- Outlander Build Torchlight 2 Shotgun 2
- Outlander Shotgun Build Torchlight 2 Elite
- Torchlight 2 Shotgun Outlander Build
- Torchlight 2 Outlander Shotgun Build Guide
Engineer
El Engineer es un poderoso luchador cuerpo a cuerpo que puede invocar bots que le curen a él y sus compañeros o bien que ataquen a los enemigos. Se le podría considerar el Paladín de Torchlight II.
BLITZ | |
Habilidades activas | |
Flame Hammer-Nivel requerido: 2 Your weapon crushes foes it strikes, creating 4 flaming splinters that seek out enemies within 5 meters. If available, a Charge is consumed to generate two additional blasts. | |
Seismic Slam-Nivel requerido: 7 Your mechanically assisted stomp stuns and burns all enemies in a 4 meter radius around you. | |
Ember Hammer-Nivel requerido: 14 You deliver a powerfull sidelong swing which channels ember energy into a wide, 270 degree arc, destroying shields. Ember Hammer does not gain Charge. | |
Onslaught-Nivel requerido: 21 You leap forward, slamming your melee weapon into the ground. Foes at the point of impact are damaged and slowed significantly. Onslaught gains half of normal Charge. | |
Ember Reach-Nivel requerido: 28 A focused surge of energy draws a foe into striking range. You gain a 20% chance to stun for 3 seconds for every Charge you have, but the skill itself neither gains nor expend Charge. | |
Storm Burst-Nivel requerido: 35 A blast from your pack rockets you swiftly forward, knocking back foes. 3 bolts of energy discharge from your suit on impact, striking remote enemies. Every enemy hit also recharges your mana by 5%, for up to 5 targets. | |
Emberquake-Nivel requerido: 42 A huge overhand smash sends out 8 radiating magma fissures to seek and destroy your enemies. | |
Habilidades pasivas | |
Heavy LiftingYour skill with giant weaponry allows you to attack faster and adds a chance to stun your foes. | |
Supercharge-Nivel requerido: 7 When you hit foes with a melee weapon, you have a chance to direct excess energy into your weapon and then discharge it during attacks over the next 10 seconds. While supercharged you gain additional Charge. | |
Coup de Grace-Nivel requerido: 14 When you hit a stunned target, an electrical surge helps finish the foe off. This ability cannot trigger more than one time per second. | |
CONSTRUCTION | |
Habilidades activas | |
Healing BotYou deploy a small drone that generates energy pulses, healing both you and your allies. | |
Blast Cannon-Nivel requerido: 7 You fire a long-range, piercing projectile from your cannon. At higher ranks, the blast leaves foes more susceptible to further fire and physical damage. | |
Spider Mines-Nivel requerido: 14 You deploy a trio of spider drones that charge the nearest foes and explode in a 3 meter radius. Upgraded mines do 33% more damage, with a 5 meter radius and a 2 second stun. | |
Gun Bot-Nivel requerido: 21 You deploy a small drone that assaults your enemies with a hail of gunfire, firing 5 rounds per second. Each rank increased the bot's damage potential. | |
Shock Grenade-Nivel requerido: 28 You lob a grenade, which shocks and stuns enemies in a 4 meter radius. Consumes one Charge for two additional grenades. | |
Fusillade-Nivel requerido: 35 You unleash a continuous barrage of long-range, homing rockets from your cannon. Bursts of 2 rockets keep firing as long as the mouse button is held down. | |
Sledgebot-Nivel requerido: 42 You construct a powerful Sledgebot to pulverize your foes. | |
Habilidades pasivas | |
BulwarkYour expertise with armor lets you get the most out of it, increasing its effectiveness, and reducing any damage that actually gets through. | |
Fire and Spark-Nivel requerido: 7 The spark to make things work... and fire to make things die. | |
Charge Domination-Nivel requerido: 14 When you slay an enemy, you have a chance to absorb enough energy to fill your Charge bar. This abiity cannot trigger more often than once every three seconds. | |
AEGIS | |
Habilidades activas | |
Shield BashYou smash enemies in front of you, stunning them, slowing their attacks and knocking them back. Damage is equal to 5 times your shield's Armor value. Each Charge you currently have provides an additional 10% damage bonus. | |
Forcefield-Nivel requerido: 7 Your armor projects Ember energy, creating a forcefield around you, and a half-strength forcefield around allies. Once the forcefield absorbs its maximum damage it dissipates, removing all benefits. Forcefield uses all available Charges to increase damage absorbtion by 50% per Charge. | |
Overload-Nivel requerido: 14 You overload your armor's circuits to project a nova of Ember energy, electrocuting up to 5 foes in a 6 meter radius around you. Overload uses all available Charges to increase its damage by 50% per Charge. | |
Dynamo Field-Nivel requerido: 21 You tap into your armor's energy to project an electrical burst in a 5 meter radius. This electrical surge generates charge for each enemy that is struck, up to five per field. | |
Tremor-Nivel requerido: 28 Discharging the energy from your suit into the earth causes a massive shockwave to expand outward, knocking back and weakening foes within 24 meters. Tremor only does the listed damage when it uses one Charge. | |
Fire Bash-Nivel requerido: 35 You channel a potent blast of energy through your shield up to 6 meters away. Damage is derived from your shield's Armor value. Initial physical damage is tripled and the blast range is increased to 9 meters with one Charge. | |
Immobilization Copter-Nivel requerido: 42 You deploy an immobilization drone which slows enemies within range of its beam. A maximum of 3 targets may be affected at onece. | |
Habilidades pasivas | |
Sword and Board-Requiere de un escudo y cualquier arma cuerpo a cuerpo. Your skill with a shield goes beyond 'defense' and straight to 'offense', adding some of your shield's armor value directly to your melee attacks as physical damage. | |
Aegis of Fate-Nivel requerido: 7 When foes attack you, your armor has a chance to generate a defensive 'bubble' around you that prevents further damage. The amount of damage this shield can absorb is equal to 200% of your Armor plus 100. While the Aegis is active, you also get 50% Knockback Resistance. | |
Charge Reconstitution-Nivel requerido: 14 When you use Charge for skills, you regain some of your Health. |
![Torchlight Torchlight](https://i.ytimg.com/vi/vpPm7Sdjeiw/maxresdefault.jpg)
This is a ranged dps build, so Strength is the main skill here. Strength is what determines the amount of extra crit damage, and most of the stat points should go into Strength and Focus in the early game.
