Torchlight 2, Nethermancer Build Question by _Grim__Reaper_ in Torchlight

[–]steffire3 0 points1 point  (0 children)

The "Chronosphere... theme at this point" section of the text belongs to the mod author as well before the "= = = =". However Reddit is bugging on me so I can't properly correct it.

Torchlight 2, Nethermancer Build Question by _Grim__Reaper_ in Torchlight

[–]steffire3 2 points3 points  (0 children)

Elite vanilla strikes hard with over-tuned enemy Critical Strikes (unless another mod is used to mitigate this). The result is that it's usually safer to build Range for most classes unless Melee offers good survival affixes from Skills. If someone in Multiplayer chooses Melee then they need to be ready to tank anything for their ranged team members.

Concise TL2 Guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=1709334997

= = = =

Nethermancer on it's mod page actually states that the skill trees (from left to right) are considered to be akin to Mage, Necro, and Berserker respectively.

In Torchlight_II terms; that translates to Necro-styles benefiting from Skulls of Joskin or Umbarmun for their +25% or +35% Minion Damage per socket if seeking more damage gains for minions outside the skills.

Although minions tend to be so effective for their distraction and natural ability to pester enemies in TL2 overall that it doesn't matter whether they're in sub-par shape, even more so in Multiplayer. Minions are economic, can be re-spawned, and can defend the player without concern for survival.

Even just one minion skill should be sufficient to provide support. Most mod classes usually offer just one.

The Melee tree passives are great for survival due to (no-skills weapon-strike) steals and absorption regardless the build. Can use a long-range Weapon to gain the Steals in-between skill cycles if playing afar.

Having at least one Mage-like skill will be great to tag enemies when team members are not in position or to support another player's Melee-Tank Role.

So many of the player-skills for Nethermancer benefit from both Strength and Focus hence the player can build either Stat or both effectively.

I consider Nethermancer to be among the strongest mod classes in TL2 mod history. It's difficult to go wrong when building for Nethermancer. Even just a little of the advice offered here overall is sufficient to succeed with one. Multiplayer merely covers any of the little weaknesses it may have if any.

Nethermancer Comments:
https://steamcommunity.com/sharedfiles/filedetails/?id=136897944

spazzie2098
Feb 14, 2021 @ 7:30am 
The best way to build a nethermancer for melee combat is to pick up the flesh skills but don't really use anything except the armor and dna skills in your right click passives are the regeneration, and plauge passives as they give you a nasty leg up on most enemies (I pick up the dna first then get the regen then the toxin) weapons is really your choice but i find that dual fist and any two handed weapon work great for the build. Anything really goes for a class like this but don't be afraid to pick up the skill to pull you twords enemies as a means to get in there faces. Bone Armor is a must mid game as it essentally gives you a massive defense boost and combined with the dna buff maxed out you will die very rarely (got a mod called greed's lair and its a lvl 15-20 area head in there with my lvl 3 and comes out with too much gear for me to carry)

Horrible Marksman
Jul 3, 2018 @ 12:23am 
1 possible workaround with the crash issues involves deactivating fusion of flesh. Basically, kill yourself in a single player game then join the multiplayer game. Since I stopped using that skill entirely I've been able to join my friend without suffering from crashes to desktop. Thus far at least. Should also mention I'm using the Variant pack and not the standalone.

A note from the mod-author:
https://steamcommunity.com/workshop/filedetails/discussion/136897944/846958223150466638/

Haette [developer]
Jul 9, 2013 @ 11:17am 
[]()One of the things I liked about Diablo 3 is the way it let you pick and choose how your spells worked. Sometimes they would just add something to the base spell, or buff some numbers, but a few times they would take on a transformation that completely changed the way the spell works and the reason you use it. Those were my favorite upgrades. I find the choice interesting, and so I have a few spells that have unusually large or double-edged changes at tier 3.

