10/10/2019 Embermage Build Torchlight 2
Torchlight 2 Embermage Comprehensive Guide by FishofMuuContentsChargeEquipmentStatsKey bindingsLMBInferno skillsFrost skillsStorm skillsBasic buildsThe Charge BarThe charge bar at the bottom fills up as your character deals damage. If you don’t deal damage for a while, the bar will start to rapidly decrease again. Once it reaches maximum, you enter a supercharged state for 12 seconds where all your skills are free to cast and do 25% extra damage. This makes Embermages very strong offensive characters. Your charge is very powerful. Every Embermage should make sure they use it well.The amount of damage that you need to inflict to fill your charge bar scales with your level. Because skill damage ALSO scale with your level, this should only be a problem (or boon!) to those using weapon DPS based skills.
If your weapon DPS is too low for your level, your charge will fill slowly. On the other hand, if your weapon DPS is HIGHER than expected for your level, your charge will fill rather quickly.So here are a couple hints about the Embermage’s charge:1) Don’t worry so much about mana. Once your charge reaches maximum, all if your skills are free to cast. This means that not only will your mana not drain for the next 12+ seconds, but it will also fill itself back up! A naked Embermage won’t fill their entire mana ball in the duration of one charge, but you’re probably doing fine if you can fill your charge while constantly casting spells without depleting your mana completely.2) You’re going to want to use something very powerful and mana heavy for when your charge is full. That skill you can only use a few times before you run out of mana? Yeah, that one.
In Torchlight 2, Embermage is the strong fire, electric and ice magic casters. For newbies, this article let you know sample Torchlight 2 Embermage build which you are able to work with for your reference. Fire Embermage Build. The first thing in Torchlight 2 Embermage build is the burning Mage! The Torchlight II console release date for PlayStation 4, Xbox One, and Nintendo Switch has been set for the third quarter of 2019. This classic action role-playing game originally created by The post Torchlight II Console Release Date for PS4, Xbox One, and Switch Set for Q3 2019 appeared first on Gaming News, Reviews, and Articles - TechRaptor.net.
Invest a lot of points into it, and spam it like crazy once your charge is full. A lot of Embermages have a skill that they use to build their charge, then another once it’s full (sometimes it’s even the same skill).Charge MasteryA passive that is available to Embermages at level 1 which slows down the speed at which your charge decreases (-6% per point), and also increases the rate at which you build it (+4% per point). With fifteen points, that’s -90% decay, and +60% charge. The 60% is pretty big, but can be ignored for items with +charge if you really need the skill points. If you’re running a no charge build for some reason, you’d obviously want to ignore this passive completely. The -90% decay is rather substantial as well, but can be easily mitigated by just attacking something. A lot of builds get 5 ranks of this (+20% charge, -30% decay), because the other 10 points can possibly be spent better elsewhere.There are also some skills that specifically list that they don’t build charge at all.
These are Magma Mace, Firebombs, Firestorm, and Hailstorm. There are also some utility skills that, although they deal damage, they do not build charge. This fact is NOT listed on their tooltips.
These are Immolation Aura, Frost Phase, Ice Prison, and Astral Ally. Then there are some direct damage skills that don’t build charge, despite not saying so on their tooltips.
I do not know if this is due to bugs, or if the lack of charge building is intended. These skills are Shocking Burst, Thunder Locus, Arc Beam, Shockbolts, and Shocking Orb (sorry, lightning mages!). If you plan on building up your charge, obviously avoid using these skills. Alternatively, there’s no reason to not use these skills once your charge is full! Also note that damage over time effects (like burn, or Magma Spear’s proc, or ‘conveys X damage over Y seconds’, etc) do not build charge either.Blazing PillarThe only Embermage skill that (as listed) increases charge faster than normal.
I’ve played around with this skill for a bit, and it doesn’t seem to increase charge noticably faster (by itself), especially because it’s not the most accurate skill available. This skill does have a long cooldown, and if you use another skill while waiting for it to cool down, it will build quickly! By itself it’s slow, but why would you stand around for 6 seconds not doing anything else? This skill is a way to build charge quickly, but there are other ways as well. It’s not fast enough to warrant a ‘must have’ for charge building.
TLDR: Charge goes up, Embermage goes boom. Highly recommended.EquipmentMost Embermages will use either staves or wands, and for a couple good reasons. The first being that they both (typically) do elemental damage, and therefore have their damage increased with focus. Focus also strengthens the damage of all your skills, deepens your mana pool, and increases your chances of performing execute (if you’re dual wielding wands). The second reason being that Embermages get passives specifically for staves and wands.Staff MasteryReduces the elemental armor of any enemy you hit with your staff. This also includes Magma Spear, Magma Mace, Icy Blast, and Shockbolts.
