Torchlight II

Torchlight II

Nethermancer Class (v.5568)
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Update: 13 Apr, 2014 @ 5:55pm

Published v.5568

Implosion now gains the correct tier bonuses, as listed in the skill screen tooltip.

Update: 8 Apr, 2014 @ 8:11pm

Published v.5567

Removed cooldowns from Void Barrage and Plague Pustule.

Each half of Chilblains now shows up in the enemy's debuffs as its own icon, instead of being bundled in with the spell that inflicted it.

Expunge now correctly applies Chilblains.

Update: 5 Apr, 2014 @ 4:56am

Published v.5543

Happy birthday!

Update: 4 Apr, 2014 @ 9:48pm

Published v.5539

Nether Assault's slow duration reduced to 2 seconds.

Jagged Bones now grants elemental armor equal to half of the physical armor bonus. Rank 1 armor decreased by about 50%, but rank 15 armor increased by about 30%.

Update: 3 Apr, 2014 @ 1:52pm

Published v.5536

Implosion's damage is now dealt as a 1-second DoT and does not generate charge.

Increased Fusion of Flesh's cooldown to 18..4 seconds.

Tweaked Nether Assault to stop it from knocking back the primary target. It'll probably still happen if your cast speed gets slowed but this should be a decent fix for 99% of the time, until I can think of something more robust.

Reduced Jagged Bones' armor scaling so that rank 15 is about ~50% lower than before. Rank 1 is virtually unchanged.

Reduced Flay's damage to 65..100% of weapon damage. Increased shred duration to 7 seconds.

Update: 2 Apr, 2014 @ 12:06pm

Published v.5521

Nether Assault slow increased to 3 seconds.

Fixed tooltips for Jagged Bones and Tesseract.

Update: 29 Mar, 2014 @ 1:28pm

Published v.5510

Update: 29 Mar, 2014 @ 1:14pm

Published v.5510

Additions

Changes

-General: Flesh and Plague no longer have preferential treatment on mana costs, which means high levels of charge have a harsher downside no matter what you're building. Also, the tanky passives have a bad habit of showing up in every single criticism of the class, so I'm going to go over those in different ways, trying to exaggerate their weaknesses or scaling instead of outright nerfing what they're supposed to be good at (at least, that what I'd prefer to do (if it's at all possible to fix them that way (looking at you, Carapace (you dick)))).

-Void Barrage: I'm fiddling with the spread and homing again. The basic 4-missile spread is now a lot more reliable at any range, but the extra tier-bonus missiles tend to miss more often at close range, so the spell's optimal range starts to increase as you climb the tiers.

-Eldritch Nova: Major rework. No longer deals damage at all, and has a 7-second cooldown and huge mana cost. However, it now inflicts massive knockback and a 100% chance to fear for 2..9 seconds, which breaks when the enemy is attacked. Tier 1 drains a small amount of your charge for each enemy hit, tier 2 causes that drained charge to be converted into mana, and tier 3 replaces the Fear with a Charm. Added eye lasers.

-Implosion: Increased cooldown by 2 seconds and enabled charge generation.

-Tesseract: Replaced immobilize with 99% slow, so that it doesn't prevent knockback/pull. Reduced mana cost scale from "huge" to "big."

-Nether Phase: Reflect chance reduced to 35..100%, and duration increased to 3 seconds.

-Lucidity: Increased radius by 1 meter.

-Warp Shell: Halved regeneration rate.

-Miasma: Decreased DoT and slow durations to 1 second. Boosted elemental debuff chances back up to 5..19%.

-Carrion Call: No longer generates charge. Deals 50% of the old damage as a short DoT within 6 meters, and 66% of the corpse's HP as physical damage within 4 meters. Halved netherlings' mana steal.

-Animus Blast: 5-meter radius moved down to tier 2. Tier 3 changes the damage from a DoT to a burst and allows charge gain.

-Netherguard: Got a particulaly harsh increase in mana cost compared to everything else, to make up for the fact that it's a strong summon with no cooldown or other limitations.

-Festering Aura: Shaved off 0.5m range. Added aura range indicator.

-Epidemic: Rescaled duration of spread debuffs to 1..15 seconds.

-Nether Assault: Minor rework. Knockback increased to 35..70, and panic replaced with 2 seconds of -35..70% move/attack/cast speed. Damage cut in half, but the spell now hits twice (dash + shockwave) so the main target and anything in front of it still take the old damage.

-Black Ichor: Reduced health regeneration by 0.5% at all ranks. Reduced blood spray cooldown to 3 seconds, and made it decrease faster so that it disappears at rank 11. For the last 4 ranks, the DoT duration increases instead.

Fixes

-Fixed a bug that was causing us to randomly emit tesseract explosions on death.

-Newly created Nethermancers no longer start with a point in Expunge.

Future

Known Bugs

-Warp Shell resets when you change equipment, including when you use the weapon swap hotkey.

Update: 26 Dec, 2013 @ 9:43am

Published v.5135

Additions

Changes

-Festering Aura: Rewrote tooltip for clarity.

-Jagged Bones: Now only gives physical armor.

Fixes

Future

Known Bugs

-Warp Shell resets when you change equipment, including when you use the weapon swap hotkey.

Update: 25 Dec, 2013 @ 5:21pm

Published v.5132

Additions

-Expunge: Violently purges elemental debuffs from surrounding enemies, dealing poison damage for each one removed. Purging multiple debuffs at once deals bonus damage.

Changes

-Void Barrage: Void Cascade missiles arc higher into the air before homing in on enemies.

-Jagged Bones: Now unlocks at level 21. Instead of being a short-term buff, this spell is now a toggled effect, draining mana over time while it's active. Reduced damage to 50..120% WDPS. Tier 1 bonus changed to 20..40% slow resistance.

Fixes

-If Jagged Bones wasn't conveying on-hits before, it is now. I'm not sure if that was broken before or if I broke it while remaking the skill.

Future

Known Bugs

-Warp Shell resets when you change equipment, including when you use the weapon swap hotkey.