
Only thing I can say I liked more in TL2, is the Mapworks which GD is lacking.It added some variety to end game content.GD has all this reputation stuff which i find brilliant in a hack and slash since only WoW can come to mind when i hear about rep.TL2 crafting (if you can call it that) was too much RNG, no thank you. I really liked the atmosphere of TL2 as well but I think Crate did it better. I also like the atmosphere of GD more.Definitely better than TL2 which had skills nobody would ever use because they had better options.

Torchlight 2 was my favourite hack and slash until I discovered Grim Dawn. Hello and welcome to the Grim Dawn forum.
#Torchlight 2 emberquake build mod
I can let this one slide somewhat as the Synergies mod fixes it by lowering it to multiples of 3 which is much better…Īll in all, it was a good game but it had some weird design choices and perhaps could have done with better skill balance, I don’t care for making the cookie cutter skills worse but for making the underused skills actually worth using. The good thing as well is that you can have a mastery maxed by around level 17-18 so every skill is available to you before you reach Warden Krieg. you can beeline the mastery bar if you want to unlock a certain skill sooner. Grim Dawn does something similar with the mastery bar but it gives you complete freedom with it, i.e. How some skills can be locked away for up to around 20-40 levels due to how skills unlocked in multiples of 7.Only the last 3 skill points spent? Yeah, no. that made skills that fall into the above category a joke in comparison. Meanwhile, you had skills like Prismatic Bolt, Emberquake, Wolfpack etc. It was bad enough that I think some skills outright were never used at all (or were just forgotten) like Shock Grenade, Firebombs, Chain Snare etc. Skill balance immediately comes to mind, so many skills were underpowered or gimmicks like Shocking Burst/Arc Beam for the Embermage.Tremor (Aegis) is also a less all-or-nothing alternative to Overload, but I would not recommend taking both.I really liked and enjoyed Torchlight 2 but it definitely had it’s flaws. 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.
