Torchlight II

Torchlight II

Darkthan's Classes (v.234) CHARGEBAR FIXES
steffire3 20 Oct, 2016 @ 3:48pm
My class idea to inspire a revamped "7th Class".
This is my theory-crafting for a class called "Banned Breath".

Maybe it will be helpful to inspire keeping a 7th Class.
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steffire3 20 Oct, 2016 @ 3:48pm 
Passive-Notes = Percentage-based heals have great synergy with much needed meta-game stat and attack buffs without relying on class-gear.

Active-Notes = No big cool-downs 'n damage requires investment 'n small health costs weakens health-regen 'n element skills cause next element 1-15% more susceptible Dmg.

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---"Banned Buster Tree"--- "They Will Fall".

Actives: (4-60% WDPS), (4-60 Mana-Cost). (0.1 - 1.5% Health-Cost), (Medium Range).

"Empower Cutter" [Give 1-15% Charge 'n 1-15% WDPS 'n -T25-75% Mana-Cost].

"Voltrancer Breath" [Shock, 0.2-3.0 seconds Shock, 'n T5-15% to T-Bolt on strike].

"Riverfallen Breath" (Ice, 0.2-3.0 seconds Freeze, .n T5-15% to Glacial Spike on strike).

"Moongazen Breath" (Toxic, 0.2-3.0 seconds Poison, 'n T5-15% to Acid Rain on strike).

"Sundowner Breath" [Fire, 8.8-6.0 seconds Burn, 'n T5-15% to Summon Meteor on strike].

"Whisparrot Breath" (Phy, 0.1-1.5s Silent 'n Blind, +T1-3% D per mob in 15m radius).

"Fragmented Breath" (Physical, 8.8-6.0s Bleed, 'n +T10-30% D to Mobs at 50% health).

Passives: (Stat Buffs).

"Flash Barricade" (Up 5-75% "All Dmg-Reduct", "Dodge", "Block", "2-30%Missile-Reflect").

"Reverse Guard" (Up 5-75% "Armor", "Knock-Resist", "Fumble Reduct", 'n "Charge Gain").

"Banned Mission" (Up 5-75%, "STR", "FCS", "DEX", "VIT" 'n P-Minion Atk).

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---"Banned Helper Tree"--- "Break Their Will".

Actives: (1-15% WDPS), (2-30 Mana-Cost), (Most have 5-75% summon "Mana Spectre").

"Strato Mancer" [ClickTeleport, (0.1-1.5 sec.) Blind Mobs].

"Strato Kicker" [Backflip, (0.1-1.5 sec.) Stun Mobs].

"Strato Walker" [Frontdash, (0.1-1.5 sec.) Immobile Mobs].

"Strato Shover" [PushArea, (0.1-1.5 sec.) Stun Mobs].

"Strato Bringer" [PullArea, (0.1-1.5 sec.) Blind Mobs].

"Strato Inquest" [RandomPort, (0.1-1.5 sec.) Immobile Mobs].

"Strato Summon" (Perma unkillable "Desert Wraith"). (1.5 - 0.1% Health-Cost per second).

Passives: (Healthy Reserves).

"Oxygen Ripper" (1-15% chance full heal if struck by Mob and damage dealt heals health).

"Carbon Drain" [1% heal Health 'n Mana 'n Up 1% damage per Mob with-in (1-15m.)].

"Hydro Service" (Summons Up 5-75% All-Speed 'n 1-15% P-Minion DMG heal User).

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---"Banned Ranger Tree"--- "They Cannot Hide".

Actives: (2-30% Weapon DPS), (6-90 Mana-Cost), (Re-balanced Sandstorm Skill).

"Empower Bramble" [Give 1-15% Charge 'n 1-15% WDPS 'n -T25-75% Mana-Cost].

"Voltrancer Razor" [Shock, 0.2-3.0 seconds Shock, 'n T5-15% to T-Bolt on strike].

"Riverfallen Razor" (Ice, 0.2-3.0 seconds Freeze, .n T5-15% to Glacial Spike on strike).

"Moongazen Razor" (Toxic, 0.2-3.0 seconds Poison, 'n T5-15% to Acid Rain on strike).

"Sundowner Razor" [Fire, 8.8-6.0 seconds Burn, 'n T5-15% to Summon Meteor on strike].

"Whisparrot Razor" (Phy, 0.1-1.5s Silent 'n Blind, +T1-3% D per mob in 15m radius).

"Fragmented Razor" (Physical, 8.8-6.0s Bleed, 'n +T10-30% D to Mobs at 50% health).

Passives: (Attack Helpers).

"Skilled Scholar" (1-15% "2nd Dmg", "Exec", "Dmg Flect", "+0.4-6.0m. Rng", "Break-Shd").

"Thousand Teeth" (Up "5-75%Thunder, Explode, 1-15%Spore", "AllDmgTime10-150=3s").

"Amplified Assault" [3-45% up "AtkCast-Spd", "ImmoSlow Resist", "-1-15%allArmor"].

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steffire3 20 Oct, 2016 @ 3:54pm 
Forgive my usage of "T" and other shortened words... "T" usually means Tier_1-3
steffire3 20 Oct, 2016 @ 4:00pm 
I should also mention this uses the "Embermage" charge bar and is designed to rely on "No Mana-Cost" full charge bonus.

That's why the mana-costs can be high.

However that's why there are 2 skills that specialize in gaining 1-15% charge between ranks 1-15 so at full investment that would mean 7 hits gains a full bar.
Last edited by steffire3; 20 Oct, 2016 @ 4:02pm
Darkthan9800  [developer] 20 Oct, 2016 @ 4:06pm 
@steffire3, ok, there's a couple elements in there that I might be able to work with! Thanks for posting this! I especially like the idea of skills being able to proc special events on hit, like the skills in your third tree. I've seen plenty of POE class builds that revolve around that idea, it would be neat to incorporate that into Torchlight. I'm also considering making the Wizard into something else besides a Wizard, I'll have to check POE builds to get some more inspiration there. Just a fair warning though, when I'm making a class, usually I want there to be a variety of different skills that have different mechanics, it seems like the trees that you made all revolve around one type of ability, like the first tree seems to be all about breath weapon attacks. While that sounds really cool, it doesn't match the style of the other classes that I've made. I hope you understand. By the way, have you ever considered learning how to mod? You seem to have a lot of unique ideas, maybe you should learn how to mod just to get these ideas flowing!
Darkthan9800  [developer] 20 Oct, 2016 @ 4:08pm 
Also, the Embermage charge bar idea sound cool. I can work that into the class as well. Or maybe I'll incorporate that into the Monk a little more than what he already has.
steffire3 20 Oct, 2016 @ 4:16pm 
It's a work in progress class that I'm planning... also forgive the obvious blandness of using the same attack skill too many times...

that is simply because I wanted to focus on the "effect" early in my planning then later I would write unique attack-skills to make them different.

In fact I was hoping to write the finished version but when you mentioned scrapping the 7th Class I felt I had to give you the "alpha" phase "laugh-out-loud".
steffire3 20 Oct, 2016 @ 4:23pm 
Creatively: In fact I feel I have the opposite problem: too many ideas and no experience in "Guts"... On my smartphone I've already written a document containing all the info for 10 classes and the theme.

Minus the skills for the other 9 classes- I need to theory-craft the skills next and I'll take my time getting ideas-

I want my skills to be balanced for TL2's original numbers like 535 stat points and 132 skill points... also 1-15% to summon attack effects have proven to be a nice balance for me when I use the unique vanilla weapons with their special affixes.
Last edited by steffire3; 20 Oct, 2016 @ 4:25pm
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