Torchlight II

Torchlight II

Grand Master (v.20)
18 Comments
steffire3 31 Jan, 2017 @ 2:14am 
Could you write your opinion on an important question I have which I wrote on the page in the link below:

Is a Torchlight Character defined by Class or Skills?

This has to do with the way any and every mod class is built.

https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/133255603285071449/

Thank you for your time. ^_^
Rane 28 Jul, 2014 @ 10:40pm 
All 10 classes are now available as a pack. HaknslashClasses+!. please check it out
TheCrimsonSeas  [author] 22 Jul, 2013 @ 9:38pm 
Oh, if the most recent fix didnt actually fix the issue, don't fret. I will be removing all the class restrictions on my mods soon, since I am going to be creating one modpack with all my files. I figure, why not use your favorite armor on your favorite class?
Angel 22 Jul, 2013 @ 7:58pm 
And oh snap I just read the previous comments and feel stupid now ^^;
Angel 22 Jul, 2013 @ 7:57pm 
Could I make a suggestion? I am not sure if it is from this mod but it seems like it should be: I started a grand master to go with the warglaives cuz it sounded right to me. The grans master also starts with a full armor set of "Grand Master" helm boots pants gloves etc. The problem is: you can only use the hood and boots. The rest of it is restricted to other classes, which just does not make sense to me at all. Is there anything you could tweak about the mod? Dislike having a set I cannot wear due to class restrictions and what not ^^;
Avrotei 20 Jun, 2013 @ 7:10pm 
KK, roger that boss-man and thanks
TheCrimsonSeas  [author] 20 Jun, 2013 @ 5:29pm 
@rbasherman If you got it from the modpack the latest fix for the armor (hopefully) would not be included and as such the initial armor would still not be working correctly. As for the charge bar, you are correct, it does not function as it should. At some point I will be fixing the bars for all my classes, but that's a little ways in the future, but is something I am aware of.
Avrotei 20 Jun, 2013 @ 4:37pm 
Hey someone else. got a few issues with this mod...I cant equip a majority of the starting gear and the berserker bar isnt going into frenzy when its maxed...i think i shud mention i got this mod through the community class mod pack just in case thats messing with it? but anyways plz fix thanks
TheCrimsonSeas  [author] 20 Jun, 2013 @ 2:46pm 
Okay, so hopefully the armor issue is fixed...I changed the way I had it in GUTS so hopefully that will have fixed whatever was going on, if not, let me know again.
TheCrimsonSeas  [author] 20 Jun, 2013 @ 11:54am 
Strange, when I tested it it worked fine...I'll check again, might end up removing the requirement...
Sleeper_Jackal 19 Jun, 2013 @ 3:18pm 
It says that the armors (the ones given when you make a new character) can't be equipped, the class isn't allowed to wear them.
TheCrimsonSeas  [author] 13 Jun, 2013 @ 8:47am 
@ Chewy Dave or Tatsumakimaru, are we talking the initial armor in the inventory or special armor from quest rewards, etc?
tatsumakimaru 13 Jun, 2013 @ 5:25am 
can't equip most of the armors given in the beginning, the grandmaster class not in the equipment
Sleeper_Jackal 22 May, 2013 @ 7:37pm 
Well, I have a problem. My grandmaster can't equip most of his armor. I meet the level and stat requirements.
TheCrimsonSeas  [author] 19 May, 2013 @ 10:12am 
@ bandit Thanks for pointing out the problem with not being able to unload charge...that I will look into. As for healing, Estherian Pact and Death's Bounty are also heals. As for damage reflect, that is from the vanilla skill, I did not edit it, so its like that for the original class too (which I hadn't noticed, becuase I never actually used it outside of breif playtests). Also, you are right that there are no weapon requirements, but that is unlikely to change as I like to keep my classes very flexible.

@ IL_Guidice The skills are finished, but I cannot say how balanced everything is.

@ Maza I will look into it, I will say that my Chrono Shifter class relys heavily on the teleportation skills, but overall it isn't very ninja like, so your idea may make its way into another class.
MaZa 19 May, 2013 @ 5:19am 
It would be great if you can create ninja class,like epoc
Lepo 19 May, 2013 @ 1:14am 
Skills are finished? It's balanced around vanilla?
Bandit 19 May, 2013 @ 1:04am 
Really cool that you created a monk class, I liked your ideas for the support skills and the layout of the abilities. I had a few things I noticed that I would like to help point out:
Seems to be no way of unloading charge as a skill.
You mention healing skills, but all I see is the healbot.
Damage reflect skill seems way over-tuned at max rank.
There are no weapon requirements.

Other than that its a really cool conception of the class so far!