10 Hardcore Tips and Tricks for Torchlight 2 (levels 1-20)

Still alive, but for how long?

A list a list a LIST!!! Torchlight 2 is good fun. Torchlight hardcore is crazy tense awesome fun. We’ve played hardcore since the release (and many of us in the beta back in May got on the Hardcore train) and lordy we have learned some harsh lessons and want to impart them to YOU dear reader (and Matt and Steve who are waiting for the Mac version). By Hardcore, I mean hardcore Elite– so the most damage to your character, the most hit points on monsters and whatever nastiness Runic wanted to throw deep inside the Elite hole. We started with a blind run (well, those of us not in the beta) so we haven’t seen most of the game and every piece of content has had to be EARNED with hardcore deaths (sometimes piles of them). Only one of us has gotten beyond level 20 (sensless) and they died shortly after while heading back and farming ACT 1 (!?).  Here’s stuff to help you get to level 20.  It’s not easy but with these tips and some conservative play, you may yet survive.

  1.  Choose your class carefully for Hardcore. The Berserker has the most exposure to damage and the most risk/reward when he goes berserk, so we’ve found that that class takes the dirt nap more than the others. The Engineer heal bot helps a lot– but a lot LESS than you think early levels. The Embermage and Wastlander are ranged characters, so they get to sit back and shoot stuff from a somewhat safe distance.
  2. Defense > Offense – There’s quite a bit of importance in not dying in hardcore because, well, that’s it. So Defense is a core focus. Vitality should be the number one stat increased. While this is tough to do when you know your damage deal out isn’t very high, it’s much better to have armor and health than to take down those Ratlings a second or two faster. While a good offense usually trumps a good defense, you can worry about doing tons of damage later.
  3. Make sure your elemental armor is up to par. You can likely ignore elemental damage at lower difficulties, but, at Elite, if you have a weak area, say fire, you will get burned to the ground. Make sure you are using your elemental ember specks in your armor sockets whenever you find them.  Once the gem orcs unlock, upgrade your gems when you find the larger types. It makes a huge difference.
  4. Remember to RUN AWAY. There are points where your character (or group of characters) cannot possibly survive a fight. For example, I woke up the lightning boss in Skull Hollow and ran directly into the “Chest Trap Valley.” I thought he was far enough away to lose aggro from Mr. Lightning and popped the chest. As the swarm of skellingtons rose out of the ground, I saw him up on the ridge ready to fire lightning down. And he did. Good bye level 5 Wastelander!
  5. Use your rare specks. As soon as I pick up a rare speck, I drop it in a socket. Don’t save these, use them!  You will find FAR better gems later in the game.
  6. Shared Stash is your friend. About the only way to “advance” when your hardcore character dies is to make sure choice (and low level) items are in the Shared Stash for your next character. Make sure you fill your stash when going up against bosses or phase beast challenges. This is called “Making your Piece.”
  7. Play as a group! TL2 is fun alone but Hardcore is simply meant to be played as a group. The group dynamic, from being able to have a bunch of heal bots around to going crazy with Embermages increasing elemental damage or freezing enemies so they can be pummeled, just makes the path to level 20 easier.  Sometimes due to your lack of elemental armor, you have to sit back in some fights.  While in a group, you will still get experience in the same area.  This makes it harder on the other characters (with the increases in damage and enemy hitpoints) but can help in a pinch.
  8. Phase Beast Challenges are deadly. Be very careful when entering the portal from a murdalized Phase beast–these are no joke.
  9. Basic monsters to watch out for: Pirate Ghosts with Pistols, Skellington Archers, Chest Ghosts (their first attack is a doozy), Infernal Skellingtons (fast runners with fire damage)
  10. Bosses to Watch forOne Eyed Willy will punch your ticket – I’ve seen many characters bite it in the One Eye Willy quest because they go in overconfident. There is a potential Teleporting Boss Stormbeornennnenen in the beast highlands that is brutal if you don’t have a lot of armor, but the worst is the Wraith Boss in the Bone Dungeon (Modox) that summons ghost bats.  He slows you down and then you get swarmed by the bats and put inside the ground right quick.  Soloing this guy at low levels is near impossible with a close combat character and even as a group, it’s a tough fight early on.  Last but not least, prepare for death the first time you fight General Grell if you are lower than level 17-18.

