Torchlight 2 Outlander Shotgonne Build Guide by Krummer
I usually play melee characters in every game. And I don’t like pet classes at all. But this time I found an extremly fun close-range ranged spec for Outlander.
It’s based on shooting with the shotgonne and appling DOTs and Debuffs through various skills.
Stats
if dex < 110 then dex > str > focus > vit else str > focus > dex > vit
We want to reach the dodge cap. crit is not very important, because DOTs don’t cit.
vit scales very poorly. don’t get it at all.
Skills
Core Shotgonne mastery (for control) Master of elements (for damage) (max) Dodge mastery (max) Share the wealth (max) Stone pact (max) Bane breath (skill high enough to be able to easily kill weak enemies with it) Death ritual (put points into it until you feel the minion’s lifetime is long enough) Cursed daggers (for debuffing) (max) Shadowling Brute (to always have benefit from death ritual. atleast 1 point in this, more wouldn’t hurt)
get those skills. you don’t need to max them all.
Utility
Shadowmantle (more defense is always useful) Long range mastery (for more ranged damage) (skill this up to 5 early. not as useful later) Rune Vault & Burning Leap (1 point in those is enough. only used for movement) Glaive Sweep & Flaming Glaives (good for charge generation. get atleast one of those or both.) (don’t put more than 5 point into sweep)
You should probably get all those, but they’re not essential.
Gear
What are we looking for on our gear aside of core stats? HP > All Damage > Poison Damage = Minion Damge > Ranged Damage > Minion HP > Movement Speed > HP reg > Mana Reg
We need to get HP from Items, because otherwise we’re 1 hittet if dodge fails.
The try to get a fast shotgonne with mana or health on hit and high DPS.
Playstyle
Run all over the place and use Bane Breath on weak mobs to turn them. Then keep up the cursed daggers debuff and just shoot them up. Putting down a stone pact helps with not dying, and vault + leap help getting in and out of large enemie groups. You always have to be pretty close to your enemies, so keep moving.
After trying every class as a melee character and beeing very disappointed with it, this really restored my faith in the game. Its so much fun.
Torchlight 2 Engineer Tank Build Guide by Loot
Figured I’d share my Tank build. Playing Veteran (nb4 elitists) and able to easily solo Level 105 maps at Level 70. I only really die when I’m just being stupid or when the Spectral Dragon likes to camp the teleporter pad.
Currect spec:
10/15 Emberquake
13/15 Heal Bot 12/15 Bulwark 13/15 Fire and Spark 12/15 Shield Bash 13/15 Forcefield 10/15 Dynamo Field 11/15 Tremor
All the skills should be pretty self explanatory.
For stats I prioritize Focus and Vitality. Dex was left at base and Strength is at 100 in order to wear gear early on. Vitality is self explanatory and Focus buffs Shield Bash damage for whatever reason, making it great for spamming due to very low mana cost.
Gearing is pretty simple. You need to stack resistances, health, block, and health per second. The great thing about this build is you don’t really need reduced damage taken as you’re incredibly tanky without it.
My current stats (without healbot) are:
5089 Health
1225 Physical Armor 411 Ice Armor 814 Fire Armor 426 Electric Armor 190 Poison Armor 39% Phys Reduction 25% Elemental Reduction 50% Block 451 health/sec
On the rare chance Forcefield breaks (usually only breaks on the Level 105 Rock Trolls, Unique Werevoles, and Spectral Dragon) having 451hp/sec combined with healbot gives you extreme health regen and it’s hard to notice it go down sometimes. With stacked health per sec and Forcefield I find literally reason for Charge Reconstitution as regen is fine without it and Forcefield absorbs a very nice chunk of damage (around 20k right now iirc).
Now, in order to really clear rooms out and melt bosses the most important stat on your weapon is physical damage over x seconds. Why, you ask? It’s simple. Tremor. Tremor, although unlisted, applies on hit weapon effects to every target hit. When you can get a weapon such as this trash will melt insanely fast and bosses will too as the amount of DPS you pump out with the over time effect is incredible.
