Torchlight II

Torchlight II

Paladin
143 Comments
Nilruin 21 Sep, 2024 @ 5:41am 
Class doesn't show up in-game unless I remove my other mods. I can't be bothered to figure out which mod is incompatible.

When I finally got it to work by removing everything and running the game vanilla plus this mod, I realized that there are literally zero passive skills. Mod author used every single skill slot in each tree for active skills, and couldn't be bothered to just add in new tabs like other mods with classes do.

Not to even mention that testing results in most aura combinations not working properly, which is especially annoying because they aren't permanent auras.

Entire mod, even when it works right offers a terrible class experience. I mean, there's no way this thing is viable in actual end-game gameplay. It's incredibly obvious to anyone that has played the game for more than an hour.
Squals 29 Dec, 2017 @ 12:17pm 
keeps crashing on start
Sir Spoony 5 Jul, 2015 @ 3:57am 
Having 2 Auras does not always work...... the two combinations I try to use the most are FANT+PRAYER and MIGHT+PRAYER I am trying to use a weapon buffing aura with a backup heal and they do not stay on indefinitely they turn off at odd times. I sat here with a stop watch and timed 5 different times out of 5 waiting periods.... Please make them last forever or maybe if it needs to be done, let it have a cost of 1-2 mana per second to keep active; that way it has a cost but not killing your mana. Diablo II it was a free-to-use with no cost ability. Please fix/modify...
Lariria 20 Apr, 2015 @ 3:26pm 
Anybody know what the charge bar does on this class? It seems to surround the player in a giant energy dome, but what does the dome do?
Kickdok 16 Feb, 2014 @ 3:44pm 
Fun to play but to OP to take it as a serieous class :p its more for fun it steamrolls trough anything even on elite
Archangel  [author] 15 Nov, 2013 @ 8:42am 
Guys Sorry for this late answer to all your questions this mod have been abandoned by the developer due to the fact I moved to LINUX...No more windows for me and I cant develop the mod any further as for the Necro mod it was given to a friend of mine hopefully he will release it soon....I am sorry but this the way things are
Paul Crandlemire 15 Nov, 2013 @ 6:27am 
Why in the screenshots does the character have different hair styles yet when you actually load the mod all character are stuck witht the exact same helmet?
pass.dim 20 Aug, 2013 @ 1:34am 
Where is the necro Mod ?
L4d4 13 Aug, 2013 @ 12:01am 
Anyone runs this mod with the Synergie Mod?
OpenBook 12 Aug, 2013 @ 7:09am 
I'm right there with you toorup I'm seeing a bit of a deficiency in both d3 and TL2 as far as classes go. Just hoping that TL2's mods or D3's expac will give us something with a bit more options without having to wrestle too hard with bugs etc. This mod is on top of my list to watch for the same reason though. The d2 pala should have gotten grandfathered in the way Barb is imho. Too perfect of a class. Thanks Souvenir!!
L4d4 4 Aug, 2013 @ 12:42am 
Hi author, do you know if this mod can coexist with the Synergies mod? Currently, I can either have your paladin or Synergies paladin (depending on the loading order). Please advise. Thanks!
Kokuei 31 Jul, 2013 @ 11:11pm 
Looks nice, but I'll wait till this one gets a bit more updated.

Very good I just think Kodan may have something here.

Also this character class itself looks odd and very unbalanced looking because of the vanilla look of the character's head being with the mature look of the character's paladin armor.

Would love to see this become a bit more flawless then this, but I will give this a good rating so you can have more of a reason to put alot more work and effort into this mod specifically.
Kaesar 27 Jul, 2013 @ 2:50am 
Hey, you should hit up the author of the WoW-Paladin mod and see what he did. He has 2 auras in that, and they're allowed to conflict with each other. I.e use one, the other goes away and vice versa.
Archangel  [author] 21 Jul, 2013 @ 9:48pm 
Toorup Thank you very much for your words!
Archangel  [author] 21 Jul, 2013 @ 9:48pm 
Baconfor99cents do whatever you want with the mod!
Yeshua 21 Jul, 2013 @ 9:15pm 
I am a big d2 fan and the last character i leveled was a pally. your mod made me buy this game just so i can play a d2 pally again! thanks
JuDe 21 Jul, 2013 @ 3:36pm 
is it alright if I use this class for a character pack?
pass.dim 19 Jul, 2013 @ 2:46pm 
I do not judge I express my opinion and i think that all of this takes long time so I thank you Great job man ^^
Archangel  [author] 19 Jul, 2013 @ 1:18pm 
pass dim i am not a proffesional programmer just a player like you guys that love games too much
I try my best and you judge me either way!
pass.dim 19 Jul, 2013 @ 1:05pm 
Ok very good work ! Even if I have was a little disappointed by the paladin you make a very good work! Thank you
Archangel  [author] 19 Jul, 2013 @ 3:29am 
I need about 15 days to finish him cause many skills are too complicated to write (codewise)
pass.dim 19 Jul, 2013 @ 3:18am 
Hello ! You work on Necro ... great ! Will be it loan soon?
Mr Yaotubo 10 Jul, 2013 @ 10:52pm 
I was mistaken about descriptons, sorry.