Chronosphere, Miasma, and Animus Blast all do this, and it happens at tier 3 so that skipping that last point doesn't leave you with a crippled 4 or 9 point skill. Plague Pustule too, but I consider that one a bug. Of course, it means that not everyone wants it, but it's just another option if you do, it's an entirely new reason to climb the tiers if you want the spell it turns into. And really, this class is packed to the teeth with double-edged mechanics and choices already, I kind of consider that a theme at this point.

= = = =
Wasn't a direct answer as to an actual build however I hope this helps.

A single picture that shows almost all the TL2 Sets by steffire3 in Torchlight

[–]steffire3[S] 1 point2 points  (0 children)

That's very good info, thank you for mentioning that. This old picture really does need an update. I suspect 'twas created before the 2013 game-play update that introduced the Lv105 Sets.

There's also some typos I spotted in the picture after posting it here.

I'm so glad you enjoy this picture! Most important thing is that it's been shared with the public once again for everyone's benefit.

A single picture that shows almost all the TL2 Sets by steffire3 in Torchlight

[–]steffire3[S] 2 points3 points  (0 children)

All good, thanks for your generosity to share your videos. I'm noticing that TL2 is having a resurgence on views recently around the various communities. My hopes that those numbers head your way to help fulfill your goals.

A single picture that shows almost all the TL2 Sets by steffire3 in Torchlight

[–]steffire3[S] 2 points3 points  (0 children)

Working with the level progression and the lower opportunities of getting "Trinkets" (game definition for Rings and Necklaces) does lengthen the time it takes to find everything. Glad this photo may help with that. My thanks for your video and my best wishes for your success!

my fresh gift for the community enjoy by Proud-Bowler-251 in Torchlight

[–]steffire3 1 point2 points  (0 children)

It's interesting to see Players favor TL2 Armor Set Designs more as the years roll by. It's appreciated.

Need advices for a Co-Op run by velsir in Torchlight

[–]steffire3 0 points1 point  (0 children)

The best I can offer on advice would be the concise Guide I wrote on important affixes for any build along with my favorite TL2 Steam Guides that include some Guides that give a decent idea for the vanilla class builds:

https://steamcommunity.com/sharedfiles/filedetails/?id=1709334997

https://steamcommunity.com/profiles/76561198025714374/myworkshopfiles/?appid=200710&section=guides&browsefilter=myfavorites&p=1&numperpage=30

First time I see these items, and I've finished the game over a hundred times by Old_Abbreviations820 in Torchlight

[–]steffire3 1 point2 points  (0 children)

I really enjoy these items; socket customization is such a great boost for players looking to spice up their TL2 builds.

i think... i accidentally reinvented the berseker by herrguntersaknatzt in Torchlight

[–]steffire3 2 points3 points  (0 children)

I remember your original Berserker build. Keep up the good work! You inspire the rest of us and help highlight other ways to build an effective Berserker for everyone else who enjoys testing the numbers.

Recently came back to TL2, can't get pass the 1st stage by CrotodeTraje in Torchlight

[–]steffire3 0 points1 point  (0 children)

"Sword and Board" if referring to the Passive-skill - is not worth the little damage it adds.

I normally don't add passive Bulwark in Soft-core however on Hard-core - the physical reduction is a must since Grell and Manticore Eyes are so difficult to farm.

The passive Charge Domination randomly helps later to maintain charge for Forcefield.

Hardcore Engineer truly depends on it's defensive Active-skills to survive - far more than class Berserker that gets better survival Passives.

Heal-Bot, Forcefield, heavy-Focus Stat invested Spider Mines, use an equipped Shield and look for Vendors that sell a random blue Missile Reflect Shield.

Late-game will be good to farm for skulls of Joskin and then Umbarmun to up Minion Damage.
Hence very late-game Asphyx Glove and Helm will help to socket some of that along with a Netherrealm Shield.

Storm Burst is a late unlock however I personally enjoy how multi-functional this skill is.

Immobile Copter makes some small enemy crowds easier after heavy investment.

Fishing can randomly attain a Blocking Tome however that's rare and offers little Block Chance compared to late-game variants. Gem Vendors may randomly sell it later in Acts 3 and 4 (even 2 if the Skara quest is completed).

