Torchlight II

Torchlight II

Lightbringer (Beta1.0) (v.90)
53 Comments
HiFive Apr 3 @ 1:58am 
Who-I-don't-remember-anymore,
Yes, after creating the mod I remembered that I'll need to ask permission from all of the different modders. I already knew that I should post links to the individual mods.

Nevertheless, I decided to wait and leave the mod off of Steam for now because I plan to add a lot more class mods to it over time, and I want to test all of them out before I publish the mod pack to Steam.

I still need to figure out how to make GUTS let me publish it to Steam, because that section of GUTS was grayed out and I couldn't check any of the boxes.
Who-I-don't-remember-anymore  [author] Apr 2 @ 10:33pm 
@HiFive glad you did it, just make sure to credit every modder in your mod pack if you plan to upload it. I think steffire3 did mine as well back in the days.
HiFive Mar 31 @ 10:23pm 
After much searching and investigating I finally figured it out. In the "mods" file, this mod is called, vco_paladin. I have successfully created my mod pack!
HiFive Mar 31 @ 7:14pm 
What is the name of this mod in my "mods" folder? I am trying to create my own mod pack that will include this mod and I want to make sure I use the correct mod. I cannot find a mod in my mods folder that is called "lightbringer".
Egorator Mar 18 @ 7:30am 
@Who-I-don't-remember-anymore Actually, I'm not sure if it's everything, but all the assets are unpacked via Guts, there are a lot of unused ones including the armor sets. I didn't mess around with those, I mostly edited what the class had in the last release, only replaced 2 abilities with new ones, but they're there! Also thank you, I'll upload it soon.
Who-I-don't-remember-anymore  [author] Mar 18 @ 1:53am 
@Egorator I'm spooked and totally flattered, its been.... gosh I don't even know how long as it been. but the mod was stucked and kinda unfinished because my comp died down during the Covid pandemic, and there was no way to fix it until months later, at which other parts of life and caught up and left this hanging.

Your replied / comment actually made really want to finished what I've started years ago, but then again maybe not, even the original Guts files are all but missing, I even had 3 sets of armor waiting to be final I update it mod again, (damn Covid).

You may update the mod if you're willing. Just mentioned it in your mod. And maybe let me know here too. I'm glad people are still enjoying the mod.
HiFive Mar 14 @ 5:20pm 
Great mod! I really enjoy playing this character. :loot: :cozyspaceengineersc:
Egorator Mar 6 @ 6:18am 
Hey man! I really love this mod, and for almost a month I've been working on an "update", or a reimagined version of it. New icons, skills, descriptions, particles, and textures, but still mostly keeping true the original. Can I contact you somehow? I want to upload it, but only if you permit.
mercurious05 Oct 30, 2024 @ 12:59pm 
How do you use Charge? >.>
tangrow Sep 19, 2023 @ 1:13am 
Hey! Just wondering if I could have any help on why none of the buffs are applied to my friends! The animation / on screen effect dont show on their screen and therefore they don't get the buff :(
Lash Ketchum Jun 14, 2021 @ 8:03pm 
Positively loving this class. Discovered it through Viz's Variant Classes and I have to give you props for making a proper Utility Tank in TL2.

Truly the Paladin archetype I wanted from a mod, unlike Syngergies Mod's 'Paladin'. Your Lightbringer has arguably the better mechanics (and name)!
Who-I-don't-remember-anymore  [author] Aug 29, 2020 @ 7:10am 
@MADmillian Thanks! Glad you love it XD

@Feelgood Big thx to you too for trying this class, many many thx :D
CptBlazedAsFck Aug 26, 2020 @ 4:24pm 
I love this Paladin like class. Nice spells. I can heal and buff my mate online <3
Feelgood May 2, 2020 @ 12:36am 
A big thx for that, always looking for a paladin style class ;D
Who-I-don't-remember-anymore  [author] Apr 2, 2020 @ 9:25pm 
@Nemmy It scales based on your total Vitality stat, so the more you have the better you can see the upgrade. Hmm.... maybe I should put in the % of upgrade as well in the tooltip. Right now it starts with 30% Vit and 5% increase per level. up until 100%.

Oh and before I forget, thanks! Yeah I created this mod because Synergize Paladin couldn't scratch my itch too, it took WAY~~~ longer than I expected but here we are. Update soon, and I'm bringing some changes to shield playstyle (S.o.Conduct and Shield Throw) as well as Tier Set for Lightbringer to challenge Synergize endgame (Darknessfalls). I'll throw in the update first before "total" completion to fix some of the issues here and there, and then I'll updated it for completion for now I guess.

Hint: Don't start playing shield with this class now, I'm changing the some core skill set on the next update, keep smiting them with that big hammer until then :cozybethesda:
Nemmy Apr 2, 2020 @ 9:13pm 
Yeah! I definitely noticed when it procced(Awesome effect, too!), just I couldn't narrow down what was causing it to proc. I thought it might be crits, but it was infrequent enough that I was unsure!

