JustKneller
Habitué
- Messages
- 1,001
I just figured I'd start a thread so @m7600 and I can compare notes on our respective Torchlight runs. How is yours going?
I traded in my bikini battle babe for this guy:
Low level armor, but way more coverage than the ladies get.
But, I didn't switch to make a fashions statement. All the flashy animations on the screen are making it difficult/impossible to see the actual monsters. So, I figured a summoner build will give me an offense that can see.
I got crazy lucky on drops. The helmet, shoulder armor, and hammer (which is actually a "staff" weapon) all give bonuses to minions. I wish the weapon was one-handed, though, so I could use a shield. Not to mention, I even got a shield drop that gives minion bonuses. However, the hammer also gives a hefty bonus to gold/magic drops so it took precedence. If I get a good weapon drop with +gold/magic, then I'll switch to that. But, I'll probably have this thing for a while.
Skill-wise, there are a lot of obvious choices for summoners for alchemists. However, I fell into a trap and picked the imp summon. It's rubbish. High mana cost, needs a dead body to conjure, and super squishy. I only put a few points in it, though, so it won't really matter in the long run.
For spells, I have Skeletons I, Skeletons II, Skeleton Archers II, and Zombies I. I have two skeleton spells because of the (pointless) cooldown. I mean, the summons already have a limit and duration tacked on to them. It's a little tedious to have to wait a few seconds between castings. This way, I can alternate between the two for my "infantry" (and have twice as many since they are different level spells). I can't multi-cast the archers or zombies so there's no point in having more than one each of them. I theoretically can have just under twenty minions out on the field (more if I use the imps). However, I don't have the mana to maintain the numbers and the only thing that will get me more mana is leveling and gear (and Advance Spellcasting will really up my recharge rate). My pet doesn't have any spells yet, but I'm aiming for Heal All and probably web.
For stats, I'm keeping Magic and Defense pretty even for now. I don't really need magic since I'm barely attacking, but I do need to defend myself if something breaks through the front line. I also need Magic for some gear requirements. The same goes for defense, but it's more important because of teleporters and ranged enemies that can target me. Once I get Magic to a comfortable number for gear, I may just focus on Defense. My personal combat effectiveness is going to taper off due to focusing so much on the summons.
My plan is to get through the main game and then maybe run him through the Shadow Vault long enough to hit level 100. However, the build mechanics, loot grinding, and how a summoner plays I'm finding to be less satisfying than Diablo (or Path of Exile) so I might just call it after the main story and move to the (from what I hear, better) Torchlight 2.
I traded in my bikini battle babe for this guy:
Low level armor, but way more coverage than the ladies get.
But, I didn't switch to make a fashions statement. All the flashy animations on the screen are making it difficult/impossible to see the actual monsters. So, I figured a summoner build will give me an offense that can see.
I got crazy lucky on drops. The helmet, shoulder armor, and hammer (which is actually a "staff" weapon) all give bonuses to minions. I wish the weapon was one-handed, though, so I could use a shield. Not to mention, I even got a shield drop that gives minion bonuses. However, the hammer also gives a hefty bonus to gold/magic drops so it took precedence. If I get a good weapon drop with +gold/magic, then I'll switch to that. But, I'll probably have this thing for a while.
Skill-wise, there are a lot of obvious choices for summoners for alchemists. However, I fell into a trap and picked the imp summon. It's rubbish. High mana cost, needs a dead body to conjure, and super squishy. I only put a few points in it, though, so it won't really matter in the long run.
For spells, I have Skeletons I, Skeletons II, Skeleton Archers II, and Zombies I. I have two skeleton spells because of the (pointless) cooldown. I mean, the summons already have a limit and duration tacked on to them. It's a little tedious to have to wait a few seconds between castings. This way, I can alternate between the two for my "infantry" (and have twice as many since they are different level spells). I can't multi-cast the archers or zombies so there's no point in having more than one each of them. I theoretically can have just under twenty minions out on the field (more if I use the imps). However, I don't have the mana to maintain the numbers and the only thing that will get me more mana is leveling and gear (and Advance Spellcasting will really up my recharge rate). My pet doesn't have any spells yet, but I'm aiming for Heal All and probably web.
For stats, I'm keeping Magic and Defense pretty even for now. I don't really need magic since I'm barely attacking, but I do need to defend myself if something breaks through the front line. I also need Magic for some gear requirements. The same goes for defense, but it's more important because of teleporters and ranged enemies that can target me. Once I get Magic to a comfortable number for gear, I may just focus on Defense. My personal combat effectiveness is going to taper off due to focusing so much on the summons.
My plan is to get through the main game and then maybe run him through the Shadow Vault long enough to hit level 100. However, the build mechanics, loot grinding, and how a summoner plays I'm finding to be less satisfying than Diablo (or Path of Exile) so I might just call it after the main story and move to the (from what I hear, better) Torchlight 2.