Torchlight II

Torchlight II

Theolentist Class (v.2757)
Chat  [developer] Apr 11, 2013 @ 6:11am
Initial Tips and Strategies
Hi all,

This is a cross post from the Torchlight 2 message boards describing some of the initial strategies for building a basic Theolentist. Feel free to post additional suggestions and tips.


There are no hard and fast "rules" for building your Theolentist, but like all classes there are some basic strategy points to keep in mind as you decide which brand you'd like to try.


How many points do you want in Heaven's Gate?
Heaven's Gate is a teleport power that also provides bursts of control. This power has been intentionally designed to operate very differently at low ranks versus high ranks.
- If you just want to a quick "escape" power and nothing more, 1 rank may be a good idea in this power
- Starting at rank 5, this power becomes a much better control power, causing Fear in enemies. Fear adds safety, but can slow you down. It might be worth it if you have a significant source of slows or immobilize powers though.
- Starting at rank 10, between knockback bursts this power will cause any enemy that you hit (with any power) that is Frozen to begin to Burn. This can be a good bonus tier to work toward if you are using a lot of Ice powers (Astronomy mainly) and in particular a Lucent Beam build, which should have few problems managing mana costs of frequent teleports.
- Heaven's Gate has synergy with Atomic Blessing. Atomic Blessing allows you to regain some hit points each time you teleport. Keeping Heaven's Gate at a low rank can let you teleport (and thus heal) more cheaply, but you forgo the extra control benefits.


Which of the Favors do you prefer?
There are three skills labeled as "Favors" that you can pick from. You can only one run one of them at a time, and each costs 5% of your max mana to maintain (meaning a "favorless" Theolentist might be an off-brand thing).

- Electron Veil grants a chance to stun enemies who come close to you. You also gain resistance for each enemy with a certain distance.

- Sequester creates a pulsing knockback aura around you that throws enemies out of range. It also increases the range of your basic missile weapon attacks, and provides resistance as long as you manage to keep away from enemies.

- Apex Apostle provides you with an indestructible ally that is useful for delivering additional damage at very low investment cost.

Note that each time you level up one of your favors, you should dismiss it with Dispell Auras and recast the new rank.


Which type of weapon should you use?
The Theolentist is open to a number of weapon options, but three general classes of weapons fit a "typical" Theolentist:

- Staff or Polearm. Combined with Voltaic Sentinel, you can net a very high amount of Physical armor. Melee weapons enable you to use a few powers in the Physics tree, and a staff or Polearm specifically is required if you want to use Inertial Relic (a skill somewhat similar to the "Whirlwind" power popular in some games).

- Bow, Crossbow, Shotgun. These three weapons are seriously underpowered in the "core" game. In the hands of a Theolentist with Exalted Ammo though, the chief point against them--high Dexterity requirements--allows you to also build your Strength score.

- Wand + Pistol. Used with the Moon and Sun skill, you gain a good source of mana regen and significantly increase the attack speed of the combo. When you use auto attack you also sometimes generate a beam of energy that can hit multiple enemies.
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Showing 1-8 of 8 comments
Theo =UwU= Apr 12, 2013 @ 10:18pm 
A quick question. I am planning on making a astrology/physics hybrid character. Would Strength/Focus with some Vit while using a Staff work? I want to be strong at melee range, but I dont want to get screwed out of having good gear.
Chat  [developer] Apr 13, 2013 @ 5:17am 
Captain, it's hard to say since each build is different, but I would probably commit to either Strength or Focus at the expense of the other. Either one will raise the damage of most spells--the main exception spells are the few that are not based on Weapon Damage or DPS.
Chat  [developer] Apr 13, 2013 @ 8:48am 
A couple more strategies and tips to help outnew Theolentists.

DNA Hex
DNA Hex is a proc that causes the secondary effects of your weapon to spread over an 8 meter radius. For example, if your weapon has a 5% chance to Freeze, every time DNA Hex fires it will roll this chance against every enemy hit. Whether DNA Hex is "worth it" for your character depends on what kinds of secondary effects you can manage to find. Note that DNA Hex DOES apply Life and Mana Steal (but only to one enemy hit). DNA Hex also works with skills that don't normally convey effects, like Lucent Beam or Litany of Quills.

Understanding Quantum Penance
Quantum Penance, the top tier spell in Physics, adds a buff to you that causes enemies who hit you to take damage. However, the spell also yanks the enemy toward you. You'll have to decide if that extra damage is worth the loss of control. Luckily, most bosses tend to resist pulls. Note that at rank 5, Quantum Penance also adds Splash damage to standard attacks, which can work well for "standard attack" builds using a Staff or Polearm, given their huge reach.

