

Elite is not meant to be easy, so the fact that shotgunner has no shield means incoming damage is quite strong. So with clever use of Bramble Wall, some nice kite micro between shotgun spots, and planning on where you are going to end up in order to place a healing circle on the ground before you get there all help, I find myself able to clear through content on elite with minimal issues. For the others, I don't recall off the top of my head, as my main is a zerker :) I don't remember the name of the spell, but the heal that you can put on the ground is pretty key, and keeps me alive even if things get in melee. It also takes the knockback from the shotgun, making it good and keeping enemies at bay. It's cool cause you can just place it over an area, so it works well with Bramble Wall. I use Acid Rain just as a nice AOE, but also for the shieldbreak.

Official Website - SynergiesMOD Forum for Torchlight Modders Torchlight. It's a lot easier to kill 20 mobs when you are fighting them five at a time, or if they are distracted attacking the bramble wall. Check out our Diablo 2 Best Builds for more builds for all classes. It's nice because you can throw down one or two walls in a choke or near a choke and cut groups in half. However, my primary spells are Bramble Wall, which I usually do to section off a large portion of the mobs. Playstyle: Varies - can be Ranged, Melee, or Summon-oriented Group Role: Tank and Damage Difficulty: Intermediate The Engineer class in Torchlight 2 is widely considered to be the best class. I'd have to look at my toon for the specific passives, which I can't while I'm at work. The mechanic is actually a blind, but I consider this a stun in my use of the term due to the fact that the enemy is still essentially rendered useless for the duration. TL DR - Base classes will be modified eventually, but not until higher priority additions are finished.ĮDIT: I said that vanilla shotgun mastery is a stun. I played a Berserker all the way through with SynergiesMOD, up to 100, and found it to work just fine in Synergies. Once those are complete, I believe he intends to work more on Act 5 content. Right now, he is working on finishing the Paladin and Warlock. As he is the only person actively coding the mod, he can only do so much at a time. Salan has talked about wanting to modify the original four classes to balance them for SynergiesMOD, but that is a lower priority on the list than the other work he is planning. Spells are unlocked earlier to compensate for the increased difficulty and spawns that SynergiesMOD provides. In addition, SynergiesMOD changes level requirements to access certain spells, but the spells themselves are not changed. With the stun provided by the vanilla shotgun mastery, it can chain stun any of the endgame bosses that are in SynergiesMOD, essentially eradicating the difficulty and balance created for the endgame content. The reason for the change to Shotgun Mastery is just that it was too OP in its original form, and really just a silly mechanic to play the game with. The only change to base classes that I'm aware of is Shotgun Mastery for outlander. The base classes for SynergiesMOD are almost entirely untouched.