So that’s the 10.  Once you hit the Winter area things get a lot more difficult, especially with elemental damage (obviously ICE armor should be your first priority).  Get it up to at least 80 if possible as a ranged character– over 100 for a melee type is really going to make it easier not to be hurt so bad you can’t live.

Looking for tips after level 20? Here you go!

Torchlight 2: a view from the hardcore ground

Hardcore elite has taken it’s toll! I had a level 11 and level 9 embermage go down for the count last night, one during a phase beast challenge (tough stuff!) and once in the Grell dungeon to one of those estherian(sp) spheres (and when I was far too low level to be in there). Here are some pictures of the group from the first night.

The group before setting out. Haus, BIrthcannon, Vagiblast and Lobaginous0. Such high hopes….
Crazy blood!
Some aftermath. Note both HAUS and Lobignous have #’s after their names, denoting the number clone it is…

Skyrim: Why kill the dragons!?

Cash Cow

Spoilers.

I’m running around Whiterun.  I’m cash strapped because I refuse to sell my refuse or just can’t take the time between random quests.   I start wandering around outside of a city and bam– dragon– a representation of a ~500 gold pieces in flying lizard form.  Kill: loot the bones and scales, sell. Repeat.   With 10 I can buy a house. With 20 I can buy a bigger house!   That said, why would I want to end the dragon attacks?  Why would I not want to wander Skyrim ad infinitum to murdalize the 500 gold piece flying geckos for fun and profit?

These things ran through my head while moving through the main quest– obviously there is a large battle with a dragon of some kind that seems like the end of the game (it’s not) and I thought: do I really want to kill off all these flying cash cows?  What if there’s something from the Dawnguard expansion that I really want to buy but I can’t afford– I won’t be able to just wander around and take some dragons down for a quick couple thousand gold (BTW– where is the Creeper??).  Now sometimes there aren’t dragons around, so it’s not really a rapid path to cash in Skyrim, but then again–whenever you hear that far off dragon sound, you know 500 gold is coming your way no problem.

And what have the dragons done that’s so bad?  They just seem to fly around the wastes and burn hunters or groups of imperials/stormcloaks/Thalmor escorting prisoners.  They don’t seem to attack any inhabited areas or burn any towns to the ground.  Could it be that they really aren’t that bad?  Could it be that the World Eater really isn’t that hungry?

That said, Skyrim, as we all know, is pretty awesome.  There are just so many places in the game, so many sub-plots and guilds and NPC’s with little adventure hooks it’s madness.  I remember stuff like: oh that’s from last year (as in 2011) when I was a were wolf.   Now I took a long break,  mostly due to Saints Row 3 and Shogun Total War 2, but getting back to Skyrim has been fawesome.  I delved into the mega dungeon (as part of the main quest) and man they really went to town.  While areas certainly are never maze-like, they certainly went TEXAS BIG on everything, even underground.

My build, predictably, is pure shit, just do exactly the opposite of this and you will do well. In the Elder Scrolls games,  I always start with a Dark Elf and then do something OTHER than what the Dark Elves are good at– and too much of everything without a focus on any one skill.  That is, I suck at destruction magic and I decided to go 2-handed instead of 1 -handed for the weapons after going one handed + shield for awhile, as well as heavy armor topped off with a dose of archery and a lot of Alchemy.  Alchemy has it’s place in the ES series, but it NEEDS SOME LOVE.  Healing potions get used a lot but it seems so artificial to have to go into inventory to pop a potion (while the game is paused) while other means (spells and scrolls) you actually have to cast on yourself to get to work in real time.  Why I continue to keep going heavy Alchemy is beyond me…

Torchlight 2 Elite Hardcore Blind Run – Sept 20-21

Let’s get a list of people up for the Elite hardcore blind run (as in, hardest difficulty, one life, never played the game before) when TL2 comes out next week.  As far as I know, it’s max 6 players per game, so if we have more than 6 (unlikely!) we can split into two groups.   The only rule is that you cannot play the game at all before your hardcore character bites it (and they will bite it!).