Another thing to maybe look into: Going from level 1>2 of Sacrament of Might doesn't actually do anything? It stays at +5% and doesn't start scaling up until 3+. Maybe not a bug, but it seemed kinda weird to me!
Who-I-don't-remember-anymore  [author] Apr 2, 2020 @ 9:05pm 
@Nemmy Hmm.... I must've accidentally deleted the sentence when I was doing spellcheck. S.o.Might Proc on Critical hit, so whenever you crit with a Greathammer you will notice a visual proc on your weapon that indicates you have the buff activated (its very obvious)

Again sorry on the misleading tooltip, I'll update it on the next update. Guess now I have to update the mod earlier, was gonna wait until I finished everything but oh well XD
Nemmy Apr 2, 2020 @ 3:39pm 
How does Sacrament of Might work? The description about 'clashing with enemies' is a bit vague, and I haven't been able to figure out what activates it.

Other then that, great mod! The graphical stuff like the spear is amazing, and it really scratches my paladin itch in a way the standard Synergies Paladin doesn't. Good stuff!
ノレース イナレ Feb 7, 2020 @ 10:53am 
Thanks! I've seen the update and advanced some levels and yes, I know see I can use charges.
Who-I-don't-remember-anymore  [author] Feb 6, 2020 @ 10:43pm 
Mods been updated. For those who are still playing with this Mod make sure to check the [Change Notes] section for more information :cozybethesda:
Who-I-don't-remember-anymore  [author] Feb 6, 2020 @ 7:07pm 
Hei ノレース イナレ, thanks for checking out the Mod! I'm glad you enjoy it. :steamhappy:

For Charges, unlike vanila classes, Lightbringer charge bar fills up overtime, about 1 charge every 10 seconds. There are skills that can speed up this process or straight up grant you charges if you use them. As for early levels [Salvation] is your only charge-usable skill until you reach level 15 or more depending on the mods you're using. This mod is made with Synergies mod by Salan in mind.

[Sacrement of Conduct] procs by blocking. So whenever you block an attack you'll send a shockwave around you to deal %DPS, it has a internal cooldown and is reduce as your skill level increases. The shockwave isn't that huge and it happens quite fast, so you may not notice it. =P

Also I'm throwing an update soon on this mod, but mostly visual effect and some cosmetic related items, so make sure to check the change notes on steam page when it does. Thanks again for playing with this mod!
ノレース イナレ Feb 6, 2020 @ 11:14am 
Also, If you might, I have a couple of questions about the pasive. How are charges spent? I am on early level and maybe I do have to use a certain skill to spend them. The bar does not seem to change. Also how does Sacrement of conduct work? I have it at level 1 but I see no wave.
ノレース イナレ Feb 6, 2020 @ 10:59am 
I just wanted to say that you made a really good job. I like this mod and therefore class. I started a new run and I am enjoying it a lot. Thanks and keep up the good work!
Who-I-don't-remember-anymore  [author] Dec 20, 2019 @ 12:31am 
Hei Kiros, thank you for the comment. Yeah effort has been put into this mod as it was my first mod ever, I'm glad you're having fun with it, with your friends no less.
Kiros Dec 17, 2019 @ 9:18pm 
Hey, never mind my last comment we managed to fix it but I do want to say thank your for spending your time making such a great class. I have been having tons of fun with it and it's such a love the look of it.
Kiros Dec 17, 2019 @ 7:07pm 
Hey, for some reason when I play with friends they can't see the abilities of the class. is there a way to fix this?
Who-I-don't-remember-anymore  [author] Dec 11, 2019 @ 8:04am 
Hei Iconking, thanks for the feedback! I'll look into in, to be honest I haven't had the time to revisit the mod in quite a while. I'll see what I can do to rebalance the skills.

And thanks for the praise, it was my first mod so its really encouraging
Iconking Dec 10, 2019 @ 5:51am 
@Who-I-don't-remember-anymore Hey, amazing mod, those visuals are amazing, definetly the best paladin mod out there. Might I suggest Increasing Holy Smite's cooldown by at least 10 seconds, not only is this clearly warranted in terms of power, it also adds slightly more oomph to the skill and gives Mighty Swing a use since it is completely outclassed otherwise.
steffire3 Sep 20, 2019 @ 12:46am 
@ (author) : Thanks so much for your permission with honor! I will inform the Torch Modders. ^_^
Who-I-don't-remember-anymore  [author] Sep 20, 2019 @ 12:24am 
@steffire3 with pleasure, the honor is mine
HiFive Sep 18, 2019 @ 11:19pm 
Oh, yes! Steffire, thanks for asking to add this to Variant Classes. Then I wouldn't have to add it as a separate mod.
steffire3 Sep 18, 2019 @ 1:18am 
@ (author) : If possible. Would you be interested in having this Class added to the Variant Classes mod pack over on the TorchlightFansite? https://www.torchlightfansite.com/mod_downloads/compilations-tl2/download-1516-variant-classes.html
Who-I-don't-remember-anymore  [author] Sep 13, 2019 @ 1:46am 
Hi Bitterblossom! The class is basically done for gameplay wise, only a few minor touches (mostly visual, like profile icons) needs to touch up and its done. I did think about adding armor sets into the game but judging from my schedule nowadays it wouldn't be possible at all.

