Torchlight II

Torchlight II

Nethermancer Class (v.5568)
Univenon 8 Apr, 2013 @ 10:33pm
Ideas and Thoughts (As Requested)
Yeah, was gonna post this as a comment, but it felt kinda awkward when there's a big "discussions" tab. >.> <.< Not sure if Mr. Author will see it. I hope so anyway. If anyone else has any thoughts or ideas, feel free to add them too.

Been playing around with what there is on normal. Everything seems to be in working order. No bugs to report so far. I'm running it with Synergies Mod, so there don't seem to be any obvious conflicts. (If anyone's interested.)

So far, I'm quite enjoying myself. If nothing else, Vacuum on a Miasma is rather satisfying. Carrion Call works well. It costs just enough MP that I can't spam it all the time. My charge guage seems to fill up really fast though. (Maybe it's because void barrage has so many shots?)

As for ideas... If you intend to stick with mage items for the most part, why not add some sort of passive that helps characters that use a staff? Perhaps a passive under the Flesh tree that gives a certain chance for your staff to lash out with a tentacle and get extended range or additional damage to secondary targets? Of course, this could apply to any two-handed weapon. I don't know what you had in mind for equipment in the long run.
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Showing 1-15 of 50 comments
Haette  [developer] 9 Apr, 2013 @ 12:28am 
Glad you're enjoying it! The charge bar fills up so fast because I was figuring out how charge rate worked, and apparently I left it on some fast-charging number. It's not technically a bug, but it's not going to stay that way :v

I didn't have anything special in mind for staves, but if I did I imagine it would be in the Plague tree since that's going to be the shorter-range magic tree. Flesh is all about physical damage and staves suck at that. Now that you brought it up, I'm trying to think of somewhere to fit staves in, lol. I might use them as a requirement for Chilblains, giving up your offhand seems like a fair trade for such a huge magic buff. Hmm...
Drakon 9 Apr, 2013 @ 1:53pm 
Maybe a skill which summons Nether Thralls at your side? :D
Nev 9 Apr, 2013 @ 3:00pm 
Perhaps anything you summon would be perminent? Just like the Necromancer in the Synergies mod. They don't follow through areas, just on that one map.
Univenon 9 Apr, 2013 @ 4:47pm 
Of course, I was working on the assumption that you were going with a Focus/Vitality build for the best stats, but working with the physical damage idea, strength would be better overall. Maybe you could add a passive that gives some bonus some category of non-magical weapons? I'd say "daggers" because I think of ritual daggers for human sacrifice or something, but daggers aren't a type of weapon. Swords maybe? They'd work well with the shield.

From what I can see though, especially with the damage based on Vitality for the shield passive, this might make a really interesting tank-like class if you went with Flesh. Working on that idea, you could add some kind of skill to pull an enemy into melee range. It'd fit in with the creepy tentacle idea.
Starmachine24 10 Apr, 2013 @ 12:39am 
maybe some kind of attacks that causes bleeding in the flesh skill tree and if they die because of the bleeding effect they explode or something causing damage to monsters around
Last edited by Starmachine24; 10 Apr, 2013 @ 12:39am
tsuelue 10 Apr, 2013 @ 2:13am 
Originally posted by Starmachine24:
maybe some kind of attacks that causes bleeding in the flesh skill tree and if they die because of the bleeding effect they explode or something causing damage to monsters around

oh come on ... seen this in a trillzillion games (okay, maybe less...) and it never works. looks good on paper, but most of the times your pet gets the killing blow, or your pets summons, or the monsters dies from an other damage source. I´m just saying ... ;/

Nev 10 Apr, 2013 @ 2:41am 
Originally posted by tsuelue:
Originally posted by Starmachine24:
maybe some kind of attacks that causes bleeding in the flesh skill tree and if they die because of the bleeding effect they explode or something causing damage to monsters around

oh come on ... seen this in a trillzillion games (okay, maybe less...) and it never works. looks good on paper, but most of the times your pet gets the killing blow, or your pets summons, or the monsters dies from an other damage source. I´m just saying ... ;/

Well, it could work, like maybe have it also forced your pet to not 'see' it.
But that would take forever. best not to screw with that. But they could completly do it, and not break the game.
The Blind Wound 10 Apr, 2013 @ 6:35am 
I have several ideas for abilities.