Focus vs Strength
Since most Theolentist skills deal elemental damage based on weapon damage or dps, either Focus or Strength will increase the damage of your skills. Each has unique benefits (more mana versus more crit strength). A few skills or procs deal raw elemental damage. This damage is only raised by Focus.

Polearms typically require Strength to equip, Wands and Staves typically require Focus. Bows, Crossbows, and Shotguns typically require Dexterity, which does not actually raise their actual damage. The skill Exalted Ammo is meant to help compensate for this.
Michael Apr 14, 2013 @ 8:41pm 
Hmm...so if I understand correctly, a Physics toon's choice of polearm versus staff is entirely cosmetic, and should dump 100% into either strength or focus accordingly? I wasn't sure if a mix of the two would be better, as I was always under the assumption that all weapons deal physical damage as well as contain elemental procs. Between the physical and elemental, I thought strength and focus together would produce an overall higher dps. Or is that simply not how it works?

Also, dex and vit seem equally important to each other as a melee character. Dex for the crit and dodge chance, and vit for the health and higher tiers of armor. Although, I suppose with a high enough dodge you could almost ignore vit, particularly since the Physics tree doesn't allow for shields, and vit dictates your block rate. Still, the extra health and heavier armor was the only thing that kept me alive at General Grell on normal difficulty. (How people claim this class is OP in Synergies is beyond me, as I'm having enough of a challenge in the core game.)

So...I'm a bit at a loss. Number crunching in these types of games was never my strong suit. Any suggestions?
Last edited by Michael; Apr 14, 2013 @ 8:45pm
Chat  [developer] Apr 15, 2013 @ 4:47am 
Strength increases the base damage of all weapons (even Staves and Wands) while Focus increases the damage only of weapons that do elemental damage. Spells and procs that are based on Weapon DPS or Weapon Damage and are listed as "as Elemental Damage" (as all attacks in the Theol class are) benefit equally from either stat, although Strength also increases Critical Hit damage and Focus increases the size of the mana pool.

The second consideration is weapon stat requirements. Typically you need high Focus to equip staves and high Strength to equip polearms.

The few spells that deal raw Elemental damage only benefit from Focus. In the "main" game these raw Focus based skills tend to be among the most overpowered (eg Prismatic Bolt, Glaive Throw) so I deliberately limited the number of spells of that type for this class.
Last edited by Chat; Apr 15, 2013 @ 4:50am
Michael Apr 15, 2013 @ 6:10am 
Hmm....so would you say that the practical choices are between:

1. 50% str, 50% dex (crit and dodge spec), or

2. 50% focus, 50% vit (pools and armor spec)

Or would it be more like:

3. 50% str, 25% dex, 25% vit (crit, dodge, health, armor)

4. 50% focus, 25% dex, 25% vit (dodge, health, armor) - this one seems the least useful, since the crit damage would suck.

I'm leaning more towards #2, since it seems the least likely to go "wrong." Now if I can just find a respec mod, since my stats are all over the damn place...
Spu00Key Aug 6, 2013 @ 9:31am 
First, I am loving your class.

Second, I looked through the skill tree and my first thoughts were related to a minion based build.

Insect Plague has a Focus Based DoT on it. Is this skill enhanced by minion based stats?
The same question applies to Microcosm.
I'm making the assumption that Anaerobic Acolytes, Writhing Choir, Genesis, and Apex Apostle all benifit from minion based stats. (including Truth and Claw)

For Genesis... when you say random monster, I'm not sure what this means. As I essentially keep Insect Plague and Apex Apostle up all the time (and on occasion 12 Acolytes), my screen is so busy with green death that I can't really notice Genesis ever going off. I do see the big blasts of the eggs, but I can't tell what comes out of it (sometimes looks like my Insects?).

Overall the way I'm playing the class is a ranged character, focused on the above minions, with minion and +focus gear (points are mostly going into DEX atm with Exalted Ammo).

Again, thank you for this class!

Chat  [developer] Aug 6, 2013 @ 4:25pm 
Thanks Madd.

You are correct that Insect Plague is a Focus based projectile. It does not benefit from pet skills. Most of them, however, benefit from Insect Plague, because they deliver Poison damage, which is what Insect Plague debuffs.

Genesis causes one of three possible small, random monsters to show up. The particle effects still need some work. The monsters are fairly small and rather purple. The Tier 2 ability in Anaerobic Acolytes that ties Genesis to AA doesn't quite work right yet.

Genesis can currently only fire based on enemies you, the player, kill, not pets. I've been looking into whether that's changeable for a while. Technically I know how to improve it but the amount of work required is substantial.
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