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Torchfun_part_01 = boosts difficulty by rearranging the levels including New game+.
Coopcompilation = Merge by same author who made Summoner Class to help with things.
Running Wild = removes almost all bland- and green gear from entire game- less drops too.
Noddyngineering = adds several things- mainly a fully equippable human companion.
Red Mage = mainly here for some spawnable spells that any Class or Pet can use.
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LAO 2.0 Chaos Edition = adds powerful gear- mainly needed to balance Torchfun_part_01.
Summonmerge = Merge by same author who made Summoner Class to help summons.
Summoner Class = THIS MOD HERE
Dungeon Challenge AG_01 = adds [2] spawnable buyable endurance maps into Mapworks.
Adventure Pack 2 = only works for single player- adds decent and useful post-end game towns.
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I recommend:
Cooperton's list; for those who want the most out of the summons and post-game content.
(News): Can now be used with 2 mod-merges- for more room to use other mods. thx Coop.
Steffire3's list; for those who want an alternative to Synergies that's challenging and thanks to Cooperton- is now able to fully benefit from a mod-merge that improves summons :)
In Description- go ahead and post links to your mod-merges- I'm sure your Subs will like that. :)
It's a fun mod, and rapid fire can be a bit underwhelming. But adding that mod to this class as standard might be a bit op. Thoughts?
I'm actually in favor Vamp-Rap-Fire:
At the beginning- I mentioned Magma Spear was in competition with Rapid- because
it can proc embers from weapons like health-steal and damage-over-time...
At the highest levels of original and modded games- there is nothing op about it- if one
invests heavily into power-boosting or heal % gems- they are still glass cannons- even
with 3 other healing skills- it won't protect much against a boss crit over 100000 damage
when Forcefield is down; even with 75% maxed dodge-block-resist-deflect when a melee
boss hit or high leveled mobs can break through... and if one uses no shields and
considering how long it takes to farm damage-reduce-gems... it's fine.
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Worth noting that Rapid Fire requires User to stand_in_place- instead of fire_and_forget;
also it does not have the best range or damage if compared to Shadow Shot- nor the best
at protecting side ambushes- it's more of a defense_covers_offense with knockback and
shadowlings.
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Is it overpowered in early game Elite? Yes- and is that too much? No- Engine has Heal-bot
and Zerker has Crit-Heal; already making the heal-game easier for them without mods...
If we are thinking of Tarroch's Tomb or New Game+5 level 120 or Synergies or even
Torchfun; Users need all the extra heals they can get- including Rapid Fire combined with
Forcefield, Ice Shield, Damage Reduction Gems (hard to find), Shade Wolf, Stone Pact,
Heal Bot, 1500+ health gems, and whatever armor they have to survive.
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I think it's no secret that Shadow Shot, Tangled Shot, and Chaos Burst have their perks
over Original Rapid Fire... fire damage and longer range come at later tiers- shadowling
support and knockback are probably it's only gifts over the other shots- making it more
defensive naturally.
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Darkthan Classes may be a good place to ask...
More Synergies Classes also may respond as well...