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  • Torchlight II Diversity Builds: The Embermage

    Welcome to part 3 of my build diversity articles! I hope you enjoy them.
    As usual there is one build per page, I'll keep this article short and start with a build on this page.


    Elementalist


    This is really 3 builds within 1. I won’t be doing a detailed skill core here because it’s quite simple. Pick Fire, Ice, or Lightning, and max out all spells of that element. You could also pick two elements and max out some of both. So instead, the skills I list here should be in EVERY elementalist build, regardless of the skill’s element. For example I will list Thunder Locus, which means that whether you roll fire, ice, or lightning, you should still get the skill. Capeesh?

    Skills


    Passive Skills

    Fire/Lightning/Ice Brand: These are just too obviously good not to mention. Once your Crit chance is up these provide free bonus damage basically. Just pick the one that matches the element of your choice. (15 skill points in appropriate element)

    Prismatic Rift: Max this. As an elementalist you should not be getting hit much, but when you do, you want your enemies as far from you as possible. This passive makes it so that enemies that hit you have a chance of getting teleported backwards while taking some damage. (15 skill points)

    Charge Mastery: Do NOT max this skill. It’d be wasteful in my opinion as you can probably maintain full charge with less skill points. Definitely get it, but I wouldn’t dump 15 into this unless I had no better alternatives. (as many skill points to stay in almost constant charged state)

    Frozen Fate: Level this up anywhere from 6-15. It gives you a chance upon killing enemies to freeze nearby enemies. This has NO requirements. It doesn’t matter how you kill the enemy, it just works. Definitely max it out if you are going Ice, but even if you aren’t why not get this skill considering you should be killing very quickly. (6-15 skill points)

    Elemental Attunement: While useful as it enables your passive Fire/Lightning/Ice Brands to proc, 15 more seconds is just overkill. I think I’d put in about 5 points to 10 points. Remember, that if it doesn’t seem enough at low levels, it will be at higher levels when your critical strike chance is higher. The more crit you have the more you refresh shocked/burning/chilled effects, making this skill less necessary. (5-10 skill points)

    Staff Mastery: Consider putting at least 1 point in this, especially if playing with friends. It makes hitting enemies with your staff debuff their resistances by 6% at 1/15, going up 2% each skill point you invest. Not only does the debuff last a delicious 10 seconds, but it’s cumulative meaning that each hit keep reducing their resistances. Think about it this way, before casting at an elite boss with your friends, go up behind him and smack him with your staff a few times. This will make him take significantly more damage. It now also is applied by all skills that use staff dps. (minimum 1 out of 15)

    Active Skills

    Elemental Boon: Max this. Not only does this help your elemental resistances, at tier 2 (10/15) it increases your mana regen rate and at tier 3 (15/15) it adds casting speed. (15 skill points)

    Thunder Locus: I love this so skill so much, I gave a name to the ball of lightning you summon: “Steve.” He’s just so useful. It does significantly good damage even without items supporting it, and it fires on its own. This skill is super helpful in elite because you can place it, then just kite enemies around it. I’d get this regardless of the element I end up using. (15 skill points)

    Astral Ally: Invest at your discretion. While you may have more fire power than you need, having a summon acts as great damage mitigation. You want anything that gives your foes something to attack that isn’t you. If you are playing with meatshields- er, I mean, friends you need this less than you would if you want to solo elite.

    Immolation Aura: Max this if you are playing on elite and find yourself being beaten up. Otherwise it’s not really all that necessary. As it tiers up it provides damage reduction. 15% less damage taken is nothing to scoff at. (15 skill points on elite)

    Death’s Bounty: How many points you put into this is up to you. It makes monsters afflicted by this debuff release bolts that heal you and your allies mana and health. If you are playing hardcore elite max this, otherwise it’s up to you. (max this for hardcore, otherwise you may not desire it)

    Blazing Pillar: Consider investing in this for just one reason: “Blazing Pillar is good at generating charge.” I’d put one skill point into it to at least test how much charge it gets, you can always respec your last 3 points. If it gains significant chunks of charge, put a point in.

    Storm Phase: Put at least one point into this skill, at your discretion. If you aren’t going Ice Elementalist, I’d leave this at 1. It’s a great escape skill. (1-5 skill points if you aren't focusing ice, 15 if you are)

    Hailstorm: Just want to note that you should max this whether you are lightning or ice. It deals ice damage but as you tier it up it makes enemies take more of both lightning and ice damage. It’s a great Debuff and with a 50% chance to stun, what’s not to love?

    Stat Core


    The way I’d make this build efficient is by NOT dispersing my stats. I’d invest in them one at a time. I think you should spend your earlier levels investing in almost nothing but Focus. The elemental damage boss, mana boost, and mana regen boost are essential so that you can keep spamming spells. As you progress further and start hitting diminishing returns for focus, switch your priority to dexterity. This will boost your critical strike chance, which will apply your elements effect to enemies, and provides dodge for survivability. Strength is something consider if diminishing returns have significantly hurt dexterity and focus, because improved critical strike damage is only useful if you have a high critical strike chance in the first place.

    Item Core


    Staff and wands are clearly going to be your priority because they tend to have caster bonuses on them more often than other weapons. I’m going staff for staff mastery, but consider using a wand and shield for more survivability.
    Item affixes you want are +% damage, +% damage to the element you picked, cast speed, and mana. Don’t underestimate stacking mana, the bigger your mana pool the faster your regen. This could turn you into a spell casting machine gun. Really try to stack +% elemental damage though.