Clearing trash is simple, just spam Dynamo Field, keep Forcefield up, and use Tremor+Emberquake as often as possible.
For bosses you want to spam Shield Bash to constantly have 5 charges (and some bosses can actually be stunned) available for Forcefield and Tremor (use it on cooldown). When you have Tremor on CD and max charges feel free to spam Emberquake in place of Shield Bash.
For spells I prefer Blocking, Armor Expertise, Elemental Protection, and Haste. Haste is your best tool for avoiding damage, simply because what can’t hit you does no damage, plus the attack speed isn’t too shabby. I’m thinking at higher gear levels Bocking is unneeded as you’ll hit the 50% cap without it, in which I’ll possibly replace it with Adrenaline or Dervish.
I'm trying for the third or fourth time to make it through the Elite difficult level in Torchlight 2, and as usual, I'm unable to proceed past the second stage of act 1 (the Estherian Steppes). This time through I'm trying out a two-handed engineer, which I've had good success with on other difficulty levels. However, my character simply cannot stay alive against the monsters I'm fighting. The Healing Bot, for example, simply cannot provide enough heal points fast enough, and I inevitably run out of healing potions.
My problems typically go one of two ways:
Long story short, what should I be focusing on to survive (and eventually beat) the game in Elite difficulty? I know the game says I should expect to die a lot at this difficult level, but the brick wall I find myself up against seems impassible.
Jonah BishopJonah Bishop
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1 AnswerTorchlight 2 Classes Guide Online
Firstly this mode WILL require you to be carefule more than the others. The damage spike from the monsters means you are vulnerable to be OHKO(One-hit KO) with certain monsters. The difficulty is visible from the beginning. So here is the excerpt from a thread I had started on the official forums HCE help/guidelines. Credits to miniminionette on runic games forums
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Not the answer you're looking for? Browse other questions tagged torchlight-2 or ask your own question.The Master of…Magic?Torchlight isn’t big on explanation or storyline. It isn’t a huge surprise, then, that the Alchemist’s name isn’t exactly descriptive of his play style. What does an alchemist do? You’d think he’d be spending his time making potions or some such, but in fact he just casts spells and summons minions like you’d expect a mage from any other game to do. That doesn’t mean that he is only useful for spell casting, however. In this Alchemist class guide I’ll examine the Arcane, Lore, and Battle skill tress, and make a few quick build recommendations. The Arcane TreeThe Arcane tree is where all of the Alchemist’s traditional mage spells are located. Here you will find your nukes, your AOE’s, and your DOT’s. If you want to do a lot of damage at range, this is the tree for you. Of course, the downside of this is that you’ll be rather vulnerable, since none of the spells do anything for your defenses. Ember Bolt is, in my opinion, a must have spell. It does good damage and it knocks back opponents. This keeps melee opponents from turning you into a squishy pile of goo. Iceshockis…okay. It freezes enemies, which in Torchlight isn’t all of that great. It just isn’t as good as Ember Bolt, so I suggest passing it. Ember Lightning is fairly simple nuke which does a lot of damage. Lightning resistance is somewhat rare, so that can be useful. With that said, however, I again find myself preferring Ember Bolt instead. Ember Lance is one of the coolest spells in the game. It shoots a laser wherever you point it and does a good amount of damage. It compliments Ember Bolt well since it damages all enemies in a line rather than all enemies in a spread. Pyre is a good AOE DOT which is very effective against large groups. If used properly it is probably the most mana efficient way of doing damage in the game – just make sure you’re using it against groups and not solo opponents. Ember Strike is the lance of god. It does gobs of damage and consumes gobs of mana. Just keep your mana potions at the ready and you’ll love this spell. The Lore TreeSpells in the Lore tree focus on summoning. This is a good compliment to the Arcane tree. It also is a good tree for those who traditionally love pet classes and want to watch their minions do the dirty work. Since you’ll be surrounded by allies, your Alchemist will be relatively safe from damage. Neither Imp summons a little Imp to help you out. He isn’t incredible, but you get quite a few of them as you level up the