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I agree.
I have yet to try the new classes. There's alot of info for the Vanilla Classes on Steam that still applies to the new changes in this mod even for Outlander yet the Sorcerer, Barbarian and Assassin are unknown to me.
@ Xercules: I apologize, it's just that there's 3 new mods that require my help to get released on the Workshop.
@ Leagex: Thank you for starting this Discussion! ^_^
I will make a start and post my favourite Assassin build that I am running with end game at the moment
General theme
Focused on melee dual wield swords, this build favours mobility and high crit burst damage!
Skills:
Out for BLood 15/15 - Used for damage and survivability
Blade Dash 15/15 - put dots on enemy's and get around to dodge being hit or break shields
Ambush 10/15 - mobility
Blade Shield 5/15 - survivability
Mutilate 15/15 - main attack, can build up high levels of crit burst damage
Momentum 5/15 - a nice passive when waiting for multilate cooldown
Swift Killer 6/15
Critical Strikes 6/15 - burst damage
Assassin Veil 15/15 - survivability
Premeditate 5/15 - burst damage for champions and bosses
Dodge Mastery 8/15 - survivability
Mind Shield 8/15 - survivability
Stats:
I guess anything but Focus, you will need Strength as end game Swords need Strength!
How it plays:
Mutilate is my "main attack skill" and I use blade dash to put dots on enemy's and for mobility /to dodge being hit. I am mainly using ambush also as mobility and to survive.
PRO: has nice burst damage and I enjoy the overall speed/mobility of this build. I like the quick reflexes and skill involved in dodging attacks.
CON: all melee characters seem to get a bad deal in torchlight and most people I see tend to go range or mage to avoid melee 1 hit wonders.
I have a several poison and "ranged" assassin builds that I also use but this is my favourite build at the moment.
General theme
mid range shotgonne fighter with low mobility but high burst
Skills
passive: shotgonne Mastery 15/15 for obvious reason
Critical Strikes 15/15 also for obvious reason
Shadowling Ammo 3/15 ennemy target them first, add survivability, long range
Active: Shadowshot 15/15 main spell against spread pack or loner
chaosburst 15/15 adds damage burst helper good against pack
Sandstorm 15/15 defensive close range or fill a trapped room with it to clean fast
Shadowmantle 10/15 defensive help with another skill
Steady shot 15/15 Hight attack bad effect can be negated
Powershot 15/15 boss and shield killer like shadow shot (its even in terms of damage)
Venomous hail 15/15 hight small area damage effective against boss and monster pack
Scrolls ArmorExpertise because you need it
Marksmanship damage if it still exist I haven't found one yet
Pet scrolls summon archer
summon skelleton
animal handling for shadowling and skelleton damage and tankness
Stats
dext, strenght, and a bit of vita but also critical damage like a lot of it or/and %damage ranged weapon
How to play
Start with chaost burst to applie debuff see if thing still move, 2 option : - somethings near use sandstorm
- else fire at will using venomous then power or shadow shot
Be suyr to have shadowmantle and steady shot active
Pros
Good for team play shadowling can be remove for more damage if wanted nothing really gets near you long enought to oneshot you unless it is a boss, so much damage in an instant, no mana problem all spell are low cost (for comparison with old outlander I had more mana at level 60 and having problem with it than now at level 85)
Cons
Low mobility at early level of shadowmantle/steady shot and ennemy can attack from distant position shield are a pain in the ass even with powershot and venomous hail, boss starting from the alchemist to act 5 seems to hate you more than your pet and your pet's pet getting you oneshotted.
Now I should look into the famous mele outlander (polearm build guys?) and is marksmanship still in the game because I can loot nor find it in shop? Nevermind I just found one :P
sure, i can post 3 - 4 builds if you give me 24 hours.
Okay I have x4 build ideas for Dark Sorcerer, each with a different "theme" or play style
Theme/Build: Sorcery- Plays like a mage/ranged spell caster, spells are the main part of this build
For those of you not familiar with the Dark Sorcerer I made its charge bar differently and tried to give it a lot more focus and meaning to the builds and play style. With a spell caster/mage style Dark Sorcerer you going to find you have a tonne of cast speed and you will spend part of your time managing this, especially when the charge bar starts to fill up and you start casting faster and faster with a reduced mana cost but beware as your charge will keep filling faster and you go into a "dark frenzy"
Skills:
Entropic Blast 15/15 - Used for damage early on when levelling ,but mainly charge control. - you can swap this for Dark bolt if you like as it can also control charge.
Dark Missile 15/15 - main AOE spam attack. You can swap this for Entropic Energy if you prefer it
Corrupt Bolt 15/15 - main single target attack. You can swap this out for Entropic ball if you prefer
Sorcery 15/15 - cast speed and more mana, enough said :)
Sadist 10/15 - Keeps mana topped up and allows you to spam - very important when charge bar fills up and you cast even faster
Darkness 15/15 - critical to any spell based Dark Sorcerer
Draw Life Essence 5/15 - used to help artificially boost your charge at the start of a fight. This is needed so you can tap into the benefits of charge a lot easier and of course the mana reduction effect. You don't want to be spamming spells at normal mana cost rates!