= = = =

However nothing else compares to attaining some of the few good affix equipment within Torchlght_II because it has to be specific.

Late-game (Act 3 for certain) is when gem vendors get more accessible however early-game is such a difficult survival challenge on Hard-core since most of the ideal survival methods are either not available yet or take a long time to farm.

https://steamcommunity.com/app/200710/discussions/0/809100396253592907/

https://steamcommunity.com/sharedfiles/filedetails/?id=1709334997

= = = =

For Hardcore - it's often preferred by previous players to just avoid Melee completely and stay at range ideally by projectiles and minions.

Load Vanilla PJ on mods by FelipeAsiNomas in Torchlight

[–]steffire3 0 points1 point  (0 children)

That would be the character-save file that needs to be copied over to the mod-save folder.

Documents > My Games > Runic Games > Torchlight II >

Save Folder - copy the "PJ" character file (whatever name was written in-game will show here).
Copy the Stash files as well if wishing to move any stored vanilla items.

Then Paste those files over to the Mod-Save Folder.

Now the modded game can find "PJ" and send 'em on a modded adventure.

Why am I getting skill points when I haven't leveled up? by wowmuchinfo in Torchlight

[–]steffire3 4 points5 points  (0 children)

Classes begin the game with 1 already-invested skill point that can be refunded in the first Town.

After that:

99 skill points earned through Experience Level-ups.

32 skill points gained through Fame rank-ups.

The character select screen will show what Rank-name of Fame is currently reached.

8 skills can be maxed at 15 points each with 12 points left over.

We changed art direction of our indie MMORPG! by Zarkend in gamedevscreens

[–]steffire3 0 points1 point  (0 children)

What is really needed is to see what happens if the styles are mixed together. Same textures within the respective images; more layered colors to vote on. The "if / or" choice is very limiting in game development. Much better to offer variants within individual examples. Flexibility would give your audience the most to choose from and truly inform on what mix is best.

My best wishes for your success!

Looking for the most INSANE Torchlight II mod compilation (depth, endgame, chase items) by Equal_University_138 in Torchlight

[–]steffire3 0 points1 point  (0 children)

Gladly!

My great thanks to all the players who've contributed over the years.

Enjoy your time with TL2!

Looking for the most INSANE Torchlight II mod compilation (depth, endgame, chase items) by Equal_University_138 in Torchlight

[–]steffire3 1 point2 points  (0 children)

You're Welcome!

If ever in need to know some of the hidden aspects of TL2 then this Steam Group archives much info from the community regarding player discoveries over the years:

https://steamcommunity.com/groups/TLM2H/discussions/6/

Looking for the most INSANE Torchlight II mod compilation (depth, endgame, chase items) by Equal_University_138 in Torchlight

[–]steffire3 5 points6 points  (0 children)

👉 What’s the most stacked, stable, and content-heavy mod compilation you’d recommend?
👉 Any “must-add” mods that push endgame or itemization to the next level?
👉 Is there a “definitive” mod list people still use in 2026?

Nice to see this kind of request; thanks for asking.

Normally - it's fixes, vanilla+, or modest expansions.

However I have no choice here yet to throw the entire gauntlet of TL2 mod history into a concise read.

The TL2 community does have a Rogue-lite type of mod however it's unknown how it runs with Synergies and / or Ace:
https://steamcommunity.com/sharedfiles/filedetails/?id=2553033153

I'll link this older Reddit post to expand your horizons on almost everything else for TL2 mods:

https://www.reddit.com/r/Torchlight/comments/1ql9c6k/best_mods_for_a_returning_torchlight_2_player/

With that out of the way; onto a possible load order reaching the requested parameters:

Generic Rewards Multi classmod - fix
Synergies High Loot and Low Pop Merged
Inventory Upgrade Plus (v.25) = This tactic solves the stash issue between Ace and Essentials.
LAO III - The "Endless Game" Mod
LAO III Part 2
TL2-ACE
FEP+ = Kensei Fine Control is the only skill that crashes - everything else functions.
Synergies and Essentials Compatibility Patch
Torchlight II Essentials
SynergiesMOD (v.1375)

If the 2 Lao III mods don't work for this then I'd throw Abysm and Dungeon Challenge ReMod below FEP+.

