Two new classes, each with 31+ new skills, as well as tweaks and extensions to existing classes.
New classes are integrated to blend in with the existing game as good as I can; I don’t want this mod to “feel” like a mod. That means that everything has custom art and effects. By “custom”, I mean that 98% of the skill icons and other art you see are handdrawn on my Galaxy Note (lol); the rest uses abandoned files from the developers. I also made it a point to integrate the classes into itemization; you’ll find affixes, as well as certain epic and legendary items, that carry bonuses to the individual new skills and skill trees.
What are the new classes all about?
New class 1 is the Necromancer. You can argue that this is not the most creative of choices, but it fits the game well - since we do have the Order of Death’s Vigil as joinable faction in place, and some lore on Uroboruuk to hook into.
Necromancers excel at summoning, and have the highest pet count - three skills that summon, and two of those skills can spawn more than one ally. The summons follow a classical RPG scheme (melee attacker, ranged physical attacker, mage). Additionally, he has spells that deal physical damage and do some crowd control, and a few abilities that dynamically boost pets at the expense of the caster, as well as the most defensive exclusive skill in the game.
New class 2 is the Illusionist. This one has no lore in Grim Dawn, so I made it up. Illusionist focus on manipulative magic such as mind control, sleep and petrification. Their skills have a few nods to the Nightblade tree as well as Titan Quest’s Dream mastery, but are a lot different from most things you’ve seen in Grim Dawn so far. Expect to work with crowd control, damage-over-time, suicide bomber summons who leech energy and debuff, and teleportation.
If you want to contribute, give me feedback on higher level gameplay. Especially curious on how the Illusionist does on Ultimate with his crowd control debuffs.
I think that means nothing…:p. everyone have right to name his new mastery any word， while nec is a really common name. Different contents means different necromancers
You can just distinct one NEC from another by the mod name. while you never get confused from NEC in d2 and NEC in gw2，not it？
I just downloaded and tried it a little bit.
Really interesting concept so far but I just just noticed one little problem at the beginning : enemy that’s affected by mind control didn’t draw enough aggro to make the skill effective
I’ll include sources once the mod hits version 1.0.
Due to how the AssetManager detects “edited” records, the mod contains more “false edits” than needed right now, which could result in more merging conflicts than needed.