There is way in GUTS to switch Auras, its demonstrated in the WoW-Palladin Mod.
Archangel  [author] 5 Jul, 2013 @ 4:39am 
I am sorry zParticle for doing this but it was the truth,the Paladin with 20 auras possible active was OP.I am working at a Necromancer class at the momment but will surely consider turning the Auras to Toggled ones if Runic ever implement this into GUTS Editor!
zParticle 5 Jul, 2013 @ 1:01am 
Passives are so valuable because you don't have to micromanage them, which worked well for a melee class like Paladin. Having to refresh skills every minute really changes the elegant feel this class had, and though I understand your reasons for redoing the skills this way, it's just not as fun to play.

I'm personally rolling back to the June 19 build which I was having a lot of fun with. I'll just limit myself to two passives and avoid the overpowered ones going forward. So I'm unsubscribing for now, but I'll watch this space for further developments. Perhaps you'll come up with an implementation of auras as discrete effects, so you can use a "remove effect" on the others in the same category to act like the toggle you mention.
Archangel  [author] 28 Jun, 2013 @ 10:38pm 
Kodan that is because the auras to be made I used two timeline logic objects one lasts 60 seconds and the other one is a 5 se4conds duration and loops 12 times so 5x12=60.This way the active trigger manages to keep the Damage shape up for 1m.Sure I can make the auras last 2m but the reason I did not is this.If you want to change aura you have to w8 for the current one to expire since there is the 1 aura rule limitation.So by making them 1m Its easy to w8 and switch the auras.To my bad luck the GUTS editor does not allow to make toggled skills so this is the best way to simulate a toggled aura.....
Kaesar 28 Jun, 2013 @ 6:31pm 
Awesome! Glad you took my advice. Very good. However, I notice a little glitch. Instead of the aura buffs saying they have a 60 second duration, they instead start at 5 seconds and then count down to 0, and then refreshes. Kind of annoying. Anything you could do to fix that?

Also, 60 seconds is kind of... Ehh... How about 2 minutes?

Also, LOL at those who got angry at me. So hilarious!
Archangel  [author] 27 Jun, 2013 @ 8:51pm 
Wedgebs skills implemented are like Diablo 2 Skill Tree.They unlock at 1,6,12,18,24,30 levels.I dont plan to change that.
wedgebs 27 Jun, 2013 @ 4:52pm 
I think the balance is justified. i was thinking the character was less fun to play being too overpowered. made the game cheap and boring.
i had a thought though. i know the class is a callback to the original paladin from Diablo2. like that paladin, you're stuck with auto attack and very few skills for a very long while. why not scale down the later skills to a lower level?
Example, make blessed hammer obtainable at lv 10 vs lv 18?
you may have to rebalance the skills a bit but it'd make the class more fun :)
pass.dim 27 Jun, 2013 @ 6:42am 
Ok good bye and good luck ^^
Archangel  [author] 27 Jun, 2013 @ 6:34am 
I dont expect all of you to like the update and to tell you the truth I made this more because I can make it and less because I am seeking fame and followers.I thought that having 20 auras active is Overpowered and changed it...if you dont like it then its best if you dont play it.That is what I do with the mods of others.!
pass.dim 27 Jun, 2013 @ 6:27am 
Ok ! But i don't like the updated, now my Paladin die quickly with a correct equimement ... my elite paladin die ... i leave this mod sorry !
Archangel  [author] 27 Jun, 2013 @ 5:35am 
Nope it was deleted cause I am looking at the matter and I Dont see any bugs in Meditation or Prayer both are working both replenish health and mana as they should.If you have other mods running disable them also make sure if you want to run other mods that Paladin is on top of list...
pass.dim 27 Jun, 2013 @ 3:45am 
Why my comment is delete ? ... there are lot of bug on prayer an meditation ! It was funny ... now it's become bad ... sorry !
WOLFLORD 27 Jun, 2013 @ 1:24am 
It was fun when you were a little bit overpowered, just go to a higher difficulty level. Would you have don this if Kodan hadn't asked for it?!? My Elite paladin is now useless because she can't heal fast enough or deal enough damage (i already deleted her and my veteran one now has a hard time)
Archangel  [author] 26 Jun, 2013 @ 8:24pm 
wolflord666 mod was too overpowered so I had it changed...sorry if you dont like it that way:)
WOLFLORD 26 Jun, 2013 @ 7:31pm 
KODAN WHAT THE HELL!? HAVING ALL AT ONCE MADE IT FUN, AND SOUVENIR WHY DID ACCEPT THOSE CHANGES, THIS MOD IS NOT FUN ANY MORE! >:[
Archangel  [author] 26 Jun, 2013 @ 3:10am 
Feel Free to post anything you think it is a bug or your opinion about the mod and I will try to respond the soonest possible!
Archangel  [author] 25 Jun, 2013 @ 2:22pm 
Updated the Mod today all auras have been remade to active skills.Now you cant have active more than one aura from each tree (offensive and defensive auras trees) at any given time.That means you can only have one offensive and one defensive active,so choose wisely.Also Auras last 60 seconds.The reason for such a sort duration is that I cant make the toggleable cause the editor does not allow it so I had to choose a small duration so that you can switch a new aura if you need it too.Also Prayer has been rescaled down so that it wont heal so much as it was.Any comments would aid me improve the mod so please DO Comment or report any bugs you find!
Archangel  [author] 24 Jun, 2013 @ 3:18am 
And no there are no conflicting buffs in game Kodan.each buff has its own affix that means that each skill applies a different affix.If you try to apply same affix it overwrites and resets it so it starts from start.
Archangel  [author] 24 Jun, 2013 @ 3:10am 
The only Aura that exists in Game is SHare the wealth of outlander and it is a timed effect of 5s duration.The reason behind it is the simple fact that firstly AFFIXES REMOVE command does nto remove affixes from PET or Friend type items and secondly PET HUD is bugged showing the effect that you have just removed.I will try to work this out the best I can but dont expect miracles like toggleable auras the No aura skill is actually a good idea but there is a problem to it.If I do the effects with a timer I dont need a no aura skill if I dont do them with timer I do need a no aura skill but the Affix remove command is bugged meaning I cant remove the affixed I previously applied with the No Aura skill meaning that the editor is a buggy piece of shit...I will try to do my best.
Kaesar 24 Jun, 2013 @ 2:49am 
Hm. Shouldn't that actually be pretty easy? Aren't there some buffs in the base game which conflict with each other? Like Buff A will remove Buff B and Buff C when its cast. Take an existing buff like that, see how it works. Then apply THAT logic to it, only giving the Aura either no timer, OR giving it a timer of 60 minutes.