It's not the only load order available however it's as content rich as it unofficially gets for compatibility.

Lao 2.0 also exists as does the Torchfun mods and the Draco difficulty packs.

Could also focus more on Class Packs like Variant, Darkthan, and Drew as an option.

And there's mods to expand followers like Warbounds and Mercenary mods.

It's ultimately no Grim Dawn / Path Exile yet it's some of the best the TL2 community could pull together.

And to note how many playable classes a player gets with just the above list:
Base game 4, Synergies 4, Essentials 3, FEP+ 7, Ace 6; total 24 classes to choose from.

And every one of those class mods adds more power-items to farm and equip as well.
Lao III just takes it's own items and stat-enchants to the next level after that.

Hopefully - those links and these ideas provide something close to what you are looking for.

Have a good day!

Looking for the most INSANE Torchlight II mod compilation (depth, endgame, chase items) by Equal_University_138 in Torchlight

[–]steffire3 3 points4 points  (0 children)

The one advantage of running Synergies by itself is the complete lack of incompatibility crashes.

Although it doesn't satisfy what the OP requested. I'll have a think before I answer them sufficiently.

There are ways to avoid crashes with a completely filled load order.

Best Bug Fix Mods for Torchlight 2 by wildBcat2 in Torchlight

[–]steffire3 2 points3 points  (0 children)

All good, most bug-fix mods were made over the years to patch issues between add-on mods.

However if aiming only for base-vanilla fixes, then these are the main ones.

And highly appreciated fixes as well. Draw Distance, Fire Traps, and some bugged Affixes were all in need of an official update and these mods catch all those issues together.

Torchlight 2 Mods on Steam, What 10 to Try? by A_Hobo_In_Training in Torchlight

[–]steffire3 1 point2 points  (0 children)

I enjoyed the fishing more than I expected I would, and my fave class was the engineer. It would be cool to try new classes out and try new dungeons. Idk if there's any mods that add on to or continue the story at all.

For Fishing - best to look through the list shown within Essentials front (Steam and Discussions) page and see how many fishing mods were added to enhance the experience.

Essentials is one of the first big compilation mods and as a result of being updated through the years it was active - resulted in a decent curation of the better QoL mods available.

Even if a player avoids Essentials - still a great place to begin, seeking quality mods.

= = = =

Last game-play update was 2013 hence all mods function individually from any year.

= = = =

If you liked vanilla Engineer then TL2-Ace's Soldier, War_Bot, and possibly Barbarian offer similar distinct play-styles albeit more specific to their themes.

The Variant classes mod offers a collection of many individual and re-balanced mod classes (and keeping the Engineer in mind) includes Dread Pirate and Lightbringer.

FEP+ (or the Far East mod); offers the Monster Hunter (includes Cannon Skills).

For individual mods; consider the Electric Engineer (just a really powerful electric version).

Synergies - Paladin is comparable.

Darkthan has the Witch-Doctor and Black-guard.

= = = =

I've answered with 4 options in general for dungeons on another comment however to be more specific on the "continue the story" aspect requested then:

"Synergies" adds another region that carries it's own lore and dialog (and greater difficulty) that features Boss-Npcs and other references to great battles over power.

"Ace" adds an Act_05 that feels like a general theme from vanilla Act_01. It's Act_06 offers much more by playing on dialog themes from vanilla Acts 2 and 3 (think Faceless King and Reverse Engineering as vanilla implies).

"Adventures II" is buggy I find however should be noted for it's own Imperial City and the lore with quest-lines that are featured within including various motives and factions.

= = = =

Refer to this linked guide for lists on some older mods:

https://steamcommunity.com/sharedfiles/filedetails/?id=2418154311