I just startet Dawn of Masteris and I really like it.
I play a Frostknight but I donât know what would be a good second mastery because of the cold damage. Do you have any ideas? 
Frostknight is really awesome!
Currently I use Frost Knight as a supplementary mastery to a spell caster character. (mage)
The mage character uses Cold+Acid damage and pulls primarily from the Frost Knight tree the Rime skill, the pet and the passive bonuses.
The updated cataclysm masteries require a huge point investment to unlock their full potential so theyâre almost always most useful as your primary so you can dump tons of +skill stuff on them.
Frost Knight is an old style cataclysm mastery so it works much better as either a primary or secondary, with a vastly lower skill-point investment requirement for full potential.
I think some great builds could be done with Frost Knight, focusing on two-handed gameplay (maybe shaman, mercenary, barbarian etc.) but I havenât experimented with it yet.
The cataclysm redone masteries will be reigned in a bit with the next release when it comes to skill point use I believe, MVP is rebalaning them a bit and from my understanding that will shave off some points from some skills
That will be awesome.
I really like the redesigned masteries but requiring 10 points over the cap for almost every skill to fully unlock its potential is pretty hard to gear for and severely limits build potential.
On an aside, how goes progress with the next major update? Anything we, as the community, can do to help?
Thanks for asking, the next major update kinda depends on Crate
Right now there is a limit of 51 mastery icons being displayed on the selection screen, D2 pushes the number of masteries to 53âŚ
Because of this I am in no particular rush releasing the next version. At the same time this does not mean I am more slowly adding stuff, it means there will be more in it.
I completed adding D2 yesterday and in theory that would then have been the new release, but as it stands I will probably fill some gaps before I actually release it and add level 94 gear for NCFF (started looking into that) and give Cataclysm-level gear support to the Warden (still outstanding) - and update whatever comes along during that time (potentially a new D3 or GrimQuest release).
Assuming I have done all of that and 1.1.7.0 is still not out, I will simply release it anyway, at least that gives you access to 5 D2 masteries, which is still better than none 
After that I expect major releases to slow down. By then pretty much everything has been added, so I donât foresee any large feature increases after that.
Oh man. Level 94 for the NCFF masteries is huge. I canât wait to try them out again.
There arenât many more mods that add masteries, are there?
The only one I an think of, off hand, is the warhammer 40k mod but it does so by changing some of the base masteries.
That and the grim dawn reborn mod (but it changes the materies and would really be an either/or kind of thing rather than adding something new).
I think WH40k changed two vanilla masteries, not sure to what though.
That mod wonât be added as it is just too different, whole new animation set, armor comes as one piece/suit, char model is a different one, make it pretty much impossible to reasonably add.
The weapons could theoretically be added, but thematically they are obviously all wrong - but I still am somewhat tempted by the rifles 
Yeah, thereâs a few things from the wh40k that can be added but lots of it has to be removed since it wonât really merge well. Armor for instance would be really weird since the mod has the torso armor show the entirety of the marine suit instead of piecemeal like GD armor usually is. (or any arpg for that matter)
Melee and guns could work as illusions though, thatâs pretty much the only way to find any use for them.
Someone asked me to include some masteries from a Chinese mod. Havenât made my mind up yet on whether to include them or not. That is where this post comes in 
For now I extracted them into a mod of its own (the Chinese mod is a merge of all kinds of masteries, but these seem to be specific to it only and not available as a stand-alone mod) and had Google translate the text to English (i.e. it probably still would need some work).
You can download this version here
I would be interested in anyoneâs thoughts on it, On the one hand these are superhero masteries, so do not really fit thematically, but on the other hand they are probably not all that different from other masteries mechanically (havenât tried them yet) since they obviously still need to work within the confines of what GD allows 
Iâll give it a try later for sure. Maybe we can find someone to do a proper translation. Will it work with the test build ok or do I need to opt out?
There should not really be any conflict, it has next to no overlap with vanilla GD (other than the 5 or so files you need to edit to add new masteries).
Looks promising.Itâs 2 of my favorite things in 1 packed.Avengers + grim dawn.I vote go for it should make some great class combos
Ok⌠oof. Where to start here.
