shadowshot and chaos burst are much more mobile in use allowing you to save points for something else instead of repulsion.
Endgame weaponry. No mention of your options with final weaponry, nor sockets. Which leads to possible use of master of elements (60 foc for fire, ice, electricity and 120 foc for poison) if the weapon is fully elemental or blade pact in case of fully physical weapon.
Stat enchantments. He doesn't mention how to use Borris' services for this build.
Weapon enchantments. What enchantment to pick an why.
Endgame armor. What sets are beneficial, what socketables to use, etc.
Mana issues. Full strength builds suffer headaches while trying to spam skills.