skill, creating a wall of Imps between you and your foes. Thorned Minions Is an okay spell. It does damage to enemies who are close to your minions. There are times when this will seem great. But it is not so hot when fighting ranged opponents. Summon Alchemical Golemis one of the must-haves. This spell will be doing a lot of your damage once you have access to him. He can take a lot of hits, but Neither Imps are better at distracting foes due to their sheer numbers. Terror is not one that I recommend. It is useful for getting yourself out of a bind now and then, but in general it is just annoying. There are not many enemies in the game who are a threat to you by themselves, and its often easier to just kill them. Burning Bind is a buff for your minions. I have not been able to find out the hard numbers on it, but it seems very effective. It is particularly good if you’ve been leveling up Neither Imp and now have a swarm of them. Summon Beam Golemis just kick ass. It’s like an Alchemical Golem but it fires an awesome beam of energy at opponents. If that doesn’t get you excited, you best check your pulse. The Battle TreeThe Battle tree is for the Alchemist who wanted to be a Destroyer but couldn’t because his shoulders weren’t broad enough. It includes numerous abilities which benefit an Alchemist who does his damage up close and personal. It is honestly the most difficult of the trees to master, but in my opinion it is also the most fun. Ember Shock is your bread and butter. The damage this spell does is jaw-dropping. And as if that wasn’t good enough, it also is an AOE spell and stuns opponents caught in its blast. You can reduce a pack of twenty opponents to smoldering ashes by casting this spell a few times. Ember Shield is a good defensive skill, although I don’t think its a must have. Personally, I’ve never found my battle Alchemist so squishy as to need this extra protection, but your mileage may vary depending on where you put your stat points. Infuse is a straight damage buff, and a very good one. It isn’t an absolute must-have if you’re relying more on Ember Shock for damage than your melee swings, but if you’re swinging a lot then Infuse will make you much more effective. Frailty can become handy later in the game because it makes certain boss fights easier. If you find boss fights to be troublesome, then this is a must-have. Against normal opponents this spell is a bit disappointing because opponents die too quickly for the debuff to have much effect. Ember Phase is awesome on a stick. You phase from one point to another, knocking opponents backwards and dealing damage as well. It is incredibly useful for getting yourself both into and out of trouble. Phase in, Ember Shock, Phase out is a great tactic. Ember Sentry is the most underwhelming final spell the Alchemist has. The main problem is that while it does a respectable amount of damage, Ember Shock is just as good and also fits into the theme of a battle Alchemist much better. Quick Build TipsGenerally speaking, you’ll have enough points to go full-fledged down one tree or to hybrid between two trees. This becomes less true as you go through multiple campaigns, but in your first run this will be the case. I find that the Arcane tree lends itself the best to hybridization. The reason for this is that Ember Bolt is so good it becomes unclear why you’d need to invest in any of those others. Even Ember Lance tends to pale in comparison. If you just pick up Ember Bolt, and then Ember Strike later, you still have plenty of points for other skills. The Battle tree is good for hybridization as well, however, since you only really must have Ember Shock. You can buff up your defenses with your defense stat and by properly equipping yourself, and while Ember Phase and Infuse are very good spells, you could do without them. It’s the Lore tree that really requires specialization, however. A Lore Alchemist will want to have Nether Imp, Alchemical Golem, and Beam Golem all pumped as high as possible, and perhaps Burning Bind as well. That doesn’t leave a lot of extra room for points to be spread among other trees. Ultimately, though, you’ll have to decide for yourself what kind of Alchemist you want. The Arcane, Lore, and Battle trees all cater to different play styles and are all viable. Once you figure out how you like to play, focus on the tree most well suited for that style. Do this and you’ll both have fun and be very effective at slaughtering your foes. This post is part of the series: Torchlight Guide
Enter Torchlight, a dungeon full of wonders. It is also a dungeon full of enemies ready to skin you alive. This guide will help you master each of Torchlight’s classes.