    Spell Scrolls


    Find Elemental Overload as soon as you can as it gives you a huge boost to elemental damage and makes any embermage amazing. I’d put Heal All and Rumble on your pet. Rumble has a chance of breaking enemy shields. I’d also give your pet 2 summons for damage mitigation. This is a build where I happily suggest using the Adventurer spell scroll which gives you improved exp and fame rates, as well as making potions more effective. This will help you make the most of mana potions and help you level quickly. *edit* I found a new scroll called Concentration that increases mana regen, this is godly.

    patrickstar0 likes this.
    Comments 11 Comments
    1. Salan's Avatar
      Salan -
      great place to test it out yourself Torchlight 2 Armory Skill Calculator
    1. Cass's Avatar
      Cass -
      I've been seeing people say that points should go into Focus and Vitality, so do you think they should go into Dexterity instead of Vitality?
      Or rather, what's your general opinion about it? I know things aren't very set in stone or very rigid about skills/stats. xD
    1. phl0w's Avatar
      phl0w -
      Uhm... Maxing all spells from one tree, e.q. inferno, plus using all those spells you talk about exceeds 100 skill points. How many points can you distribute?
    1. Webbstre's Avatar
      Webbstre -
      Quote Originally Posted by phl0w View Post
      Uhm... Maxing all spells from one tree, e.q. inferno, plus using all those spells you talk about exceeds 100 skill points. How many points can you distribute?
      50 more points from Fame, for 150 in total, those these guides aren't strict, more like suggestions on how you could spend your points.
    1. Ryan's Avatar
      Ryan -
      Quote Originally Posted by Cass View Post
      I've been seeing people say that points should go into Focus and Vitality, so do you think they should go into Dexterity instead of Vitality?
      Or rather, what's your general opinion about it? I know things aren't very set in stone or very rigid about skills/stats. xD
      That depends on what you're going for. Now, you don't have to max out your Focus to 500, for example, because you will be getting boosts to Elemental Damage and possibly execute chance from your gear. Having it pretty high is still a good idea. At least 3 if not 4 points every level should go into your base stat.

      Putting a few points into Vitality may seem good for survival, however if you're dual wielding wands or wielding a staff you're only getting half the value out of it, and the lesser half at that. The Block bonus from Vitality is worth far more than the health bonus.

      Dexterity gives dodge, a means of preventing damage that you still get when dual wielding, as well as crit chance, which is more useful when you're dual wielding fast wands trying to pump out as many Wand Chaos procs as you can.

      Below, here are a few possible spreads for your final stats:
      Builds 3-1-1 4-.5-.5 4F-1D 4F-1V
      Crit/Dodge 19.5 11.3 19.5 2
      Fumble R. 54.2 41.9 54.2 2
      Magic Damage 156 205.5 205.5 205.5
      Execute Chance 52.8 58.3 58.3 58.3
      Base HP 4622 4407 4235 4622

      4-.5-.5 means putting one point into vit and one into dodge at alternating levels.

      As we can see, getting your Vit to 109 gives you just shy of 400 extra base health at level 100 and does not give you the block bonus you would otherwise get. Instead, the dodge chance from boosting your Dexterity to 109 would increase your survival by 17.5% in Dodge while boosting your raw damage output by reducing your fumble penalty by almost half and giving you a very nice crit boost to go along with it.

      Lastly there is the issue of Strength (not shown above) does give you just over 50% additional weapon damage, and makes the raw damage coming off of your crits more meaningful, however as an Embermage your critical hits are there to inflict a DoT, not deal raw damage (and with a low Dexterity, you won't be critting very often anyway). Don't bother with Strength.
    1. douglatins's Avatar
      douglatins -
      Is the prismatic bolt and brands build still viable? But i still need a weapon dps skill to trigger the staff debuff, what do you think is best?
      I'm at lvl 30 and i have 26 skill point waiting to decide.
      just spending 3 points in all brands basically doubles my dps with the bolt. Maybe the last lightning skills?
      What about the Elemental Attunement, still useful?
      And which stats should i get now? Im only doing focus now
    1. Webbstre's Avatar
      Webbstre -
      My own personal Embermage uses Prismatic Bolt, the fiery pillars thing, and anything that raises elemental damage and effects. He's pretty deadly :P
    1. Clinch's Avatar
      Clinch -
      Awesome guide, and a huge help in getting a character started!

      I'm wondering if anyone has specced into Thunder Locus to Tier 1 and determined whether its two attacks will hit a single target - more of a curiosity than requirement for me to take it, but hadn't seen a definitive yes or no anywhere yet.

      Cheers!

      EDIT: Found a slow-moving enemy and observed results - it appears that it will *not* strike a single target multiple times, but the multi-target damage is WELL worth the decrease in single target damage! Also, if it's just you and one other enemy, you're probably OK, it's the crowds that insta-gib you on Elite
    1. Unregistered's Avatar
      Unregistered -
      FYI, since this thread hasn't been updated with this info - there are only 132 possible skill points available once Fame is maxed; the system isn't the same as TL1, unfortunately.
    1. Unregistered's Avatar
      Unregistered -
      Are the brands triggered by spells or just weapon attacks?
    1. BangBangUrDead's Avatar
      BangBangUrDead -
      Thanks for the great guides, used them as starters for 3 classes now. Luving playing this class but am having a huge problem in multiplayer building charge. Mana/health are no issue at all with Deaths Bounty . Damage is insane using Elemental Boon prepull, then Hailstorm(to freeze stuff), Firestorm(to get things burning), and Blazing Pilar(to activate Fire Brand bonuses and gain charge), Magma Spear(on bosses) and Thunder Locus(situationaly on choke points). With the wife playing a single target damage Outlander we pretty much run nonstop through everything on normal mode. The problem is I almost never can get charge to proc...... I think charge mastery may need to go much higher than my current 5/15 for multiplayer unless I can find some serious +charge gear or gems. Anyone else having multiplayer charge problems and have suggestions? About to move onto hard mode and figure I better have this figured out first....