Also, I noticed a passive ability called Umbra. It had to do with pustules on your shield. It didn't seem to make sense to name it Umbra, instead of something like Festering Bulwark or Pustulent Barrier. Another thing, Vacuum sounds like a black hole, so why not just call it that? Black Hole? Or Devouring Void? I don't know. That's just me.

As for new abilities, I was thinking a sort of beam, Wrecking Pain (maybe), channeled per second dealing Ice damage, with 20% (+2% per rank) and a 60% to silence, both have a chance to occur every few seconds when casting. Singular target, but as the ranks increase, when the silence procs, it might have a chance to silcence nearby monsters.

Feel free to add to my ideas, make corrections, anything. It's your creation, after all.
Terranaut 10 Apr, 2013 @ 7:33am 
Some ability ideas, hope you'll find them useful:
- Mark of Chosen
requires Carrion Spawn to be casted
Player loses hp - probably 1/4 or 1/3 - and transforms Carrion into big Netherim guy
- Nether Blood
Player loses 1/4 / 1/3 / 1/2 hp, gains control over creatures without Name. Dunno if areal or some amount in chosen area. For example you begin from controlling 1 creature with same or lower level as you, every point enlarges the AoE, from tier 1 upgrade u're starting to use 1/3 hp for that and increase amount of puppets, from tier 2 u use 1/2 hp, from last tier you can control creatures 5 lvls above you.
- Gift of Netherim
Every time you'll lose hp, you'll lose n% lesser
Haette  [developer] 10 Apr, 2013 @ 10:09am 
Originally posted by tsuelue:
oh come on ... seen this in a trillzillion games (okay, maybe less...) and it never works. looks good on paper, but most of the times your pet gets the killing blow, or your pets summons, or the monsters dies from an other damage source. I´m just saying ... ;/

Miasma actually does exactly that, but it covers so much area at once that it's bound to happen fairly often. I thought I had a reliable way to do that at one point but it turned out to poison me when the enemy got charmed :\

Originally posted by wintersfury55:
Also, I noticed a passive ability called Umbra. It had to do with pustules on your shield. It didn't seem to make sense to name it Umbra, instead of something like Festering Bulwark or Pustulent Barrier.

It was called Umbra back before I even thought of that, because it was basically an ink defense, which is a lousy name. Festering Bulwark is nice, mind if I steal it?

I am planning to make some kind of void beam, but it's definitely going to be one of those spells you use to cut down loads of enemies at once. I'm knocking around a single-target channeled spell, but I need to see if it's fun or not so it might change.
Cinclair 10 Apr, 2013 @ 4:39pm 
How about a defensive/retaliatory ability - "Warp Reflection" it would essentially cause enemy misles shot at you to miss/pass through/get redirected to hit other nearby enemies. either make it a passive with a hidden cooldown (of about 2-3 seconds) or make it a brief duration activatable skill.
DuAlity 10 Apr, 2013 @ 7:39pm 
For Plague skills, what about a sort of suicide minon ability? That would create a sort of tactic to be used, even better if in a way it could be based on the max health of said minion, or keeping the skill more vanilla, thus allowing for the class to spec either using said minions offensively by exploading them once they gain opponent aggro, or the obvious defencive way. Maybe even have the skill using an excessive quanity of mana to use, but on enemy death provide Mana regen/leech making it a deadly, yet situational skill unless the character possesses unholy amounts of MP regen.


As for the class itself, it needs to have inter-skill tree synergy.

Originally posted by wintersfury55:
I have several ideas for abilities.

Also, I noticed a passive ability called Umbra. It had to do with pustules on your shield. It didn't seem to make sense to name it Umbra, instead of something like Festering Bulwark or Pustulent Barrier. Another thing, Vacuum sounds like a black hole, so why not just call it that? Black Hole? Or Devouring Void? I don't know. That's just me.

As for new abilities, I was thinking a sort of beam, Wrecking Pain (maybe), channeled per second dealing Ice damage, with 20% (+2% per rank) and a 60% to silence, both have a chance to occur every few seconds when casting. Singular target, but as the ranks increase, when the silence procs, it might have a chance to silcence nearby monsters.

Feel free to add to my ideas, make corrections, anything. It's your creation, after all.

I also highly agree with this, Devouring Void and Festering Bulwark sound quite a bit cooler.

