Torchlight II

Torchlight II

Summoner class
Cooperton  [developer] 18 Feb, 2016 @ 7:52pm
Other mods
This is the place to suggest and discuess other mods to use with this one.

The mods I use while playing are as follows:
Improved Engineer Summons
Summonrevampgain
summon durations
outlander shadowlings
spell vendor
anarch's more pets
summoner class (of course)
synergies
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Showing 1-9 of 9 comments
steffire3 18 Feb, 2016 @ 10:13pm 
List I'm currently running:

= = = = = = =

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.

= = = = = = =

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.

= = = = = = =

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 :)
Last edited by steffire3; 1 Mar, 2016 @ 9:59pm
Cooperton  [developer] 26 Feb, 2016 @ 9:09pm 
I learned how to merge mods. Most of the mods in my above list are now included in two of my merged mod packs. :)
steffire3 26 Feb, 2016 @ 11:51pm 
Now that is cool... I just added Red Mage back in with Coopcompilation (which has sockets and points x2) and with the Summon Merge and placed it above Summoner for the improved summons and stuff- thx for making those :)

In Description- go ahead and post links to your mod-merges- I'm sure your Subs will like that. :)
Last edited by steffire3; 1 Mar, 2016 @ 10:01pm
Cooperton  [developer] 29 Feb, 2016 @ 1:13pm 
I'm considering merging the vampiric rapid fire mod into this one.
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?
steffire3 1 Mar, 2016 @ 9:22pm 
= = = = = = =

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.

= = = = = = =

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.

= = = = = = =

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.

= = = = = = =

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.

= = = = = = =
Last edited by steffire3; 1 Mar, 2016 @ 11:24pm
Cooperton  [developer] 2 Mar, 2016 @ 10:34am 
I ended up adding it to my compilation modpack. That way folks can choose if they want to use it or not. Some might consider it OP
Cooperton  [developer] 14 May, 2016 @ 11:48pm 
I'm trying to work out how to change the tier bonuses for the wolf shade. The goal is to allow multiple shades at higher levels... Not having too much luck so far though.
steffire3 19 May, 2016 @ 11:04pm 
...have you tried asking some mod authors who have created classes with skills like that?

Darkthan Classes may be a good place to ask...

More Synergies Classes also may respond as well...
Last edited by steffire3; 19 May, 2016 @ 11:06pm
Cooperton  [developer] 21 May, 2016 @ 7:31pm 
I compromised, thats what Shades of War is. :)
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