With this build, most enemies are dead before they reach you.
This Outlander kills at range while keeping enemies at bay.
The build offensively rules with Long Range Mastery, Akimbo, Marksmanship, Dual Wielding, huge amount of Strength, and of course, Dual Pistol.
It keeps enemies at distance with Rune Vault, Bramble Wall, and Repulsion Hex.
Finally, it is supported by Shadowlings, Stone Pact, Share the Wealth and Dodge Mastery.
Stats
Strength (325 Stat Points)
Put massive points on this stat to deal huge amount of weapon and critical hit damage.
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Dexterity (120 Stat Points)
Why only 120 Stat points?
Too much dexterity plus Charge, Dodge Mastery and Share the Wealth won’t add more to dodge chance.
You get more critical hit chance from Charge, Share the Wealth and Outlander armor set.
Stalker tool locations. Finally, you will get more dexterity from Outlander armor set.
Vitality (50 Stat Points)
You’re going to need some vitality if planning to play elite difficulty.
![]() SkillsWarfare (40 Skill Points)
Rune Vault (10 Skill Points)
Your active skill for escaping danger, it allows you to move away backward leaving enemies blinded and knockback.
Long Range Mastery (15 Skill Points)
Permanently increases the range and damage of your pistol.
Max this skill first.
Akimbo (15 Skill Points)
Permanently increases the damage and chance to execute with pistol. It allows your Outlander to often strike with both pistol even without focus stats.
Max this skill first.
Lore (31 Skill Points)
Bramble Wall (5 Skill Points)
This skill keeps your enemy at range distance.
Just put 5 skill points for resource efficiency.
Dodge Mastery (10 Skill Points)
It increases your dodge chance permanently. This is helpful since the build only distributes 120 stat points to dexterity.
Poison Burst (1 Skill Point)
A single point is enough to put some chance to deal poison damage when you kill enemy.
Share the Wealth (15 Skill Points)
The passive shares your charge benefits to you and your allies.
It makes your character stronger and your allies thankful for your presence.
Sigil (61 Skill Points)
Repulsion Hex (5 Skill Points)
The hex pushes back enemies that draw too near, keeping them at bay.
Skill has chance to cause flee and interrupt on enemies.
Stone Pact (15 Skill Points)
Overall defensive skill for the whole party providing health recovery, bonus to all armor, and damage reflect back on attacker.
A must have for the group.
Shadowling Brute (15 Skill Points)
The Shadowlings summon will take care of melee combat for you. Having some companion divides your enemies making your Outlander lesser prone to damage.
Brute is your main companion powered by Death Ritual to increase its damage more and makes it always available.
Shadowling Ammo (11 Skill Points)
Put all your remaining skill points here.
It grants chance to spawn Shadowling Bats when you kill enemy.
The passive skill allows you to spawn multiple Shadowlings that can swarm enemies.
The skill complements with Death Ritual passive.
Death Ritual (15 Skill Points)
The passive power up for your Shadowlings, it increases their damage and summon duration.
Spell Tome
Spell: Haste
The spell allows you to move and attack faster.
Mainly, what I like about the spell is the movement speed bonus and the cooldown.
Tome: Marksmanship
Permanently increases the power of your range weapon.
Tome: Dual Wielding
Permanently increases the power of your pistols as long as it is dual wielded.
Tome: Animal Handling
Torchlight 2 Engineer
The tome permanently powers up your pet and shadowlings.
Equipment Affixes Priority
Dual Wield Pistol
The main required equipment for this build is to dual pistol. The most high end weapon of course is recommended.
Health stolen on hit
Having health stolen on hit is a must for survival. You need it for insurance even the build has the skill to keep enemies at range distance.
Attack speed
Attack speed increases your damage per second and health stolen on hit.
Critical hit chance
Torchlight 2 Stats Guide
More critical hit chance is still welcome for this build to let you damage more.
Bonus power to pet and minions
Don’t forget to power up your companion because they contribute really well to your survival.
© 2014 Arc Sosangyo
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