[Mod Compilation] [DAIL]

Problem with vanilla. There have been several threads already made on the topic. :wink:

Will be fixed in v1.0.0.5

thats really weird
ill add it for review

I followed the guide to use my own character with the DAIL mod

The character appears in the character list on the home screen, but once I press start, it begins to load for a couple of seconds and then it forces me back to the start page. Some kind of bug I guess

Any ideas?

Has anyone noticed how hard it is to play a minion build in DAIL? Not only because of the increased mob density, but also the lack of affixes with pet bonuses on items. Epics and legendaries for minions will spawn with their pet bonuses, but others that don’t have those stats naturally occurring on them, barely ever receive bonuses for pets. With every other build it’s possible on veteran from the start, but the moment I turn it on with my Coronus/Nature hero enemies just tear a new a-hole on all of my minions and they die in 3 secs :rolleyes: on the first serious group of champions. The minion count is bigger than on my Occultist/Shaman on that level, but the progression is quite slow compared to his. The Coronus has pet heal and most of the time, by the time I press it and choose the injured minion it’s already dead. I also choose Nature for the mass heal and aura for max health, but that only prolongs the minion life by a second or two. :eek:
I don’t have a single piece of equipment on that char that has bonuses to pets and I have another char that went farming to ultimate.
More affixes for pet builds, please! :slight_smile:

There’s no such thing as pure summoner build anymore. Some devotion skills require offensive spells to proc like your skills in Coronus or Nature. I have better luck with Necro build, but can go well with Coronus. Dunno about Nature, but some TQ classes are imbalanced for GD. Since Coronus has some 2h skills, I’d go Terror Knight and Coronus or Coronus and Necro. Occultist and Shaman are still good, but got tired of playing them haha…

Davood, think you can replace Arlequin to mage? Some skills are similar to Elementalist, but I’d still like to try out that mage class.

Edit: just tried voidcaller (didn’t know there’s new class) and it’s awesome. Pet class with mostly pets who deal chaos and fire dmg along with 2h skill that deals physical, but convert to chaos

Also tried Outrider. Ranged class with either dual wield pistols or 2h ranged mixed with cold, vitality, and acid…This class would be great combo with Occultist or Ranger that has poison/acid toggle.

Mage…well, a bit complex because of transmuter that reduce their resist by using this elemental for example lightning that reduce their cold or fire (don’t remember) then use fire/cold while they have debuff on them. All skills have cooldown. Looks like solo mastery because of points spend on many skills.

Which dir did you install to ?

Does this mod nerf the ā€œnerfedā€ life steal at Attack Damage Converted To health introduced by Crate that gives bosses on ultimate 500% resist to it? Just that this probably is going to break the Terror Knight mastery, since it is heavily focused on those two mechanics.

Also, i was looking into the Project Cornucopia patch notes, since you stated that DAIL introduced it. Is all of their changes introduced, or only some? I was checking with Soldier’s Cadence, which they reworked to not apply every third hit, but less frequently at higher levels. Yet when i put 14 levels into my soldiers Cadence, it still applied every third attack?

Otherwise, freaking awesome mod so far, really enjoy toying around with the masteries :slight_smile: On that note though, is it on purpose that, i guess what is called the GQ masteries from Titan Quest (not sure what im referring to since i didn’t play the game), but anyway Defender, Nature, Rogue and so on, they all lack late mastery skills?

Keep it up the good work!

Edit: Currently on version 0.40 btw :slight_smile:

Enemies receive 12% Life Leech resist on Ultimate. That is, however, added on top of the 25-85% Life Leech resist that heroes and bosses have, but still well within the range of Resist Reduction. The Terror Knight can look to counteract that by using Well of Fears + Swarm of Fears.

From what i understand the titan quest stuff is 1:1 that game only wemt to 30

Mucho Gracias Ceno! Seems i won’t have to re-roll what i thought would be a good multiplayer tank - Terror Knight + Soldier :slight_smile:

I thought it was a little overkill to go Soldier + Defender, especially from not having much damage output from the Defender, compared to Terror knight. So many options :rolleyes:

That’s a shame, i really like what they are currently. Maybe someone with knowledge of all this technical modding will one day feel my pain and come up with some cool additions :slight_smile:

There is a gq thread you can post in

Not quite 1:1 anymore, the skills are being tweaked on an almost daily basis to bring them up in power, eventually when the main skills are feeling strong enough, I’ll work on adding new skills maybe revamping the trees but thats a long way down the road.

nah. i wanted the arlequin before i even knew it existed. every comprehensive class choice set should include a jester type of class. we are missing a ā€œtouristā€ class as well. if we get a higher cap ill make it myself :smiley:

Oh that’s great to hear. I thought Arlequin is long gone. As for higher cap, add those classes that already created, they are awesome too

Dude, your mod is awesome it has thousands of downloads, you dont need to explain to ONE person that wants things differently. there are THOUSANDS that like it as is. dont change core things in the mod because a few ppl post here!

Does anyone have a better hint for the Fangshi vendor? ā€œSecret Areaā€ is frustratingly vague, there are multiple locations one could consider secret.

In the rifts there is a quest that gives 1 level that is repeatable, as in you enter the map do the quest, leave and load the map again and you can do the quest again. tested it 3 times in a row so i gues it keeps going on. you might want to consider altering it if the goal is to make it harder. the quest is given by the archaeologist and is called LvLing T1.

the creator knows about this. he promised an elegant solution with the next update :smiley:

I am over active thinker and I enjoy discussions and debates. I don’t have the hubris of believing I am right all the time; and I love providing my evidence for my own decision making process. because when I have forgotten something; someone can chime in and give me the missing evidence I need to choose a correct decision based on the ultimate goal.

IRL (In rift life?) I deal with alot of academic and legal type researchers and our discussions are always like this; there is no emotion involved. Simply an end-game and various methods of achieving it while conforming to a specific framework of activity / design / etc. and anytime someone has an opinion or decision we all pipe in with additional evidence etc. that way we have the strongest evidence based outcome when we finish… whatever it is that we do ā€œIRLā€

in this case the ultimate goal is to make the game harder but not stupid. and to add content mods and little tweaks but not make the game into cheat mode / easier. that why i am tinkering with survival mode alot lately… removing vendors etc

I decided two weeks ago to go fully open on everything i have because I may stealth-quit at some point when i get hooked on some other game or just get sick of grim dawn ( i know im a blasphemer, forgive me RNGesus ) until expansions come. most games for me are a 1-3 month deal then i’m done with them for good except for a few games that i come back to over the years (tales, star ocean, baldurs gate, dragons dogma, diablo2, and probably grim dawn)