Torchlight II

Torchlight II

TL2-ACE
steffire3  [开发者] 8 月 30 日 上午 12:41
War_Bot important Class Info for Players
The War_Bot has some unique (in-Game, in-Editor, or purposely-designed) limitations that causes it to not be as dependent or not utilize certain aspects found in most other mod (and vanilla) classes.

This means it's actually easier to build for the War_Bot if aware of what it doesn't need.

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War_Bot already begins with a maxed amount of Knock_back Resistance to ensure that ranged skills target enemies correctly.
That's one less affix that is not required from equipment.

It naturally makes Melee and Ranged combat quite steady with no issues of being pushed out of range to properly strike targets.

The War_Bot's naturally greater size (compared to the majority of mod classes) also enables a greater reach to strike targets.

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War_Bot does not attack with the Weapon directly (no Direct-Weapon strikes) as it uses skills to fulfill that function.
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This means no need (cannot use) any Affix that requires a direct-weapon strike like (Splash) Secondary Damage, Melee / Range Damage, Leech / Steals, Execute and so on.
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Dps skills can still activate Weapon Events however.
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Skills are provided to accommodate these differences.

War_Bot skills don't use much - if any Mana_Cost (no need for Mana_Regen or Max_Mana).
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Cool_Downs largely regulate War_Bot skill cycles (amount varies across skills).

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How this translates in Stat investments is that Focus is only used for building War_Bot Elemental Damages (mostly Fire and Ice) (not Execution_Chance or Mana_Increases).

Fumble_Chance is a complete non-factor from Dexterity since no direct-weapon strikes are used.

All of the side bonuses found in Strength and Vitality are still utilized.

A Strength and Dexterity Build largely plays the same as other classes.

Pure Focus Builds don't require any Mana investments at all.

The War_Bot provides skills with additional Elemental Damage bonuses that can be combined to increase overall damage efficiency.

The War_Bot can Focus on Damage far more than Mana unlike most other classes.

The late-game result being that War_Bot equipment will probably be more dedicated to damage since no socketables are needed for Mana upkeep.

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Worth noting that Health Regens from War_Bot skills are potentially strong if invested and combined unlike most classes in amounts re-gained during combat.

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The War_Bot is essentially skilled and operates similar to a walking Tank - potentially hard to bring down and can carry surprising bursts of speed and can combo skill damage to focus down targets or crowds.

Certain speed-up skills can potentially allow the War_Bot to close_the_distance or escape_from_danger (as long as there's no environmental obstacles to snag the Rocket_Jump - however the additional speed bursts increase normal walk-speed to mitigate that natural issue).

The Minion-game is also potentially strong with the War_Bot - takes much of the enemy attention away - indirectly benefiting Survival.
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Interestingly - much like how Tanks benefit from Troop support to protect the sides of their large targeted size. That logic operates similarly in this game (and mod) as well.
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The War_Bot does have Area_Effect skills that target it's standing location directly in case players wish to sans any Minions - it's still viable to wipe enemies all-around within hugging range (and further ranges with investment) for close-quarters and mid-quarters combat.

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Conclusion is that War_Bot is more dedicated towards certain affixes and simplifies the build-themes. It's somewhat different from most classes and it can be quite powerful once properly grasped through investment.

Hopefully - y'all found this info beneficial for any theory_crafting and game_tactics available and optimal for War_Bot point_investments and play_styles.
最后由 steffire3 编辑于; 8 月 31 日 下午 12:31