Clarity 15/15 - helps control and boost charge bar benefits - use when fighting a champion or boss of maximum effect
Corpse Explosion 5/15 - you will need another spell to start this one off but once you have a corpse or two you can get a nice chain effect going. Not so good on some bosses that have no minions or corpses to use
Slow 10/15 mainly for debuff and survivability - feel free to swap out for any other curse, for example if you are not dying or feel confident go with amplify damage or Cursed flames
Stats:
I guess anything but Strength, I did a mix of vitality and focus with a small amount of dex. Probably stack focus if you want even more damage and glass cannon! I try to stack cast speed/crits and mana if I can from items and typically use a 2 handed staff for more damage.
How it plays:
Draw Life Essence to start a fight and create charge. Swap over to Dark Missile or Corrupt bolt depending on the amount of enemies. I would consider a curse if you to EG amplify damage or slow depending on what you picked up.
If you get a few kills consider adding in corpse explosion into the rotation, and then finally when your charge starts to get closer to 100% put in entropic blast to help control your charge.
If the opportunity arises use corpse explosion - as said above - not so good on some boss fights so this becomes a situational spell.
When charge is getting dangerously high use Entropic blast to control is. If fighting a boss or you need to spam spells for prolonged period used Clarity spell.
PRO: very fun and engaging build style, I love the charge building and watching my character go into a casting frenzy - just watch that charge bar as it can also get you killed. If you can get a friend to tank for you, you are easily sorted and can focus on pure DPS!
CON: Mage style characters are squishy, this build is no exception unless you gem for life and damage reduction etc. This class also has no teleport and you are relying on your curses/slows to keep enemy's at distance.
Similar to above with the sorcery/mage aspect but you will drop a few specialisations/spells and add these in with some light summoning skills
Skills:
Entropic Blast 15/15 - Used for damage early on when levelling ,but mainly charge control. - you can swap this for Dark bolt if you like as it can also control charge.
Dark Missile 15/15 - main AOE spam attack. You can swap this for Entropic Energy if you prefer it
Sorcery 15/15 - cast speed and more mana, enough said :)
Sadist 10/15 or 15/15 if you go for less summoning spells. Keeps mana topped up and allows you to spam - very important when charge bar fills up and you cast event faster
Darkness 15/15 - critical to any spell based Dark Sorcerer
Draw Life Essence 5/15 - used to help artificially boost your charge at the start of a fight. This is need so you can tap into the benefits of charge a lot easier and of course the mana reduction effect. you don't want to be spamming spells at normal mana cost rates!
Skeletal Horde 5/15 - basic summoning skills
Archer Horde 5/15 - even more summons
Clarity 10/15 - helps control and boost charge bar benefits - use when fighting a champion or boss of maximum effect
Death Knight 10/15 - powerful summon, try to get to level 10 to gain the aura which will help your survival rate and benefit your entire group.
Life Pact 8/15 - boost summons
Death PAct 10/15 - boost summons
Stats:
Similar to above mage style of play - anything but Strength, I did a mix of vitality and focus with a small amount of dex. Probably stack focus if you want even more damage and glass cannon! I try to stack cast speed/crits and mana if I can from items and typically use a 2 handed staff for more damage.
PRO: again similar to above with a mage style character only this time you have summons as a form of tanking and damage.
CON: Mage style characters are squishy but you have minions now to keep you alive, the death knight slow will also help a lot
I play this build as a "melee" close range character so i go with a 1 hand weapon and shield and get involved with my summons and fighting side by side with them :)
Skills:
Skeletal Horde 15/15 - basic summoning skills
Archer Horde 15/15 - even more summons
Death Knight 15/15 - powerful summon, try to get to level 10 to gain the aura which will help your survival rate and benefit your entire group.
Raise the Dead 15/15 - nice passive summon that goes well with a melee or close range style character, with this spell you can really create a big army.
Life Pact 10/15 - to boost your summons
Death Pact 10/15 - to boost your summons
Cursed Weapon 10/15 - main attack skill that also life leeches
Cursed Strike 8/15 - used to debuff enemy's and control your charge gain
Dark Protection 10/15 - to keep you alive, you can swap this out for task master if you want more damage
Cursed Ground 15/15 - powerful passive damage booster
Stats:
I didn't find that I needed much mana for this build so I went with Strengths and vitality, try get some dodge/block aswell and HP
How it plays:
This is a close combat style character with a huge summon army. Raise the Dead is very fun to watch and keeps itself sustained when you make kills
PRO: Big Army!
CON: usual melee character issue of survivability but you have a lot of tools and skills to keep you alive such as curse, minions to distract enemies and dark protections + your standard shield.
A different variation on the above pure summoner build, except this does not go full melee and may have more survival.
Skills:
Chaos Flame 15/15 - your main attack
Corpse Explosion 5/15 - situation damage dealer
Skeletal Horde 15/15 - basic summoning skills
Archer Horde 15/15 - even more summons
Death Knight 15/15 - powerful summon, try to get to level 10 to gain the aura which will help your survival rate and benefit your entire group.