It’s tempting to put more points into Dexterity, but it’s really not necessary. Because this build has such a fast attack speed due to the Rapid Fire skill, even a mediocre crit chance % means you will still get plenty of critical hits. With the proper gear you will still get even more crits. You need to put quite a few points into this stat early in order to use higher level pistols, but later you can have just 1 point per level. You want to have most of your Dex points by the end of the third act (early/mid 50’s level) so you can use the highest level pistols possible for the final boss.
This build is extremely mana dependent, and its main skills also benefit from increased magic damage. Near the endgame you should have at least 300 mana points. Since natural mana regen is based on the total amount of mana you have, a high focus will help quickly fill up your mana after a series of attacks. With 2 or 3 mana regen gems, it’s unlikely you will need to use mana potions very often unless you suffer from a mana drain attack. You’re going to need plenty of mana starting from the very beginning, so you should almost always put at least 1 or 2 points into Focus each level until you reach 80 points. The sooner you reach 80 Focus, the easier it will be to maintain constant attacks without needing to use mana potions.
This is not a glass cannon build. The extra Vitality helps to boost armor value and elemental resistances. It also increases the odds of surviving more than just one hit by hero mobs and bosses in the endgame. Vitality is not too important in the early game, but you will need all of it before completing your first run through all the acts. At some levels you may even want to put all 5 points into Vitality until you reach 75. With the proper gear, enchantments and gems, you should end up with at least 125 Vitality.
This is an early game skill, but it will eat your mana like crazy, so be sure to always have plenty of mana potions on hand. However, in the mid and end game you will have enough Focus and mana that you can use Rapid Fire exclusively, rather than occasionally using basic attacks when low on mana. This is a somewhat short range skill compared to other ranged builds, so be prepared to do some fancy footwork and kiting – or leaping ;D
This is more of a mid game skill, but since this is such a great escape skill you should put one point into it in the early game. Not only is it an awesome escape skill, it works perfectly when paired with Rapid Fire. Rather than kiting by running and stopping to shoot, you can Rune Vault then continue shooting. At Tier III this skill has a high chance to blind targets in the area, leaving them helpless to attack you. It also builds charges, and allows you to use all weapon abilites (like armor strip) and life/mana steal. This skill is a kiting wet dream.
This is an early game skill. Until you have enough focus that you can use Rapid Fire exclusively, you will sometimes need to use basic attacks. This skill provides a nice distance bonus to basic attacks. However, the main reason this skill is so awesome is because it increases ALL your ranged attack damage with pistols, including Rapid Fire. At the mid and end game you won’t even need the extra distance bonus, but it’s an ok perk for the early game. Note that this skill does not incease the range of Rapid Fire, but thats not a problem.
This is another early game skill. Extra pistol damage and increased chance to Execute. Whats not to like?
This is an end game skill. There’s not a huge % difference between 12 and 15 points in this skill. 12 points provides a 26% Dodge bonus, which is plenty enough to help you from getting hit very often. With your natural Dex bonus to Dodge, and the proper gear, you should have about 50% Dodge in the end game – you’re going to need it!
This skill is simply amazing, and is used by almost every solid Outlander build. With 15 points it has a high chance of activating. This skill works like a nuclear chain reaction when it hits a mob horde. When fighting a solo boss this skill is worthless, but most bosses have at least some minions that you can kill with this skill to help weaken the boss.
This is a mid game skill. It heals, increases armor, and reflects damage for you and allies. It has a fairly wide radius and a decent duration. This is a great defensive skill and you should use it a lot if you want to stay alive.
This quirky skill is more of an end game skill. Its great vs ranged mobs, but it has a short duration and does not have a guaranteed damage reflection bonus. However, with 15 points it also has a good chance to blind ranged attackers, meaning that they will stop attacking you and not always kill themselves with damage reflection. I only use it in a pinch when getting hit hard by several ranged attackers and need to buy some time while killing melee attackers.
This is an end game skill. At 15 points this skill adds an extra 60% poison damage to your Poison Burst attacks and all other poison damage. It also gives 30% damage for the other elements, meaning you want pistols that deal mostly elemental damage rather than physical damage to maximize the awesomeness of this skill.
Long Range Mastery
Akimbo
Poison Burst
Stone Pact
Shadow Mantle
Master of the Elements
Marksmanship
Dual Wielding
Armor Expertise
Willpower
Nether Imps x2
Blood Zombie
Archers