You start with a generic character who can choose to train in any of 5 disciplines: Fighter, Caster, Defender, Animancer and Rogue. It can be a magician, it can make melee attacks, it can be accompanied by many summons, it can even (depending on the weapon and the skill) combine melee and magic attacks without changing weapons and without losing its power, and at the same tim.Ī character without a pre-selected playstyle or class. In case someone does not know what the Tenebris is, well, it's the perfect Hybrid. I've done a few pets before, but it was quite a cha. It took a while to re-target the animations to this model. I started work on a custom class of Adventurer that was going to be more centered around swords. The model is also available as a pet including a fish to transform your pet into Fionna. I duplicated the vanilla classes and set them up to use a fan-art model of Fionna from Adventure Time. The latest versions of the mod and informa.Īdventurer Time - Customized playable model : Beta Note that these mods are not compatible with other mods that provide classes with the same names (like a monk class). Thanks to Phanjam for allowing me to use TL1CP Skill, Particle, etc.Īrcher, Assassin, Blighted One, Druid, Monk, Prophet and Psion classes for use with or without the SynergiesMod.įor the Synergies version (DrewSynClasses.mod), it needs to be loaded before the SynergiesMOD in order to work correctly. Thanks to Anarch16sync for allowing me to use the Black Werewolf mod as the base for making Lycan classes mod. I used the Black Werewolf made by Anarch16sync as the base to make Lycan class mods. This is the 4th mod class that I created, I made this mod because I wanted to be able to play Monster as a Hero. Trickster mostly use Shield, Sword, Polearm, Staff, & All Range We. Also other mods such as Item Mod, Skill Mod, Skin Mod, etc… I used so many mod classes as references in creating the Trickster mod class. This is the 3rd mod class that I created, I made this mod because I wanted to be able to play All Around play style Hero. Please see mod page where he permits this type of merging of General Passives for. This mod merges the Jack of All Trades mod by RnF () with the General Passives mod by Quelex (). Tremor (Aegis) is also a less all-or-nothing alternative to Overload, but I would not recommend taking both.Jack of All Trades II (Jack of All Trades + General Passives) Just be sure you have the mana to support it. Emberquake (Blitz) is always tempting, of course, and layers well with your other AoE attacks as it does not consume charge. You can start funneling some points into Coup de Grace (Blitz), and if you find yourself dying a lot, some survivability skills like Charge Domination and Bulwark (Construction), or Aegis of Fate (Aegis). You should now be able to start maxing your passives, or the Onslaught/Dynamo Field/Overload combo, depending on what you let fall behind in the earlier levels. Dynamo Field and Overload (Aegis) make a devastating combo with Onslaught, but will require you to neglect your passives to get them up to speed. Storm Burst (Blitz) can give you a differently-flavored movement skill, but I find it too redundant to use at the same time as Onslaught, so grab a respec potion if you want to try it out and pick one or the other. Once Onslaught (Blitz) unlocks at 21, add it to your priority list as it provides excellent battlefield mobility, a must for any front-line fighter in Torchlight 2.Įmber Reach (Blitz) should join your arsenal as a way to lock down those pesky ne'er do wells that have the audacity to turn and flee from an honorable duel. Passives like Heavy Lifting and Supercharge (Blitz), as well as Fire and Spark (Construction), also demand attention, increasing your pain output with large, unwieldy objects and giving you more charge to kick those damage skills into overdrive. Remember to use Ember Hammer only when your charge is high and the need is immediate, as it does not build charge. The former is your raw damage stand-by, while the latter will clear away those pesky shields right quick. The key skills that make up this well-oiled demolition engine are Flame Hammer and Ember Hammer (Blitz tree). And throw Dexterity a point now and then, just so it doesn't feel left out. Focus is important as well, to keep your machines of destruction running on pure, high-grade mana. Do not neglect Vitality, either, as you will more often than not be right in the thick of things, being attacked from all sides. Two points per level, and often more, should go into Strength. Having your wits about you will carry you just so far - you also need to be strong of arm to handle the kind of hardware this build requires.
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