[Mod] D2 Classes aka Noble Paladin

v0.8.5

Another mod update.
Note! This update adds compatibility with Forgotten Gods and requires it to play!

Download: Yandex.Disk, GoogleDrive

ChangeLog:

General:
Added compatibility with Forgotten Gods
Many class names updated
Undocumented changes for several items

Paladin:
Charge - New skill teplate Rush type (FG implement)
Salvation - moved to tier 3, reduced elemental resist scaling
Resist Fire/Cold/Lightning revorked as modifiers, rescaled resist bonuses .
Redemption - Increase Healing added, racial defence added
Blessed Hammer - no more collide with enviroment (FG implement)

Sorceress:
Teleport - New skill teplate (FG implement)
Charged bolt - New projectile teplate (FG implement), reduced projectile number scaling with ranks
Fork Lightning - new transmuter for Lightning
Energy Shield - Now togglable buff
Fire/Cold/Lightning mastery - added corresponding % retaliation bonus

Assassin:
Mind Blast - moved to tier 7
Blade Shield - reworked to aura, Seal of Blades analogue
Shadowmaster - moved to tier 8
Venom - moved to tier 3, now togglable buff
Burst of Speed - moved to tier 9, added % piercing damage, now togglable buff
Fade - moved to tier 9, now togglable buff
Charged Bolt Centry - New projectile teplate (FG implement)
Wake of Fire - now transmuter for Charged Bolt Centry, replace centry and change skill
Death Centry - now also modifier for Wake of Inferno
Custom Engeenering - new modifier for all Centries

Barbarian:
Leap - New skill teplate (FG implement), max tier reduced to 12
Leap attack - autocast skill moved to Leap
Whirlwind - New skill template (FG implement) YES! :smiley:

Amazon:
Impale - new animation (FG implement)
Power strike - added weapon damage scaling
Charged strike - New projectile teplate (FG implement)
Lightning bolt - damage convertion replaced from elemental to lightning
Poison javeline - added weapon damage scaling
Plague Javeline - New skill template

Necromancer:
Poison Nova - New projectile effect, projectile numper reduced to 16
Immolation - new transmuter for Poison Nova, converts acid to fire
Iron maiden - reworked to debuff with autocast
Life tap - reworked to modifier for Iron maiden
Dim vision - added fumble scaling with level
Confuse - sligthly reduced confuse scaling
Amplify Damage - RR scaling changed
Bonewall/Prison - Added pierce retaliation
Golem mastery - removed % damage bonus
Heat of Golem - increased % damage bonus
Blazin Legion - new transmuter for Raise skeleton, raise fire skeletons
Revive - now summon skeleton-revenant instead monsters.

Druid:
Firestorm - New projectile template (FG implement)
Spirit of barbs - adde fire retaliation bonus
Werewolf - added % Crit Damage
Lycanthropy - % heath bonus replaced bu flat bonus
Raven - now fumble scales with ranks
Tornado - new effect
Twister - New projectile template (FG implement)

Nice, thank you!!

returning this mod now that forgotten gods has been released.

THANKS!! will give feedback as I progress through

Скелеты у классического некроманта постоянно урчат, очень отвлекает.

Thanks for great update :slight_smile:

I think in the end game, the necro skeletons (skeleton, mages, and revives) are lagging behind the vanilla necromancers summons in terms of health and damage. Especially because on recent patch the health and physical resistance of the grim dawn skeletons were buffed.

I love the revenant revives though, great touch.

Have you considered a minion health regeneration skill? Im classic necro/necro dual class, and I lose out on “blood of dreeg” from cabalist class, which VERY much helps survivability of the skeletons. In end game, I feel like they get wiped out WAY too easily.

Thanks.
I’ll tuned c.necro pets when i have free time for next uptade, but I still don’t wantmake 1 to 1 copy of GD skeletons.
What about regen, I think i can add it to passives. Also try use life Tap curse for pets’ life leech.

I understand that you don’t want to make 1:1 for GD necromancer. They just need a little boost from what they are.

I think the passive or life tap for pets life leech is a great idea.

Thank you for all your work. I’ve played necro mods on tons and tons of games, and this is one by far is the best to me. Message me your paypal, I want to send small donation

Seems I missed this mod for some reason… having a blast right now !

Thanks for all your work :sunglasses:

Any thoughts on giving the revives for the necromancer an additional ability to set them apart from regular melee skeletons? As it stands, they cost alot more mana, have some more health, and a little bit more damage.

I don’t know if you can implement, like a splash melee attack, or a taunt ability so they draw aggro, or something to distinguish them from regular melee skeleton, and the GD necromancer revenants.

Just a thought.

1 Like

Thanks. I’ll see, what I can do.

Another bump to ask to buff this mods melee skeletons and revenants for end game. I’m in the 90s, and the melee skeletons for the mod do about half the damage as classic grim dawn skeletons. The fire modifier is an interesting idea but for my own builds I don’t use fire so it really doesn’t help. I think part of the discrepancy is there are few end game grim dawn gear that adds all +1 skills, whereas there are alot that add +1 to GD necromancer skeletons so their level is much higher than this mods skeletons, making them do much more damage.

Also would love the revenants to have a special ability that makes them different.

Thanks again. Mod development gos hery slow, but just yesterday i touched skeletons and add special attack to revenents. Fire transmuter is alternative option, based on wishes to use skill icon. What about itemisation, it still planned big item update,but notsure it will add more 75+lvl items.

Thank you for reply! I am happy to test out changes to skeletons if you want to send me link to file, I can provide fast feedback.

Here is Technical build.

Initial thoughts:

Fantastic job.

WITHOUT gear, with all maxed modifiers, your regular skeletons are very similar to grim dawn skeleton skill.

WITH gear, with raise skeleton 24/16, undead legion 17/12, will of crypt 12/12 , and your skeletons with max 16/16 and max 12/12 skeleton mastery, your skeletons do ~25% to ~40% less damage depending on the type of skeleton. But as you see, I have high level grim dawn skeletons.

I really like the changes to revenant. They feel much more unique and powerful. Now they feel much different than skeletons. I really like the taunt ability and cleave attack.

I just had time to do an hour or so testing on the target dummies in town. Over next few days I will play some campaign and give you my thoughts.

Overall, fantastic job. If you want me to donate to you for your great effort, send me paypal information! It is worth it to me.,

Overall, enjoying changes. Currently lvl 93. I think the bump in power has helped take on nemesis bosses that I couldn’t kill before.

I tried out the fire transmuter for skeletons. Definitely increases the damage to comparable to grim dawn skeletons, but I’m not a huge fan of the fire animation so I choose not too. Without the fire transmuter skeletons are still ~25%-40% weaker with end game gear lvl 94 gear

edit:currently testing life tap on pets. Seems to work very well for keeping them up. I may even spec out of certain devotions

Any chance of removing the visual aura around blood golem. I like the new model, but on very high particles, the aura animations of the blood golem is HUUUUUUGEE and really distracting and quite frankly looks terrible

Technical build contain only phys. sceletons buff, fire sceletons have old damage scaling. Principal difference are that phys dmg reduced not only by resist but also armor each enemy have.

I have planning revise golem branch later.

Thanks for your great work. My only other suggestion for skeletons is to change fire transmuter to another element such as vitality damage , only because d2 did not have fire damage on skeletons. Same goes for revenant, for their special attack, may be better to be vitality damage. This way, they can benefit from vitality damage buffs from grim dawn necromancer “master of death.” Otherwise, these need to be boosted with +fire damage or decrease fire resistance which is not entirely consistent with d2.