Maybe someday I will add those to the game, but by then I'm pretty sure I would've add another class as well, but don't take my word for it. Busy busy life now :steamhappy:
SonOfKrypton Sep 10, 2019 @ 4:35am 
Hi! Shieldthrowing is such fun. How is the progress of the class going? Is it finished? Thanks!
Who-I-don't-remember-anymore  [author] Aug 20, 2019 @ 12:45am 
@Coldspy Many thanks! I'm glad you're enjoying the mod!
Coldspy Aug 15, 2019 @ 10:37am 
Dude this char is awesome my new hardcore char really good specs mate well done!
Who-I-don't-remember-anymore  [author] Aug 1, 2019 @ 12:19am 
@HiFive The mod is created with Synergies difficulties in mind, so I would suggest you play this with higher difficulty mods. As for mod pack, it really shouldn't affect anything as most skills are made ground up. But if there are, let me know so I can fix it :steamhappy:
Who-I-don't-remember-anymore  [author] Aug 1, 2019 @ 12:16am 
@CrayzsTR1905 Thanks! Appreciate the thumbs up man.
HiFive Jul 25, 2019 @ 9:43pm 
Should I stick to playing this in the vanilla game, or do any of you think I can add it to my current mod pack? Also, if I can add it, should I place it above or below the mod pack?
SSG ALX10 Jul 24, 2019 @ 5:03am 
Nice Bro
steffire3 Jun 22, 2019 @ 1:34pm 
@ (author) : Thanks so much! I like the changes mentioned in the Notes.
Who-I-don't-remember-anymore  [author] Jun 22, 2019 @ 12:34pm 
@steffire3 @Birdi well well! I've updated the mod, [Respite] should be more balance now and still remain useful at endgame. For more info please check the "Change Notes" section :steamhappy:
steffire3 Jun 13, 2019 @ 12:22pm 
@ Amberleigh (author) : Thanks for clarifying. I agree that the easiest path is ideal in any situation for modding. 100 Affixes would be difficult. (I'm thinking:) Respite is a hidden Skill: activated when conditions are met. How about creating 3 different versions of Respite? Lower Ranks of related Skills will only enact the "weak" version. Higher Ranks will only enact the "basic" version and only the highest Tier 3 bonus will enact the "power" version of Respite? Just ideas. Thanks for engaging in design discussions. It gives other players a chance to offer ideas too.
Who-I-don't-remember-anymore  [author] Jun 13, 2019 @ 1:30am 
@steffire yeah that was the idea, but [Respite] is not a active/passive skill, rather its a hidden skill that got triggered whenever a play meet a certain condition with a certain skills, (Salvation is one, Tier 3 Verdict Deliverance is too)

The problem I have now is that the affixes are increase as per character level, so I can't put any stat modification or it won't work. I'm not sure if i want to create 100 affixed to meet each lever too :steamfacepalm: Still thinking a solution, but [Respite] based on charge points does make sense, I just don't know how to implement it, yet.
steffire3 Jun 12, 2019 @ 12:29pm 
@ Amberleigh (author) : I've seen this balance issue in previous mod classes I helped advise.

One solution is to place greater power towards the last 5 ranks or even the last Rank of a Skill.
So that most of the power is reserved for the End Game and Mod Challenge content.
+1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 4, 5, 10, 20. <<< Something like this.
云染衣 Jun 12, 2019 @ 4:20am 
hen hao
Who-I-don't-remember-anymore  [author] Jun 12, 2019 @ 1:35am 
Hi Birdi, thanks for the feedback!

Yeah the Charge Buff (Respite) is kinda strong I agree, I originally made it much much weaker while I was playtesting leveling up by the main quest. But as soon as I hit DF (Synergies Endgame) casual mini bosses were 1 shot-ing the bubble left right and center, so I end up buffing it into oblivion to at least last 1 hit from the endgame bosses.

but you know what, you example gave me an idea. I'll admit when this buff was made Istill don't have much knowledge in GUTs, but right now I can think of something. I'll try to get it work ASAP
Birdi Jun 11, 2019 @ 11:02pm 
One suggestion I have would be to lower the amount of damage absorption that the Charge buff gives. The heal of Salvation is great, but combined with that buff you become practically undefeatable.

I feel like, if you can, it would be more beneficial to the player in a risk/reward style, compared to just gaining buffs or perks for using other skills. If you made it so the charge point did more based on how many were used, it would make it more interesting, especially with the charge-generating skills. As it is, using one point is very strong and has no real delay, even without the charge rate boosting skills.

Ex:
5/5 Points charged:
200 / 1000 / 2500 / 4800 / 7000 dmg absorption (based on which point you use)

This makes using charge generating skills less desirable, and coerces the player to try using many skills rather than just using one or two that barely lower the bar.


It's still a very fun mod. Looking forward to seeing how you update it!
Honey, I Shoryukened The Kids Jun 11, 2019 @ 1:26pm 
thanks, gonna check it out :)
Who-I-don't-remember-anymore  [author] Jun 10, 2019 @ 11:55pm 
Hei Torchmodders, Thanks! Please do :steamhappy: