Torchlight II

Torchlight II

Mercenary (v.13)
39 Comments
Jaken 29 Apr, 2019 @ 4:40am 
Just started it and it feels very interesting to play so far ;)
IchigoMait 17 Jan, 2015 @ 12:20pm 
Breaks when used above synergiesmod, below works fine. When choosing new game, or sometimes when new game works then by switching to male game crashes.
Terminal Knuckle Sandwich 14 Aug, 2014 @ 11:04am 
What is with that IT looks great PPL if you want to comment THEN comment . Anyway nice idea the class is good and plays good
VALKORT 21 Jun, 2014 @ 8:23am 
comment
Napsu 21 Jun, 2014 @ 5:43am 
Awesome class!
Long John Dickweed 6 Jun, 2014 @ 6:15am 
IT looks great
76561198038982795 4 Jun, 2014 @ 11:37pm 
IT looks great
Kii 4 Jun, 2014 @ 5:44am 
IT looks great
Tricks 1 Jun, 2014 @ 3:54pm 
IT looks great
Remy the Cereal 30 May, 2014 @ 4:49pm 
IT looks great
Skynet 28 May, 2014 @ 11:21pm 
IT looks great
kelavoi 25 May, 2014 @ 8:50pm 
IT looks great
stalker239  [author] 24 May, 2014 @ 5:36am 
Thanks for the feedback. Considering Melee dont worry, its finished. I may change scaling a little but the skills itself most likely wont change. Now im working on spells and guns, cus as you said theyre pretty weak. Right now im working on the meteor spell, but its a tough nut to crack. Stay tuned and thanks for playing my mod)
JSHWAR 23 May, 2014 @ 4:10pm 
ok ive gotten around to the other paths. the melee is down right epic (dont change it!). as for the side-arm path it could use a little bit more work.

at level 70+ the mobs are alot tougher to kill, the spell's that you have provided are a little bit weak in the dps out put (i was doing the Eternel realm and the champs at level 90+ split in 2-3's). i understand that you want this class to be a "jack of all trades master of none" but you have to scale the spells for those who want to max out the class's level.

Melee:
ok this path is amazing for CC (Crowd Controle) so your group can realy rip into the group. aslo it makes soloing alot easyer than the other 2 paths. The Melee that you have made is perfect for those rather large and nasty groups that would normaly wipe out a group.

but ya i'll keep ya posted on this class on the higher levels :)

EPIC!
stalker239  [author] 23 May, 2014 @ 5:53am 
Ice blast i designed as a utility skill, to slow enemies and lower their armour. But after testing i think it needs a heavier slow. Still it doesnt need to do a lot of damage, pure utility. As for meteor, im trying to add some effects, but they dont work yet. Im definetely gonna make it more 'Giant meteor like' in future updates. Thanks for the support and really thank you for playing my class to this high lvls. Thats all the modder can hope for)
JSHWAR 23 May, 2014 @ 2:38am 
ok... update 11 dosnt have any real dps out put for the spell's side of this class (will try the other path's). when i hear the name Mercenary i think AoE dps with a good amount of Hp. this puts the class to shame.

Props & Cons
1.) why did you give this class Ice Blast it does no dps from what i can see?
2.) meteor Burst is...well..ok, it has a good amount of dps but you should throw in a larger range for the splash damage seeing that the Meteor it self (the Graphic) is huge.
3.)Fireball is awsome. you should make it have a fair bit of splash damage mixed in.
4.) absolute Zero should have a heavy slow down rather than have a 25% chance to freeze the target.

this class has a great feel to it and i think that we all can see that your working hard on this class and are trying to balance everything out. your doing great but you should be thinking more AoE dps than what you have now.
JSHWAR 23 May, 2014 @ 1:12am 
up to level 87, hoping to get level 100 near the end of the week. this would have to be one of my fav Classes in the game! if anyone's up for a few games send me a friend request.
Khalanos 22 May, 2014 @ 1:37pm 
You should try to give the patch notes, so we can follow your work in only 30s :)
daniluk 21 May, 2014 @ 5:38am 
интересно
zas693 21 May, 2014 @ 4:24am 
good
Paatwo? 20 May, 2014 @ 4:16pm 
Honestly, i wasn't impressed at all. all you did was grab some skills from each vanilla class and rename it. add a few of the vendor/loot spells and there's the class. no lvl 42 skills. Fireball doesn't increase per lvl (atleast it doesn't say it does) spells lack Weapon DPS scaling. This isn't very valid for endgame.
Generically Quirky Name 19 May, 2014 @ 7:21pm 
Credit to Adzerak of DeviantART; http://adzerak.deviantart.com/art/Mercenary-386080042
Never use an image like this without giving proper credit.
DerVexay 19 May, 2014 @ 7:23am 
Crash at launch of the game, can't even get ingame with this mod
7Soul 18 May, 2014 @ 12:12am 
No screenshots or a description of what he does?
Krok 16 May, 2014 @ 12:16pm 
NICE
Jackal 16 May, 2014 @ 3:45am 
rlly nice :)
j 15 May, 2014 @ 8:45am 
Nice and easy!
Roflius 13 May, 2014 @ 6:11am 
клёвый
god3pain 12 May, 2014 @ 12:26pm 
nice
[WEDC]grandmasterB 12 May, 2014 @ 11:24am 
gytfunky has some good points wich are rly helpfull, combining a funky thing is one thing. making your own class something else. this said i always apreciate modders or people giving a go at it. hard work to share the fun, shows a rly nice side of peoples caracter
Smundie 11 May, 2014 @ 5:52am 
Maybe try and make a pet to go along with it? If it is to much than ignore my comment but if you can try and make a special mercenary pet that can diverse it between the Ranger character.
Unicarn 10 May, 2014 @ 3:29pm 
It doesn't feel like a new character, and there aren't many skills. It's okay.
The_Milkman_Returns 10 May, 2014 @ 8:02am 
can you add a few screenshots of ingame models and skill trees? might be good for potential players to know what they're getting into.
John Pork 7 May, 2014 @ 12:11pm 
its such a cool class i was play a character like his but i was a outland cos that was the best i could do and you have mad this awsome ty and good luck in futer mod making :)
stalker239  [author] 23 Apr, 2014 @ 5:40am 
Well thank you for the tips, i really appreciate that) In future updates ill try to make my own skills, maybe even change almost all of em. This is kinda beta cause yes, almost all of skills are from classes from the game. Thanks for the support and ill try to do my best)
gytfunke 21 Apr, 2014 @ 4:27pm 
1) Modify the skills enough to make them feel like you're playing a new class. Even if you just give them new particle fx and switch a few details of the affixes, that would be great. E.g. you could change 'El Diablo' to a different element. Turn it into a giant, falling ice meteor and make it deal ice damage.

This said, I really like your skill selection for this class. I think they fit the theme very well.

2) Modify your charge bar. Giving your class a unique charge bar mechanic will make it feel like a new experience. For this class, you could make the charge bar favor a certain playstyle, for instance, it could give benefits for switching up between your ranged and melee abilities.
gytfunke 21 Apr, 2014 @ 4:26pm 
Another point: I'd like to have a quick, spammable melee combat skill. Your Thunderstrike skill (which is coincidentally the name of one of the abilities of the class I'm developing right now ;), so it gets extra kudos) is great, but it's more a utility skill because it's so slow. As a gun/sword fighter, you can't really rely on auto-attacks because the range-finding is wonky. You really need a spammable melee ability so you can choose when to stop firing your pistol and start swinging. A good idea for this would be to make the ability mappable to the left mouse button. Just set the property CANLEFTMAP:True at the skill level.

Lastly: uniqueness. I don't want to feel like I'm playing an Outlander with a few engineer and embermage abilities tossed in. There are two things I feel you could do to really make the class excellent.
gytfunke 21 Apr, 2014 @ 4:26pm 
I like the concept, and I especially like that some of the skills you've included are your own. Playing as a sword/gun fighter is uniquely pleasing. Even the stance is epic. This is one of the things I love about the Dread Pirate class.

I also like the simplified skill trees. The Sword/Gun/Magic combo has a very 'adventurer' feel about it.

That said, I would like to be able to use the magic skills as a sword/gun wielder. Like you said, the class is supposed to be a jack of all trades. Making players switch weapons just to use 1/3 of their already limited selection of skills is kinda harsh.