Torchlight II

Torchlight II

Theolentist Class (v.2757)
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Update: Jul 21, 2013 @ 4:32pm

Published v.1704

BIOLOGY >> EXALTED AMMO
- The dodge and reflect missile bonuses of this power now increase by rank instead of offering a flat bonus
- The max possible Dodge bonus slightly improved (24%, up from 20%)


BIOLOGY >> APEX APOSTLE
- Changed the appearance of the apostle to something more fitting, and more importantly, less noisy
- Identified a bug in this power that doesn't stop other favors from being cast while it is active. No ETA on a fix yet.

Update: Jul 21, 2013 @ 4:12pm

Published v.1703

BIOLOGY >> EXALTED AMMO
- The dodge and reflect missile bonuses of this power now increase by rank instead of offering a flat bonus
- The max possible Dodge bonus slightly improved (24%, up from 20%)


BIOLOGY >> APEX APOSTLE
- Changed the appearance of the apostle to something more fitting, and more importantly, less noisy
- Identified a bug in this power that doesn't stop other favors from being cast while it is active. No ETA on a fix yet.

Update: Jul 21, 2013 @ 4:01pm

Published v.1700

ASTRONOMY >> CELESTIAL BLAST
- The "planet" missile used by ranks 1-9 is now used by ranks 10-15 of this skill, which were still using the older version

ASTRONOMY >> ATMOSPHERIC SHELL
- May have finally fixed a bug that caused new ranks of the spell not to take effect until the player logged out and back in.

Update: Jul 21, 2013 @ 1:54pm

Published v.1699

ASTRONOMY >> CELESTIAL BLAST
- The "planet" missile used by ranks 1-9 is now used by ranks 10-15 of this skill, which were still using the older version

ASTRONOMY >> ATMOSPHERIC SHELL
- May have finally fixed a bug that caused new ranks of the spell not to take effect until the player logged out and back in.

Update: Jul 21, 2013 @ 10:59am

Published v.1684

This publish is to fix an accidental skill change leak that came out in a previous version that contained a half-implemented change to Holy Vector.


PHYSICS >> HOLY VECTOR
- This power now strikes three times upon impact instead of once
- Because of this, the damage per strike has been lowered by about half. The overall effect however is a buff to this power.
- Note that the DPS listed on this power (in fact, for all powers a Theolentist has) is the amount PER STRIKE, not total damage.
- I am continuing to try to get the damage burst to line up better with the execution of the power. No success yet. Keep in mind this is strictly a bonus to the player at this point: the animation ends shortly before it should, which is why you are able to move while the burst effect is occuring.

Update: Jul 21, 2013 @ 10:29am

Published v.1681

PHYSICS >> ELECTRIC HALO
- Changed various descriptions to indicate that this buff can only be triggered with a two-handed melee weapon (not just a "melee" weapon)


PHYSICS >> IONIC BAPTISM
- The ranged portion of this spell is semi-live
- The melee portion is less alive but it is there. No descriptions yet for this skill because adding them is going to be a not-fun job.


BIOLOGY >> PHOTOSYNTHETIC AMMO
- Widened the area of effect of this power. We'll see if it makes it more useable.

Update: Jul 20, 2013 @ 6:47pm

Published v.1680

PHYSICS >> ELECTRIC HALO
- Changed various descriptions to indicate that this buff can only be triggered with a two-handed melee weapon (not just a "melee" weapon)


PHYSICS >> IONIC BAPTISM
- The ranged portion of this spell is semi-live
- The melee portion is less alive but it is there. No descriptions yet for this skill because adding them is going to be a not-fun job.


BIOLOGY >> PHOTOSYNTHETIC AMMO
- Widened the area of effect of this power. We'll see if it makes it more useable.

Update: Jul 19, 2013 @ 4:19pm

Published v.1625

GENERAL BALANCE CHANGE
- The tier of most skills has been adjusted
- All Active skills of Tier 2 or higher have been lowered by 1 Tier
- All Passive skills of Tier 2 or higher have been lowered by 1 Tier
- Favors remain Tier 3 (where they were adjusted earlier this week)
- A few powers have switched around in order. In these few cases, the spell is generally the same level it was before the change.
- This change was made to make lower levels more varied and relieve some pressure points around level 14 where suddenly a ton of important skills would unlock. This led to people hoarding points until they leveled up and was just not as fun as I think it could have been.

Update: Jul 19, 2013 @ 8:59am

Published v.1607

GENERAL
- Due to the fact that custom items for this class are very unlikely to make an appearance in the near future, I have added Greathammers as a viable weapon type. Greathammers now can be used for Inertial Relic and for Voltaic Sentinel.

PHYSICS >> INERTIAL RELIC
- There is now a maximum time limit for how long you can stay in this power at a time (7 seconds)
- There is now a cooldown between uses of the power. This cooldown begins after the power ends. It starts at 8 seconds and decreases by .25 seconds per rank.
- Added Two Handed Mace as a viable weapon for this power
- The affect area of this power has been reduced.

PHYSICS >> ELECTRIC HALO
- This buff now specifies that triggering the buff requires a two handed melee weapon
- FWIW, if you are over level 30, playing an Electric melee-ish character, and not using a power that generates Electric Halo (either Holy Vector or Kinetic Flurry at rank 5 or higher), you are probably shortchanging the survivability of your build

PHYSICS >> VOLTAIC CRUSADER
- Added Greathammer as a viable weapon for this power

PHYSICS >> IONIC BAPTISM
- This power is not yet ready for official release. You can see the scaffolding the basic effects by casting it but the damage and affixes are not yet implemented. Probably will not be ready for a few more days.

Update: Jul 18, 2013 @ 7:52pm

Published v.1606

GENERAL
- Due to the fact that custom items for this class are very unlikely to make an appearance in the near future, I have added Greathammers as a viable weapon type. Greathammers now can be used for Inertial Relic and for Voltaic Sentinel.

PHYSICS >> INERTIAL RELIC
- There is now a maximum time limit for how long you can stay in this power at a time (7 seconds)
- There is now a cooldown between uses of the power. This cooldown begins after the power ends. It starts at 8 seconds and decreases by .25 seconds per rank.
- Added Two Handed Mace as a viable weapon for this power
- The affect area of this power has been reduced.

PHYSICS >> ELECTRIC HALO
- This buff now specifies that triggering the buff requires a two handed melee weapon
- FWIW, if you are over level 30, playing an Electric melee-ish character, and not using a power that generates Electric Halo (either Holy Vector or Kinetic Flurry at rank 5 or higher), you are probably shortchanging the survivability of your build

PHYSICS >> VOLTAIC CRUSADER
- Added Greathammer as a viable weapon for this power

PHYSICS >> IONIC BAPTISM
- This power is not yet ready for official release. You can see the scaffolding the basic effects by casting it but the damage and affixes are not yet implemented. Probably will not be ready for a few more days.