As for the skill, I like the sound of that, but why not make it a Flesh skill? Call it Endless Lashing or whatever, simply because the fact that most of the beam abilities if not all have a relatively short range, and that would tie into the entire nature of Flesh. Maybe even making an accumulative armour debuff for a one two punch sort of ability combo?

Edit: Perhaps even give it a slightly longer range, and instead of knockback, what if it works as an ability that yanks the opponent foward, (At the same rate it does knockback occurs with the Embermage vanilla equivalent.) for a nice smack of whatever Flesh skill that will become a staple attack.

What about more long range-high MP consumption (Or a cooldown) artillery type ability? Sends out perhaps a heatseeking Nether missle that explodes on contact with a moderate AOE. Perhaps at around II or III give it a proc chance for some intense debilitating buffs, or maybe even something that decreases cold resistance?

Obviously the mod is entirely your creation, I am simply hoping that this is going to be a class that possesses skill combos unlike the lacklustre Vanilla attempts at doing it.
Last edited by DuAlity; 10 Apr, 2013 @ 7:45pm
The Blind Wound 11 Apr, 2013 @ 4:26am 
Go ahead and use Festering Bulwark, that's why I said it. I was also trying to make a point that Umbra is a good name, but should be used for something more relative.
The Blind Wound 11 Apr, 2013 @ 4:30am 
Originally posted by Du∆lity:
For Plague skills, what about a sort of suicide minon ability? That would create a sort of tactic to be used, even better if in a way it could be based on the max health of said minion, or keeping the skill more vanilla, thus allowing for the class to spec either using said minions offensively by exploading them once they gain opponent aggro, or the obvious defencive way. Maybe even have the skill using an excessive quanity of mana to use, but on enemy death provide Mana regen/leech making it a deadly, yet situational skill unless the character possesses unholy amounts of MP regen.


As for the class itself, it needs to have inter-skill tree synergy.

Originally posted by wintersfury55:
I have several ideas for abilities.

Also, I noticed a passive ability called Umbra. It had to do with pustules on your shield. It didn't seem to make sense to name it Umbra, instead of something like Festering Bulwark or Pustulent Barrier. Another thing, Vacuum sounds like a black hole, so why not just call it that? Black Hole? Or Devouring Void? I don't know. That's just me.

As for new abilities, I was thinking a sort of beam, Wrecking Pain (maybe), channeled per second dealing Ice damage, with 20% (+2% per rank) and a 60% to silence, both have a chance to occur every few seconds when casting. Singular target, but as the ranks increase, when the silence procs, it might have a chance to silcence nearby monsters.

Feel free to add to my ideas, make corrections, anything. It's your creation, after all.

I also highly agree with this, Devouring Void and Festering Bulwark sound quite a bit cooler.

As for the skill, I like the sound of that, but why not make it a Flesh skill? Call it Endless Lashing or whatever, simply because the fact that most of the beam abilities if not all have a relatively short range, and that would tie into the entire nature of Flesh. Maybe even making an accumulative armour debuff for a one two punch sort of ability combo?

Edit: Perhaps even give it a slightly longer range, and instead of knockback, what if it works as an ability that yanks the opponent foward, (At the same rate it does knockback occurs with the Embermage vanilla equivalent.) for a nice smack of whatever Flesh skill that will become a staple attack.

What about more long range-high MP consumption (Or a cooldown) artillery type ability? Sends out perhaps a heatseeking Nether missle that explodes on contact with a moderate AOE. Perhaps at around II or III give it a proc chance for some intense debilitating buffs, or maybe even something that decreases cold resistance?

Obviously the mod is entirely your creation, I am simply hoping that this is going to be a class that possesses skill combos unlike the lacklustre Vanilla attempts at doing it.

My mind is on the Eldritch tree for now. I'll try coming up with Plague and Flesh later.
Starmachine24 11 Apr, 2013 @ 6:08am 
Originally posted by tsuelue:
Originally posted by Starmachine24:
maybe some kind of attacks that causes bleeding in the flesh skill tree and if they die because of the bleeding effect they explode or something causing damage to monsters around

oh come on ... seen this in a trillzillion games (okay, maybe less...) and it never works. looks good on paper, but most of the times your pet gets the killing blow, or your pets summons, or the monsters dies from an other damage source. I´m just saying ... ;/

maybe they just have to die when the bleeding effect is still on them to explode but not necessarily because of the bleeding effect
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