I made a character (not even knowing what kind of masteries there were) and for some weird reason I picked female - which I almost never do. Named her Black Widow and sure enough thatâs one of the masteries. Cool, cool⌠thereâs a huge problem with that tho. Her initial attack skills REQUIRE a dagger. All I can think is that maybe youâre meant to pick her mastery as your second mastery once you can get daggers. Either that or youâre supposed to hack something in there.
Yeah. No joke. I immediately had to exit out and delete and start new.
Decide to go for the The HulkâŚ
Lets just say the wording is just as confusing as the way these skills are put together.
I managed to slowly make sense of the intention. Kinda. The first âTekkenâ skill comes with a pretty obnoxious sound effect/grunt deal and I think it accepts all weapon types. And the passive looking skill right below it canât even be pointed at all. As far as I can guess it requires either you to be level 20 or to have 20 points in the mastery bar or in some skill I think.
The second skill âJuli Godâ skill requires an axe or hammer and I can confirm that it wonât accept 2handers. The skills are pretty OP and totally unbalanced especially for Normal and I feel certain that theyâd be OP on Vet too.
Another problem with them is very high energy cost is going on with them and then I took the 3rd shown skill which made me even more OP (itâs a buff of some sort) but ran thru my energy bar like nobodies business in combination with the others.
Also I had this going onâŚ

Not sure if itâs because Iâm on the playtest build or not.
My very brief opinion of the avengers masteries.
They are exceptionally rough around the edges. Incorporated as they are theyâre totally out of place with Grim Dawn and the other masteries in this mod.
Having said that, they could be very interesting if the name of each mastery was changed to be more thematic, and the descriptions of all the abilities were improved. There are lots of little graphical oddities (little colored dots at the corners of many skills).
The cross-mastery passives (the ones described above as being unusable) are very similar to the ones found in Zenith, but they are shoved into the main skill tree in a way that is very odd. If they were done like Zenith did theirs it would be a lot better.
Mastery names changed to something like:
Black Widow - Infiltrator
Eagle Eye - Venator
Hulk - Behemoth
Captain America - Veteran
Iron Man - Technomancer
Raytheon - Torano
Loki - Ice Sorceror
I know they suck but my point is move away from the avengers theme. I think its just not a good idea to incorporate such a group of masteries with the base game. Very similar to how the warhammer 40k stuff would be out of place.
Also, an aside.
Captain America has 3 level 50 abilities. Two of which give -100% energy regen and -100% health regen respectively. Hulk has one that increases physique by 100% and reduces spirit by 100% while also reducing energy per second by 10%. 
Looking through each of the masteries theyâre all pretty wildly designed.
Understandable.I only glanced over the masteries.I see it like this yes add them But balancing would be required.I am not sure if Mamba would be keen to do this as this is not his mod.I donât mind the avenger naming tbh itâs all in good fun.
They may seem unbalanced now but what with grimmest.They may seem less OP.Either way they should be rebalanced to fit in with DoM.Even some DoM masteries are stronger than other.Itâs about impossible to get a 100% synergy with classes.
Thatâs my 2 cents now im broke in this lockdown 
I havenât played the masteries enough to know if the are overpowered. Tbh they feel more âbrokenâ like buggy or generally not well designed.
Part of this may be the translation getting in the way. I will try to get a couple test characters to toy around with the masteries at high level later to try and describe the functionality of the skills and such.
Yeah, my take away from the replies is that they are not that well designed⌠if they were then maybe I could overlook the superhero theme or just use different names / descriptions (the translation needs some work anyway) and images, but if I have to âfix thingsâ then that is more involved than I am interested in, esp since this is still in development - if I touch anything I want it to be âdeadâ first, so my changes are final instead of having to be redone with each release.
Iâve thought about trying to make superhero based ATs for a mod in this game too; miss my Marvel Heroes Online, so okay with the idea, I just want it to be usable.
Anyone know where to find a list of 2-handed weapons the Crusader can wield as 1-handed?
The game doesnât give any indication of which is which.
The regular D3 blacksmith has blueprints for all of them. Should be pretty much any unique vanilla 2h melee weapon.


