[MOD] Diablo 3 Classes: Patch 5.3 Released

Why when I press the ‘`’ key on my keyboard the screen dims? The upper left corner key just below Esc. I tried in main compaign and it is ok there only in your mod. Please, fix it as i use it to show the faction window.

The following are questions from our players.

Monk:
Do the Fire Ally only appear at level 12? When the Mystic Ally skill becomes skill Lv 13 or more by skill + item it will not summon the Fire Ally. Then, when Mystic Ally 's level returns to 12, the Fire Ally will appear again.

Witch Doctor:
When summoning Zombie Dog of Witch Doctor, is the specification that the summon number varies from 0 to 3 each time? I have never seen three appearing simultaneously.

I really appreciate that you bring feedback to this site in this manner. If you don’t mind, you could even link the original source of the feedback so that we might use google-translate to follow the conversation from start to finish, it would be amusing (at least for me).

This is the default key for the console, not something that can be changed in a mod.

You mean the Exploding Allies, right? Good they’re only appearing at level 12, they will be removed anyway.

If the Zombie Dogs problem is happening on 1.0.1.0 I know what’s going on… something that wasn’t working is working now.

Sure thing. Thank you for your interest in us. :slight_smile:

However, what I reported here are the comments written on our Jp-Wiki, not as brisk as a conversation. We translate some MODs and Tools on this forum from time to time and write introductory articles on the Wiki. Then, various impressions and defects/bugs are reported on it. They are written in the comment field at the bottom of each page.

In the case of the Mastery MOD, the skill name may change considerably (especially D3), so it is likely that even if you translate it you can not identify what skill it is.

The following are the pages of jp wiki where each mastery mod is introduced. We are trying to translate and introduce as much MOD as possible.

Diablo3 - http://wikiwiki.jp/gdcrate/?Mod%2FDiablo3Mastery
Coronus - http://wikiwiki.jp/gdcrate/?Mod%2FThe%20Coronus
Grim Quest - http://wikiwiki.jp/gdcrate/?Mod%2FGrim%20Quest
NCFF - http://wikiwiki.jp/gdcrate/?Mod%2FNCFF
DGA - http://wikiwiki.jp/gdcrate/?Mod%2FWanezMod
Zenith http://wikiwiki.jp/gdcrate/?Mod%2FZenith
DAIL - http://wikiwiki.jp/gdcrate/?Mod%2FDAIL
Grimarillion - http://wikiwiki.jp/gdcrate/?Mod%2FDAIL

Thank you for answering.

I think what he wants to say is about the Fire Ally that will be unlocked at LV 12 of the Mystic Ally skill. When he wears some item of MONK +1 (as a result, that skill becomes level 13 or higher), he says he will not see the Fire Ally that should have unlocked. It seems to return to an ordinary Mystic Ally.

correction:
As I listened to him again, it was that when his Mystic Ally level was over 13 the Flame Ally would not summon 4 Warriors.

Hi,

Here are some feedback with Witch Doctor :

I tried a poison specialist witch doctor/occultist and I’m disappointed.
Poison Dart maxed out with 1100% Acid and 1400% Poison boost made no damage compared to DEE.
Plague Bats is not better.
The only skill that could be interesting is Corpse Spiders with Ring of Plagues but the cast/spawning animation is too long and the spiders too slow :confused:
This is just my opinion.

Great mod anyway :slight_smile:

Understood, it will be fixed. Thanks for the report.

Yea, I know. I didn’t play WD on D3, but even the original skill seems weak and not fun imo

Yea, I know. I didn’t play WD on D3, but even the original skill seems weak and not fun imo.

Some feedback. Playing with grimarillion. As was mentioned before, witch doctor spiders could get a buff in overall speed, their drop animation as well. Played through the normal with them, and gameplay feels wonky just because they are too slow to catch up with enemies. Zombie wall need a longer duration, i stopped using it, because it wasnt usefull in the end, its too small and u need to recast it all the time, also zombies need a second to start using “root” spell, ill be at 50% health before enemies are even rooted. Overall its not worth casting time, easier to run. Also tested the Storm armor spell (wizard), its very weak even at 20\10. I mean its just useless:( Overall great mod, thank you)

No idea about Grimarillion, but in the regular mod I used the spiders and zombie wall as some of my main skills and they worked well.
The spiders are already much faster and got an increased duration than they had before :wink: Sometimes I consider the deployment a bit slow as well and everything dies before they get to do much, but then again I used them mainly for proccing low CD devotions (9 spiders with their AoE aura will procc stuff like crazy).