The armor is reduced by 6% with the first point, and increases by 2% for each additional point (-35% elemental armor per hit at fifteen points). Remember that these are cumulative, so it will only take three hits with fifteen points in the passive to reach 100% reduction. People were saying that you can’t reduce armor below 0, but confirmation is needed on that.Wand ChaosHas a chance to cast ‘a Bizarre Effect’ on the target every time you hit with your wand. This also includes Magma Spear, Magma Mace, Icy Blast, and Shockbolt (and ONLY those skills!). The chance is 8% for the first point, and 2% for each additional point (36% chance at fifteen points). A Bizarre Effect will randomly cast one of the following spells:Meteor (Exactly like the one from Diablo 2)Acid Rain, much like he Outlander skill Venomous HailSummon Shadowling (Like the Outlander passive.
Only lasts for a few seconds)Thunder (Causes shock)Blinding CloudScalding GeyserGlacial SpikeFire Storm Not to be confused with FirestormNow just because Embermages have passives specifically for the staff and wand, that doesn’t mean that every Embermage has to use them. Unlike the other classes, the Embermage doesn’t have any skills that require specific types of weapons to be equipped (other than the passives). If you don’t plan on using any skill that uses weapon DPS, including the basic attack, the passives and the weapon damage are useless to you. If you don’t want to put a lot of points into focus, staves and wands don’t benefit you as much.
With certain builds, you can easily go embermelee or gunmage.Item stats on skillsSo a common question is ‘Which stats on my weapons apply to my skills?’ Well a good rule of thumb is that if it’s some kind of ‘always on’ effect, it will apply. Things like +minion damage and +cast speed are obvious ones.
But what about the less obvious ones? ‘On hit’ does not apply. ‘To target’ usually does on certain skills. If it changes something on your arcane statistics, it does. Dexterity:Increases your critical strike chance and dodge chance at the same curved rate. The rate is roughly 2%, which slowly diminishes the higher you go. This will also increase your fumble recovery at a curved rate, which starts at 25 with +.3% per point, and slowly diminishes.
Here’s a small chart: Dex Crit Dodge Fumble0 0 0 255 1 1 26.510 2 2 2820 3.9 3.9 30.925 4.9 4.9 32.350 9.5 9.5 39.3100 0 37.6 37.6 81.3475 50 50 100 (Cap for Fumble)484 50.1 50.1 100 (Cap for Crit/Dodge)Critical hits deal extra damage, based on your critical damage% (which increases with strength, or items with critical damage% on them). Remember that your skills can also crit! Dodge, like block, is the chance that you will avoid any direct attack completely. This does not give you a chance to avoid secondary effects, like damage from burn, fire on the ground, etc. Fumbling is when your basic attack (and only your basic attack?) does less damage. Basically think of your fumble recovery as the% of damage you do if you fumble (If you have 75% fumble recovery, you will deal 75% damage when you fumble).
If you’re not using your basic attack, fumble recovery is useless.Dexterity is mainly be useful if you’re trying to make a high dodge and/or high crit build.Focus:Focus will increase your mana by 1 per 2 points of focus, capping at +499 mana at 998 focus. Remember that your mana also increases with your level.Like strength, this also increases your elemental damage on weapons, but only the elemental damage (.5% per point, no cap).
This applies to all weapons, regardless if they are ranged or melee, as long as it’s elemental damage on the weapon. This increased weapon damage will translate to your skills that use your weapon DPS for damage. Unlike strength, this damage bonus also applies to all elemental damage on skills, even if they don’t have a weapon DPS damage component to them.Focus also increases your execute chance if you’re dual wielding similar weapons.
‘Similar’ means two melee weapons, two pistols, or two wands. Execute only triggers on your basic attack, and causes you to attack with both weapons at the same time, dealing damage with both weapons simultaneously (instead of alternately).
Your execute chance starts at 9.8%, and increases on a curve starting at 2% per point (capping at 60% at 496 focus). Focus Execute0 9.85 10.810 11.825 14.7 27.82 60Focus is something that most Embermages will get. More mana, more staff/wand damage, and more skill damage.Vitality:Vitality will increase your HP by 3.6 per point of vitality, capping at +3596.4 (rounded down to 3596) at 999 vitality. Remember that your HP also increases with your level. This will also increase your armor by.25% per point, capping at 249.75 (rounded to 249.8) at 999 vitality.