Now– some of us that got to play the beta in May will effectively be cheating until the first big boss (which only one person got past).  To make it fair, we will tell you when one of the three points of likely death are about to happen.  There’s one main quest point, one optional quest area and, of course, the first real difficult boss.  That should even it out a bit.

So if you are up for it, reply to this post and we’ll try to get things rolling about 7-8PM Central time on the 20th (unless stuff is out at midnight…).

 

DND- interesting read on saving the license

While I haven’t played D&D for decades (pathfinder, well, a year or so ago), I still follow the unfolding drama of 3rd to Pathfinder to 4th to ??? from time to time and came across this:

http://kingsminis.blogspot.com/2012/08/how-i-would-save-dnd-license-brain-dump.html

Since I haven’t played D&D for a long long time, I’m not even sure what people that play it want to get out of it, and especially if my demographic is even relevant at all to the brand.  Certainly there is a faction of players my age that have gone directly back to the Basic/Expert set (really the first really viable ruleset for the game) or enhanced this with subsequent publications to keep it a ‘living’ game (i.e. Labyrinth Lord,  or Lamentations of the Flame Princess, etc), and there’s a faction of players that have gone off to the more WOW-like 4th edition– and the rest who have abandoned the dungeon crawlers to get to the more narrative RPG’s (let’s face it, hacking through 66 Gnolls when not in a computer game is pretty bloody tedious for those over the age of 13) if we play at all.

 

Signed up for the Atomic Robo RPG Beta

Science?

Very strange thing to do– signing up for a the beta of a PnP RPG– but here we are.  D&D 5 is doing it, and it probably would have helped a lot to have Exalted open tested a bit more than it was back in the day to avoid the 2/7 filter (ideally including John Chung).  This is really a test of Fate Core 3 and how well it does the overpowered, and here’s what I’m hoping it does:

  • Coalescing of the good stuff from the various Fate builds around – this is almost a given to happen
  • The Marvel Superheroes pass-the-hat iniative system – this is just too brilliant NOT to include in FATE core.
  • Lots of stuff from ‘Strange’ FATE– Power Tiers, the replacing of a FUDGE die with a D6 based on Tier difference, and building special skills and super powers out of skill Trappings– but of course, less complicated than Kerberos club SEEMS to be.   It’s tough to get your head around some of the ways you use your powers– but the interaction potential is amazing (Take the concept of a conflict between NPC’s Stony Joe vs the One Man Army for example).
  • Streamlined rule presentation – like the excellent Bulldogs rulebook– this really boils FATE down in an easy to understand and execute way.  It just would not do supers very well (but wasn’t meant to)
  • Better stuff with Mooks/Extras/Minions.
  • Fewer Aspects per character/NPC. Aspects are a core piece of FATE, but most of the versions have 10 aspects per character–that’s a LOT of aspects for the GM to remember and invoke and compel. I think 5-7 is a fine number. Tying them to skills is a little boring but works for a few here and there.  With environmental aspects on top of the character ones, it gets a bit crazy.

Anyway, if they have another round of beta action, it should be in the next month or so.

Next up for League of Extraordinary Gentlemen

After reading 2009, I was sort of WTF about the series– it was good and all but tough to compare to the insanely awesome 1910 and everything that had gone before.  Needless to say, going from 1910 to 2009 with the group, there are a lot of gaps and the next book, out Feb 2013, starts to fill in those gaps with a one off story about the daughter of Nemo (introduced in the 1910 book) who heads to Antarctica.  Since they’ve already done the whole Blazing World bit in the north pole– I’m assuming some Cthulhu stuff in the south…

One thing that should be noted: I really think the Gally-Wag should have his own comic.  Moore took a pretty crazy (and potentially racialist) character and turned him into a perverted, cross-dimensional being with his own language.  What could be better?