Raise the Dead 15/15 - nice passive summon that goes well with a melee or close range style character, with this and the baovce summons you can really create a big army.
Life Pact 10/15 - to boost your summons
Death Pact 10/15 - to boost your summons
Task Master 10/15 - boost summon damage(can swap out for more cursed flame if preferred)
Cursed FLames 10/15 - curse that deals fire damage, goes well with Chaos flamer and stacking fire damage equipment.
For charge control I wouldput 1 or any left over points into the following depending on your play tyle: Dark Bolt, Entropic Blast or Soul Tap
Stats:
i mainly mixed focus and vitality
How it plays:
Summon all minions, attack the enemy's and stay behind minions. You can used curses and chaos flame/corpse explosion to maximise your overall damage.
PRO: Again a fairly complicated and engaging build, less focused on charge building like the mage style of play Chaos flame does not also need to worry about charge to much. Keep your minions topped up and keep behind the line to be aware of the situation. You should have good survivability with this build and again a huge army with some basic spell casting abilities.
CON: minimal cons, good survival and engaging build style, but alot going on
There you have it guys, some interesting builds to play with, I hope you find the dark sorc a fun and different class to play - I am defiantly enjoying it due to the many options and builds it has to offer.
Feel free to post your variations and styles and let us know how you get on with the class.
theme: mele assasination oriented build for the outlander
skills :
Glaive throw 15/15 kill enemys that are too far from you and far from each other
Glaive sweep 15/15 main damage skill
Rune vault 15/15 your escape/heal
Cursed dagger 15/15 debuff + overtime damage
Shadowmantle 15/15 defense + escape
Stone pact 10/15 defense + regen
Shattering Glaive 15/15 same has glaive throw but for pack
Dodge mastery 6/15 defense but somehow useless agaist range (speaking of the dodge chance in general)
Critical strike 15/15 for obvious reason
poison burst 11/15 for the AoE explosion
stats : mainly strength with vitality
How to play
use stone pact before going in with the dagger use sweep to kill+ auto attack witk a two hand weapon with good splash damage then back withrune vault . use glaive throw as needed.
If you can, fight in the stone pact area so can stop caring about your life a bit.
For pros and con because I haven't played it I can really find I've only theorised this build (the charactere who use this build is not at a decent level to be used now or to test this build).
Now I'm trying a darksorcerer build hybrid mage+ cursed weapon but early level are a pain without charge decreaser.
https://steamcommunity.com/sharedfiles/filedetails/?id=929312609&searchtext=dungeon
Melee Outlander is much better with Corley's rebalance because of the improved Shadowmantle and Vitality along with the more efficient Critical Strike, Glaive Sweep and possibly Flaming Glaive.
Good build and thanks for posting!
= = =
@ Corley: Those Dark builds look very fun! I'm looking forward to trying a little of everything it has available!
@ Xercules: Thanks for asking!
hey Leagex, may i suggest tryng Fiery Glaives with your melee build, maybe swap out Shattering Glaive or Glaive throw for it - it should increase your melee damage alot.
General theme
high focus, stats stick (we use a pistol and a wand for max %poison damage) mage
Skills
passive:
Master of the elements 15/15 for added damage
poison burst 9/15 gap filler helps clear packs
Shadowling Ammo 3/15 enemies target them first, add survivability, long range
long range mastery 15/15 QoL could switch with poison burst or remove and take dodge
Active: Glaive Throw 15/15 main spell with flat poison
chaosburst 15/15 adds damage, burst helper, good against pack
Sandstorm 15/15 defensive close range or fill a trapped room with it to clean fast +scaling damage
Shadowmantle 15/15 main defense skill
Stone Pact 15/15 second defense skill+healing
Cursed dagger 15/15 the boss shredder + escape
Scrolls
ArmorExpertise because more armor and easier to equip armor
for the rest I haven't found but adventuring is good
Pet
scrolls summon archer
summon skeleton
animal handling for shadowling and skeleton damage and tankiness
Stats
focus, vitality, % damage or %poison damage
How to play
Stay back and use stone pact to benefit from the bonus armor , cast a few sandstorm then poison dagger and chaos burst finnish with glaive throw. use pistol and wand but could go double wand if you drop chaos burst.
Pros
High mobility thanks to poison dagger and shadow mantle , correct damage, would be more efficient with a tank.
Cons
It is squishy despite all the damage reduction you can have, I’m pretty sure there is a damage red cap because 20 skull of limoany should give me 100% damage red but I’m still dying.
I thinks it is good if you can keep monster far from you and to test this build I’ve used the sand rat raid as this is still the hardest content in the mod so should be safe to assume that it can handle anythings.
Next I think I’m going to play an engineer so maybe a new build incoming.
hey Leagex
thanks for posting your build, i like the idea of wand with outlander to get even more poison damage from it,
also your right with damage reduction it caps at 75% from what i remember so anything above this is a wasted slot, maybe get the +HP skulls once above 75%