This is a bonus to all your armor from everything you’re wearing combined (Example: If all your armor totals 100 physical armor, and your vitality gives you a +27% bonus to armor, you’ll have a total of 127 armor). This not only applies to your physical armor, but all your elemental resistances as well.Vitality also increases your block chance, if you’re using a shield. This starts at +.2% per point, and slowly declines as you put more points into it. This has the same curve as Crit/Dodge from dex, so you can look at the chart in that section. Block, like dodge, is the chance that you will avoid any direct attack completely.
This does not give you a chance to avoid secondary effects, like damage from burn, fire on the ground, etc. Remember that you can only block with a shield equipped.Vitality is good for not dying, especially if you’re using a shield. More HP and more armor. Don’t neglect this stat.TLDR: Increase defense to reduce instances of death.Key BindingsSo you see the 1-0 hotkey bar at the bottom there? That is VERY useful for skills that have a long cooldown (especially buffs), or anything that is more of a utility skill (Like Frost Phase).My advice is to rebind these keys to something that isn’t 1-0. I’m personally using:123QWEASDF(With the skill page bound to `)This gives you a much better reach of any skill you might want to use in the middle of combat.
You can bind them to anything you like you can even keep them at 1-0, if you prefer. I just personally prefer a more easily accessible setup.Buffs are skills that should DEFINITELY be on your hotbar, and NEVER on RMB. It’s a lot easier to press the key (or right click it) than it is to switch to it on right click, then click, then switch to an attack. The following skills are buffs, and should ALWAYS be on your hotkey bar if you invest any points into them:Immolation AuraElemental BoonUtility skills, as I call them, are skills that 1) You don’t want/need to spam them constantly, and/or 2) They have a long cooldown. They are perfect skills to put on your hotbar so you can use them in that situation where they’re needed. Embermage skills that I think fall into this category are:Blazing Pillar (Maybe?)Frost PhaseIce PrisonAstral AllyDeath’s Bounty.
Obviously, these are just suggestions. Do whatever works best for you.TLDR: Hotkeys are good. Rebinding them is better.Left Mouse Button (LMB)Because of the way that the Embermage’s charge works, you don’t have to worry so much about mana. That means that unless you’re trying to perform execute with two wands, there’s not a lot of reason to use the basic attack. I highly recomment that any Embermage at least tries to build around a spell being their LMB skill, rather than the basic attack.BUT WAIT! Only certain skills can be bound to left click. They are:Magma SpearMagma MacePrismatic BoltShocking BurstShockboltsShocking OrbYes, sorry, ice mages.
Any of these skills, other than Magma Mace, can be used to build charge with LMB, then spam something more powerful (or even the same skill) with RMB. Now there’s no need to do this, especially if your favorite skill isn’t on the list, but it’s worth considering because Embermages don’t worry that much (or ever) about mana. Just a suggestion.WorkaroundsSo your favorite skill not on LMB, but you want it to be? There are a few ways to do this:The first way is to bind ‘move’ (or ‘move/attack’) to something else, and then bind LMB to one of your hotbar slots (like the first slot).
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If your mouse has extra buttons, you can bind move to that. The problem with this is that you might be uncomfortable pressing anything but LMB to move around.The second way is to bind shift-LMB to a hotbar slot, and then every time you hold shift (which, by default, makes you hold still) you will perform any attack you want. You then unbind ‘move/attack’ and put LMB as ‘move’. This kind of gets around it, if you’re okay holding shift the whole time.Third way is if you have a mouse with extra buttons. You can bind LMB3, LMB4, LMB5, etc to different hotbar buttons. The problem with this is that it’s still not LMB, but at least it’s on your mouse.TLDR: Try binding a skill to LMB.
You might thank me later.Inferno SkillsInferno skills all do fire damage. These tend to do more damage than Frost/Storm, and are often a bit more straightforward to use than Storm. Any time you do fire damage, from weapons or skills, you have a chance to cause a burning effect. Burn deals even more damage.
Elemental Attunement increases the duration of burn (from any source), and Fire Brand deals extra damage when an enemy is on fire. Inferno is the tree if you just want to lay down some serious damage, and that’s it. No snares, no funny business, just good old face melting fire.ALL STATS ARE FOR LVL 100 CHARACTERS. IF YOU’RE WONDERING WHY THESE NUMBERS ARE HIGHER THAN YOURS, THAT’S WHY.ALSO REMEMBER THAT ALL TOOLTIPS ARE BEFORE STAT/ITEM BONUSES.
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