Afraid of the Dark: Duration of the shield increased from 10 to 12 seconds. Modification of particles to distinguish it from among many similar missiles and give it a more "scary" touch. Nightmarish Fire: Reduction in mana cost. Tornado displacement speed increased to almost double. Poison Twister: Small decrease in mana cost. This is the list of changes, it's not definitive and before applying them in the public version I must test them. Well, taking advantage of the cocurrence, you will be the first to know about my update. This is what I understand, sorry if I'm wrong. So the conclusion, balance is very necessary in this matter. Of course this can also be solved by giving the summon duration of the summoned monster. Because if you don't get cooldown, players will be able to summon lots of monsters. So I think using cooldown to suppress the ability to not over-power is quite right. In summon skills that have summon monster abilities when he dies. So it depends on the placement, for example: Because basically almost all skills use MP as a cost & cooldown as a skill suppressor. If you use High MP then chances are you can't use a skill big enough. I also found the use of cooldown like, when other skills are still cooldown you can have the opportunity to use other skills because you still leave MP. Because I think it's made so as to limit players to using skills so that the skill is not used too often / used only in desperate conditions.
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Thank you don't really understand the mechanism of high MP cost or high cooldown, but I'm not against the cooldown. What are your thoughts on this ? You have played many mods and I have a respect for your playtime experience. waiting for a group of mobs worth CC'ing rather than simply locking down mobs all the time. This forces the player to strategically use their CC wisely. Then with two powerful Crowd Control Skills it's a matter of only being able to use them when most needed.
#TORCHLIGHT 2 TENEBRIS BUILD HOW TO#
High Cool Downs are very effective at keeping powerful Crowd Control Skills balanced otherwise the entire battlefield could be locked down to easy mode like the Engineer's Rank 15 Immobile Copter.įor me it's a matter of forcing the player to make a choice as to what kind of battle power they are building and how to support those options.Ī good example would be if there are two powerful end game spam attack Skills- if the player wants to support those then they must build Mana Regen or just choose one and use economic skills to support that one. High Mana Cost is good when there's an end game spammable attack Skill that is powerful and should require players to sacrifice affixes to support the high mana cost.
#TORCHLIGHT 2 TENEBRIS BUILD MOD#
I would say having played several mod classes that: