![]() In effect, making respecs possible makes respecs more necessary. Respecs mean that a lesser combination of skills have to be play tested due to the fair assumption that every player will have access to every build. The second design issue is that it modifies the balance of skills. If you make the game balanced for suboptimal builds, then the game is too easy for people using optimal setups. The first design issue is that respecs modify the balance of the game: if you make the game balanced for respecs, it's too hard to play with a bad build and then it's less of a roleplaying game and more of a bad action game because everyone is playing more or less the same game. I think that respecs are a relatively new concept in role-playing games and they represent two design issues through their late introduction. If not then well, plenty of other classes and other games.Ĭlick to expand.It's your fault for picking a low horse at the start of the game. If they patch it and make it better for STR based chars I'll revisit my engineer. I'll probably plough through the game maybe up through NG+ (no extra pluses) and not worry about it afterwards. Right now my engy is a beast, but I'm only just starting Act 3. The new shine has really worn off, so to speak, and the stat and skill system being so easily to mess up and easy to exploit have left a bad taste in my mouth. Honestly the last couple of days of researching builds and min-maxing have really soured me on the game a a whole. ![]() I'm fine with it at 5 points and I'm fine with onslaught not being the most min-maxy skill. ![]() Thanks for the input on dyanmo field earlier. The end result of all of this - the most efficient builds are ones whose primary damage skills don't use charge for offensive maneuvers at all, i.e. So, they came up with the charge system and stat weights in order to encourage non-casters to mix in regular attacks with their skills. Once Dex is around the 110-120 area I would then go 4:1 or 3:2 str:vit depending on how you feel about your survivability.It's ironic because Runic specifically said that they wanted melee classes to be more auto-attack focused before the game released. This spec is very simple, very effective, and great for new engineersįor allocating stat points I recommend the following:ġ Dex In the early game until you are happy with survivability Extra armor and spot healing is brought by the Heal Bot pet who is basically a persistant buff that has to be re-cast when you switch maps. The defensive nature of this spec is set by starting fights off with Onslaught to reduce incoming damage while waiting for Aegis Procs. Then spend the charge with Flame Hammer attacks. Use high damage and average attack speed weapons such Great Swords and Great Axes with the Heavy Lifting attack speed bonus to auto-attack and quickly build charge. The play style for this build is very simple. Its not concievable to get all of these skills, but depending on what difficulty you are playing and whether your style is more offensive or more defensive you will want to pick and choose accordingly. The list above makes up the secondary skills and is once again in most to least important. The list above makes up the primary skills of the build and should have points allocated as often as possible and are inorder of what I have experienced to be the most important from top to bottom The most dangerous period of this build will be levels 1-20 when your defensive procs and debuffs are not quite frequent enough to garantee good survivability. This build is not for people who prefer to use alot of abilities as many of your skill points will be invested into passive aggressive and defensive skills. This build is based around Flame Hammer being your go to ability for AoE trash killing, Boss Kiting, and just on call big damage. ![]() Hi all this a quick rundown a build that, though simple, has been highly effective for me in veteran and elite and I am planning to take it into hardcore mode pretty soon. Torchlight 2 Engineer 2H Flame Hammer Build Guide by APaperbackHero
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