How can I keep my Embermage alive? Ask Question 4. The Embermage class, unlike the other three available classes in Torchlight 2, seems to lack any decent defensive spells: Death's. The ice mage is one of the strongest builds in this game. Frost Phase is a very fast teleport. Ice Prison can be used to keep enemies out or to lock them in.
A witch doctor is originally a type of healer who treated ailments believed to be caused by witchcraft. The term witch doctor is sometimes used to refer to healers, particularly in the region of Old Vailia, who use traditional healing rather than contemporary medicine. In monks' societies, 'witch doctor' is sometimes used derisively to refer to a warrior who hates magic and witchcraft which is not done by kith. This monk absolutley loathes all forms of non kith casters like Pŵgras, Ogre Druids, Vithracks, Cean Gŵlas and so on and tries to purge them from the face of Eora as fast as possible.The Witch DoctorDifficulty: PotD v. 3.02-Class: Monk-Race: Boreal Dwarf-Background: The Living Lands - Explorer-Stats:MIG: 21CON: 10DEX: 16PER: 10INT: 18RES: 03-Skills: Stealth 4, Athl. 7, Lore 8, Mech.
Two Weapon Style. Thanks for telling me, I corrected that.If I recall correctly: when The Long Pain was introduced it didn't work with all that stuff. It seems to have changed in one of the late patches. I remember that it used to work with Turning Wheel for example - like Nerd COmmando said - but not anymore. But the situation now is clearly better.Zahuas Anitley thing should work, but I don't know for sure because I didn't test that. But why shouldn't it?
All the other speedup-things did work with the Long Pain so far. Thanks for your time! I'm looking forward to reading your comments.had to change somethingThanks for your buildAs for comments: I would probably substitute Long Stride with something.How much does it speed up the monk? Wiki says 5% which is.
Like nothing at all.Default running speed being 4, would result in 4.2. While with Fast Runner it would be 5 instead.Other alternative would be to take one more of those 'hated' talents, namely Wound Binding. He's a monk, and has 21 might. It gonna heal nicelyOr just take Envenomed Strike.Btw, if at any time you will find lacking wounds because of standing at range, a cipher with Mind Wave got your back) Edited May 27, 2016 by MaxQuest. Long Stride is a monk's abilitiy and adds a flat +2 bonus to movement speed - which stacks with Maneha's Armor (+1) or Boots of Speed (+3) and the camping bonus as well as with Fast Runner (which I didn't take). It helps you immensely to outrun foes who want to catch you and makes positioning for ranged Torment's Reach really easy and quick.
Besides that: there's nothing else you can take. And you can't substitute Long Stride with a talent.
Since it's an ability.The thing with this build is that talents are very scarce but abilitites are plenty (because so many don't work with the Long Pain or are simply not needed). So Long Stride is a good option for this build I think.Wound Binding can be awesome with the right healing mods - as I showed in the chanter build I posted before this one. You can heal over 132% health with it.But for this guy who doesn't get beaten a lot it's not my number one choice. Edited May 27, 2016 by Boeroer. A few considerations:- This build probably out-DPS Ranger at Ranger, even counting pet. Various lashes and speed buff approximatively doubles Damages, and Long Pain does about the same damages as a melee weapon (wich hits around 1.66 more than ranged, but with suffering, you can count twice). This is a bit more than the benefits of twinned arrows plus pet.
But you got to get the wounds for it.- Constant mobility seems very important for this build and wounds would be precious. Long Stride seems an excellent choice. Running into melee just to feed upon engagement attacks is certainly a good option.- Long Pain is a bit more damaging and slower than fist. Better investment for torment reach.- Range helps switching target without killing, which makes resonant touch quite interestingIs Long Pain giving +20 Acc??? Or is it just from suffering?
Edited May 27, 2016 by Elric Galad. I didn't do any tests to compare the dps of The Long Pain with other weapons or classes - but I can't imagine any setup (except spamming spells) which does that much dps in ranged and melee combat (as long as you have wounds for Torment's Reach and the target is not immune to crush). THe per hit damage is very high and the attack speed is very fast.I don't know if The Long Pain is slower than normal fists.
With Swift Aim and Two Weapon Style I can see no difference when I auto attack. Every attack takes less than 1 second and there's no recovery.
And the base damage is way higher than on any one handed melee weapon (which is why high MIG is so good with this ability).I rarely need Resonant Touch because the enemies die so quickly that it's easier to keep using autoattacks than walking into the mob and trigger Resonant's Touch. It's only 10 raw damage per touch and you only cause 1 touch per attack maximum - not 5 when you hit for 50 damage for example.When you hover over your ACC on the char sheet it says +20 The Long Pain - while Transcendent suffering only gives you +18 (when you have your normal fists 'equipped'). When you look at the Long Pain Weapon description (right click on the weapon) it also says 'x crush damage +20 ACC against deflection'. So I guess it has nothing to do with Transcendent Suffering. The Long Pain weapon just gets a +20 ACC bonus.
I have to try this build and confront it with my illuminated master build; because i'm really curious to test all' the dmg you can deal with this guy. I was quite sure to have made the final dps machine ( over 100 dmg most of attacks in a cone because of sabre + 50% dmg for crit + 50% dmg for annilation, +25% swift stikes, + 50% fire for maxed turning wheel, +50% crush for torment reach, +25% lash, + xx% for str value - + 300% dmg) but i think that the higher base dmg of long pain could actually outperform my major dmg multiplicators. I don't think that The Long Pain can outperform the pure damage of the dual annihilation sabres (your setup is very powerful) - but it's a huge advantage that you don't have to position yourself in order to spam Torment's Reach in really quick succession without getting into trouble. You can reach every enemy within 12m without having to move.
You will 'only' have damage numbers around 80 with Torment's Reach - but you lose no time with positioning and your normal attacks - when you're out of wounds - are also great - especially when you compare them to other ranged auto attacks. Novel and nasty idea on force of anguish! Correct on the DPS of long pain bow ranger in most situations even with pet. Fists are the highest dps ranged weapons in the game - solidly ahead of a warbow with annihilation.
As for Ranger + pet damage, I think pet damage is a little overrated because the attack recovery is so low even; with slow, high 100 damage hits and damage gets wasted on low health mobs. Bow ranger + pet combo.can. still out dps somewhat if you ignore pet overkill, and melee ranger + pet.can. out dps solidly because have good modifiers only behind rogue. However, practical dps where time isn't wasted on positioning, especially coordinating with a pet to reap 50% from stalker link (which also eats an item slot). 12m duel wield is sick.I've plugged a lot weapon damage ranges to derive averages and added a lot of modifiers into excel formulas assuming 100% recovery, but I don't have clean data in a presentable format on the forum.
Gonna close by saying dps isn't everything. I think the devs did a good job on itemizing lower dps items with valuable effects.
You should have waited to post this build until after the next and last balance patchGreat find in identifying that Long Pain was changed from the initial version where it was not worth taking. Ranged Torment's Reach, and Force of Anguish is just crazy good, especially with the high base damage.This should make for a powerful solo build. Or teamed with Zahua as the Juggernaut and the MC as the Witch Doctor.Does the auto attack with Long Pain out DPS fists with Savage Attack and Vulnerable Attack?
I guess fists are a bit better - once you engaged. The base damage is comparable, the ACC would be +20 for Long Pain and +13 for fists. Maybe the +7 ACC outweigh the +20% damage from Savage Attack a bit.
The Long Pain can be buffed with the cloak without losing Gauntlets of Swift Action - but on the other hand the fists can profit from the sandals - and Turning Wheel of course.The real advantage of the Long Pain is that you don't have to waste precious time with moving/positioning/engaging while having nearly the same damage as fists. And you can give your monk stats that you would normally only use for a squishy in the back row - optimized for damage.
The description for the long pain says their attack speed is average but it seems like it hits at fast speeds like fists do. I slowed the combat down and just used a timer to try and check and it seems to match the fist and was faster than my saber in my 2nd slot as long as my button pressing skills are on point.
Also, blood testament does not appear to add any damage regardless of wounds or weapon type. I tried sabers, fists, and the long pain and no extra damage in the combat log or overhead pop up. I remember it not working back in 2.03 but I have not used it again until now. Also, penetrating shot works just in case someone wanted to be sure. Edited May 29, 2016 by nem0.
I also had the feeling that it's as fast as fists and faster than average one handed weapons.I also remember they were not considered dual wielding (and Two Weapon Style didn't work) when they were introduced and that the attack animation was different. You would only use your right fist back then. Now the animation is like with fists where you punch right-left-right and so on. But maybe my memory is not correct in this case.Blood Testament are a bit bugged. Have always been.
Sometimes they don't work when you equip them for the first time. If you save & reload they do - at least for me. Also with the Long Pain.
And sometimes thwy just refuse to work at all. Don't know what triggers this.
But as I said they are inferior to other options because with this build you won't accumulate a lot of wounds and then sit on them like a tanky build would do.Yes, Pen. Thanks for adding this - I forgot that in my list above.Edit: added pen shot to the list Edited May 29, 2016 by Boeroer. I tried loading a save and got blood testament to work like you said. Do you have any idea how on hit weapon effects work when it comes to torrent's reach?
The damage past the initial is purely crush and doesn't seem to add melee modifiers(like turning wheel) but I managed to prone an additional target with the we toki in hand. Also, sometimes a target in the blast takes an two hits in the blast for a total of three.
It is probably buggy in some way but it is hard to tell what it is meant to do.Here is a pic I got from it happening.Zahua is in the bottom right hitting the ogre and the protector goes down to an additional effect and gets hit twice, one graze and one crit off of the first strike of torment. Yes, Torment's Reach AoE works with on-crit effects at the moment.
Tried Godanstunyr a while ago and it causes stun in an AoE - like carnage does.I think that's not intended but who knows.I have no idea why that Protector got hit twice from one strike - but as I posted some while ago there were severe bugs with Force of Anguish and Torment's Reach on enemies' monks. Sometimes a monk would use Force of Anguish against me anda) hit the whole party andb) caused multiple hits with one strike.So I guess there's still a ton of bugs in that abilities.