Torchlight II

Torchlight II

Nethermancer Class (v.5568)
Viser 71-80 af 89 forekomster
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Opdatering: 7. maj 2013 kl. 18:55

Published v.1439

---Additions---

-None

---Changes---

-Cleaned up Void Barrage and Miasma's on-kill functions. They should be more reliable now. Because this made Void Cascade spew WAY more missiles than it did before, their initial damage has been reduced to 12% WDPS. They still convey the full DoT, most on-hit effects, and Chilblains.

-Fixed a bug that caused Fusion of Flesh ranks 10-15 to give double bonuses to the caster.

-Fixed a bug that caused Fusion of Flesh ranks 10-15 to not affect the caster at all.

-REALLY fixed a bug that caused Fusion of Flesh ranks 10-15 to give double bonuses to the caster.

-Fusion of Flesh's buff no longer stacks with itself.

-Take THAT, bugs!

Opdatering: 7. maj 2013 kl. 16:21

Published v.1413

---Additions---

-None

---Changes---

-Fixed a bug with Fusion of Flesh that caused ranks 10-15 to give eleventy billion stats.

Opdatering: 7. maj 2013 kl. 14:29

Published v.1412

---Additions---

-Added Tesseract: Conjure a spatial anomaly that grants bonus movespeed and projectile weapon range to you and your nearby allies. Higher ranks also grant resistance to pull effects and allow you to explode the tesseract, immobilizing enemies caught in the blast.

---Changes---

-Void Barrage has a new tier 3 bonus. The spell remains at 8 missiles but now cascades on kill, scattering 4 extra missiles into the air. These missiles deal 25% weapon DPS and cannot trigger this effect, but they are otherwise identical to regular void missiles.

-Moved Implosion to tier 5.

-Moved Carapace to tier 3. Nearly every skill at that tier is defensive in nature, so something offensive is going to go there instead. That shield is pretty terrible at low levels anyway.

Opdatering: 4. maj 2013 kl. 11:39

Published v.1281

---Additions---

-Added Animus Blast: Spew a cloud of mutating vapor that damages foes and heals friendly pets and minions. Higher ranks also briefly shield your minions, making them quite durable in a fight.

---Changes---

-Abyssal Gaze charge cost reduced to 25..14%.

-Carapace has a sound effect for when damage is making it through the shield to your health (listen for the sound like chipping glass). It also has a graphic for the shield itself, and a particle effect for when your health drops too low and the shield fades completely.

-Netherlings are more likely to bite enemies, and less likely to waddle after them without attacking. They also follow you between zones and persist between games again.

-Miasma does a little more damage.

Opdatering: 26. apr. 2013 kl. 12:57

Published v.1104

---Additions---

-None, but the Plague tree will be getting some attention next!

---Changes---

-Netherlings gain 5% damage and armor for each rank in Carrion Call.

-Tentacle Lash's daze now scales slightly in duration with each rank.

-Buffed the heal over time from Fusion of Flesh, especially at higher ranks.

-Impale no longer ignores armor, but it now shreds armor starting from rank 1.

-Wall of Flesh's mana cost is reduced at each tier. It should also stop lagging and crashing the game now.

Opdatering: 25. apr. 2013 kl. 0:56

Published v.1067

---Additions---

-Added Impale: A powerful thrust of your tentacle arm stabs through foes in a line, piercing armor and shattering shields. Higher ranks also shred armor.

-Added Wall of Flesh: Plunge your tentacles through the ground, raising a line of angry lashers that attack your enemies and block their movement. Higher ranks increase the length, duration, damage, and armor of the wall, and reduce the skill's cooldown.

---Changes---

-Nethermancer charge now grants up to 25% damage reduction, bringing it in line with the Berserker and Engineer's inherent damage reduction. This will only affect characters rolled after this update.

-Loosened the yoke on Lucidity a bit. The cast speed and mana cost bonuses are no longer tied to your charge level. The charge decay delay has been changed to -6..20 seconds, and is still based on missing charge. Also clarified the tooltip.

-Moved Chilblains back to the Plague tree and removed the weapon requirement. It already requires specific other skills to do anything, restricting weapons is too much.

-Lowered Carapace's health threshold to 75..33%.

Opdatering: 21. apr. 2013 kl. 21:08

Published v.997

---Changes---

-Withering Touch now works with any melee weapon

Opdatering: 21. apr. 2013 kl. 20:55

Published v.996

---Additions---

-Added Void Helix: Launch whirling orbs of dark matter that explode on impact. The spell passively charges up over time, causing the first shot from each volley to deal bonus damage in a much larger blast radius, at no additional mana cost! Higher ranks allow shots to charge up even further and allow you to stockpile multiple charged shots. 5 ranks for now because looking at its code makes me go crosseyed.

-Added Fusion of Flesh: Conumes all your current charge and heals you based on the amount consumed, with a large instant heal as well as health regeneration over time. At higher ranks you retain some of the charge benefits you spent on the spell, and eventually the spell affects your allies too!

-Added Carapace (Passive): Grow an armored shell that absorbs incoming damage and grants knockback resistance. As long as your health stays above a certain percentage, this shell rapidly regenerates itself.

---Changes---

-Abyssal Gaze mana restoration reduced from 15% to 10%. The regen used to be based on a shrunken mana pool, so it was higher to compensate for that.
-Buffed Withering Touch quite a bit
-Fiddled with some mana costs
-Charge now reduces all damage instead of just physical
-Charge no longer decays faster at high charge levels

---Misc---
-Added a bunch of placeholder icons (stolen from RIFT because I can't art)

Opdatering: 17. apr. 2013 kl. 14:11

Published v.801

-Testing a fix for those random crashes. Might fix it, might not, but I haven't gotten a crash for quite a while now so I'm somewhat hopeful. Of course one person is a lousy sample size, so please tell me if it's still happening. The only side effect I've noticed is that old nethermancers will have a question mark icon until you play them again. New nethermancers should see no effects at all.

-Trying out a different way of doing charge drawbacks. Instead of losing max mana, your skills simply increase in cost as you gain charge, up to 50%. The effect is essentially the same, but stacking flat mana regen and Focus are now less effective ways of negating it. This will only work on newly rolled characters.

-Added Phase Shift: Step through the nether realm to travel quickly. Foes along your path are frozen. One rank only until I figure out a way to make you guys actually want more than one point in a teleport spell.
-Added Lucidity: Gain increased cast speed and decreased mana costs, as well as a reduced delay before your charge starts to decay. These bonuses are inversely related to your charge level. Because of the way this works, rank 6 and above will cause there to be no delay as long as you keep your charge low. For example, with 10 ranks in Lucidity you will constantly drain charge as long as you are below half a bar. At max rank, this works up to 2/3rds of a bar.

Opdatering: 15. apr. 2013 kl. 12:57

Published v.642

-Carrion Call now prioritizes the corpse closest to the target point
-Netherlings are capped at 12 at all ranks
-Festering Bulwark finally does damage! Its blind chance has also been greatly improved at low ranks.