If you mean any lightning skills, that all works correctly.
Also “Lightning” Skill will be reworked with next build.
i tested lightning and bolt in the cave, did not hit due to hills, stuffs around so i quitted. just advise you about it
Pre-GB-3 Technical version
version: pre-0.8.3
Yandex.Disk or GoogleDrive
Changelog:
General
- Ashes of Malmouth compatibility. Inquisitor and Necromancer avalaible in mod.
- Many D2 Unique items added (Epic and Legendary quality). Items not include in loot tables, so you can check it via attached transfers files.
Skils
- Assassin’s Blade Sentinel: reworked for boomerang projectile
- Amazon’s Guided Arrow: reworked for homing projectile
- Classic Necromancer masteryattributes rescaled to Necromancer instead of occultist
Man, the skeletons - The summons from the classic necro are waaaay too weak.
But you can summon up to 8 (10 on ultimate lvl) skeletons and mages.
What you mean too weak? Little health, little damage, both? I still not play with GD Necro. In one of the previous feedback I was told that skeleton should be less tenacious. Nevertheless, i’m ready to tune up skills.
Their hp seems to be super low. They don’t gain hp as you level them. The damage is also a bit low, but this is using the normal necromancer skeletons as a comparison. Normal necro skeletons are just insane.
hi, the frost aura from the paladin slows ur own total speed, not from the enemy and btw i wanted to ask you if you could make a version where the auras are normal buffs not exclusive ones, so you can combine them better with other classes (i know this would result in endless op op paladin class, but that would be ok for me :D) maybe u could release it as an alternative paladin version or at least pm me with such an version so i can use it for my own
I guess what he means with the skeletons is that a skeleton with 1 rank in it and one with 16 ranks in the skill do have the same amount of hit points.
C.Necro skeletons use Revenent devotion Raise skeleton bio. I’ll increase base HP and add HP scaling with skilllvl in next update.
I can’t support different versions of mod.
Global Balance 3rd Iteration
v0.8.3
Yandex.Disk or GoogleDrive
Changelog (include pre-GB-3):
General
- Ashes of Malmouth compatibility. Inquisitor and Necromancer avalaible in mod.
- Many D2 Unique items added and include in loottables as Epics. (Item types: torso, head, hands, feet, waist, rings, necklaces, swords 1h, sword 2h, axes 1h, axes 2h, blunt 1h, shields)
Skills
Paladin
- Holy Freeze speed debuff fixed
Assassin
- Assassin’s Blade Sentinel: reworked for boomerang projectile
Sorceress
- Inferno: new skill template - spell cone (Flame of Ignaffar like)
- Hydra now spawn 3 “head”
Necromancer
- Mastery attributes rescaled to Necromancer instead of Occultist
- Skeletons and Mages increase base HP, HP bonus per skill level added
- New templates to Golems: Now main skill show golem attributes corresponding on active transmuter
- Skeleton mages now spawn random 4 types of mages
Amazon
- Guided Arrow: reworked for homing projectile
Druid
- New templates to Wolves and Bear: Now main skill show beast attributes corresponding on active transmuter
- Arctic Blast: new skill template - spell cone
Other undocumented changes
Hey, I’m loving the mod so far. Are there any plans to add an indicator of how many skeletons you have out for classic necromancer?
Also, I think the yandex download link links to the old version.
there is set item + level skill of new class? same as vanilla +3 skill shaman, occu…
Thanks, I want add skeleton tracking, and I make same settings as GD Necro, but counter not work. I hope I’ll fix it later.
Yandex link fixed.
There D2 unique items for D2 classes, no Sets yet.
Just had a quick question on this mod. Does the Druid in this mod have the morphing abilities from D2, like the Werewolf and Bear?
Tell me honestly,that you did not follow the development of mod.
Werewolf and Bear are available
morphing abilities - nope
Can’t help but notice that the summons created from the diablo 2 classes with them (Necromancer and Druid) don’t seem to be scaling correctly health wise in later skill levels. They die in one hit, even the golem and bear summons from anything above level 60 in elite difficulty. This makes them essentially useless in advanced difficulties.
You need more health? You’ll get more health in next build!
Sweet, thank you. It’s just the summons that need it though. They seem to have zero resistances to anything and really low health thresholds. Thanks for addressing this though. Otherwise, great mod. ^^
Made an account just to tell you this is the best thing ever. Thank you.
Reign of Terror is more awesome