Also, if you CAN'T make them toggleable, how about you make a final "skill" for each aura tree that is a dud that is called "No [Type] Aura". When cast it ACTS like an aura and a buff, but just gives you a passive effect called "No [type] Aura".
Archangel  [author] 24 Jun, 2013 @ 2:20am 
Today i started rewriting all auras to be active skills.Also I will seperate them to offensive and defensive skills so you can have no more than one of each type active at a a time.Will see about timers.Some Effects react well to Always be enabled but some dont.Also what I cant do is do toggleable auras the engine just cant handle that....
Archangel  [author] 23 Jun, 2013 @ 2:26am 
Kodan I will definetly work the mod more and I am considering your propasal to make auras active skills and to add limitations to how many you can have active at a time but at the momment I am building SATAN LORD OF WRATH and making maps is so time consuming,you can't imagine the amount of work needed to make one frigging map in comparison to the skills....
Melkior 22 Jun, 2013 @ 7:06pm 
any of you have try the Auradin ?
Kaesar 22 Jun, 2013 @ 4:18pm 
I love the idea of this mod, but it DEFINITELY needs work.

The Auras need to be an Active skill with no timer. Since they're passive, it's VERY OP since if you have the aura, they're ALL active... AT ONCE.

If Auras do get switched to Active, you should make it so that you can have a defensive AND an offensive active at once.

Prayer also needs a nerf. A HEAVY one. No mana drain, and 5% per second initially? Sheesh. Make it an Active Skill, and bring the mana drain back. Also nerf the amount of hp per second. Maybe 1% initially, 1.5% for tier 1, 2% for tier 3, and 3% for tier 3.
5% is way too strong, and it just gets MUCH stronger.

I can only imagine how OP it'll be if you stick at least 1 point in each aura in the attack tree...

This is such a great mod idea, and when it's refined further, it'll be great. As it is now, it's quite OP.
Archangel  [author] 21 Jun, 2013 @ 7:04pm 
Nope Melkior you dont see any icons when the passive skills are active.
Melkior 21 Jun, 2013 @ 6:24pm 
hi, i not see any passif skill actif, do you see an icone when hes active ?
Archangel  [author] 20 Jun, 2013 @ 12:24pm 
I am writing a mod at the momment where this class will be actually of use...
µcephei 20 Jun, 2013 @ 12:21pm 
He is SO OP. Im ok with it, but the prayer is insane, and so is sanctuary. Literal immortality and dudes exploding as i walk.