The zombie wall is my favorite skill and I don’t see a need to change anything about it. It’s meant to be recast every 5 or so seconds. It has a huge cast range = cast it into neighboring rooms to kill and pull mobs. The regular wall can even trap mobs if placed correctly. Or you can block hallways with them. The wall of fire may seem worse because it doesn’t trap enemies or draw aggro, but its damage is amazing (at least in my fire WD build).
I also just love how I have a pet that is temporary but can be immediately recast! AND it’s a pet that I can use/place strategically instead of having just another boring pet running around…
If anything modders should create more stationary pets :smiley:

My build is pet focused and uses mainly fire damage. I only got into Elite but even there my build has 0 issues killing stuff.
Oh, and my character is Witch Doctor only = no second mastery/no extra stats!
Another point… this is an extremely active build, meaning I use many skills all the time. Actually it’s pretty overkill and I forget to cast stuff most of the time lol

My tip: get the 3-4 zombie dogs, put 1 point into Burning Dogs (so they can procc devotion skills), max the Gargantuan (tank that never died on me), max the Wall of Death/Fire, max the spiders with 1 point into the aura.
If you don’t want a pure pet build get some damage skills (I like the fire bombs and the fire bats a lot). Even the vitality skills are quite nice but harder to gear when using pets. Fire/poison + pets work well together IMO.
Always try to max skills that have a completion bonus first. Plan when to increase your mastery, get new skills and when to max them. A lot of skills can be useful even with a single point.
Single mastery will have enough SP to get a majority of all skills, dual mastery will spread itself thin. D3 classes are sort of meant to be single mastery, but work either way. But the balancing won’t be perfect. That’s why I recommend to play single mastery first to get a build going and later you can decide whether to get the second mastery. Just my preferences.

@Grimer: the newest patch of GD changed the way Wind Devils (and something else) procc devotion skills, making them far less useful. That’s why I haven’t updated yet. Does this “issue” affect the pets in your mod as well, or is the code change vanilla-only? If it affects Corpse Spiders and Zombie Dogs (meaning they share the cooldown) it would really suck and make at least the spiders quite useless to me…

Oh, and I tested the new classes back when you released them and noticed quite a lot of issues, but I wasn’t really in the mood for writing it all down :cool: I was hoping that other people would do that, but nothing of it has been mentioned here…
I really like the Crusader (I love shield basher), but I couldn’t get into the necro for some reason even though it was a cakewalk compared to leveling my crusader… it’s just another necro/petcaster and some of the skills seemed like copies of other skills. And I don’t like the skellies :confused:
Still a well-done job on your end. Just wanted to say that.
Maybe when I’m motivated and not playing other games I’ll return to your mod and give you that list of things to fix :stuck_out_tongue:

Cheers

I appreciate the tips, but i dont think i really need them, having 800 hours in game lol) Maybe the problem is me playing in grimarillion, with 4-5x more mobs and champion packs. However i still think witch doc need a buff, having basically 1 potent attack skill (spiders). Im comparing spiders to a crusaders “smite” skill, chain-killing whole screen in a cast…now thats a power i like)

I never used the Storm Armor - the Ice Armor and the Energy Armor give better bonuses.

Thanks Zlobsic and Nuggets for the comments.

I tested the spiders with increased speed yesterday, it seems better indeed. I’ll probably increase their attack speed at ultimate levels as well.

Zombie Wall needs a ‘predicted’ cast (that was intended), however I think it needs a larger radius.

Wizard will get a little rework, I’ll check Storm Armor, gonna try to make it as an aura that smites enemies from a greater distance. Btw, Electrocute won’t have cooldown anymore.

Grimmarillion… well, is hard to judge classes while playing it, it’s a different experience. Some masteries may be good on vanilla campaign and hard to play on Grimmarillion (that’s the intention of Grimmar lol)

A bit of feedback. About firebirds set for wizard. It says it will “ignite” burn enemies, 100% chance, thats “magic weapon” skill, maxed. HOwever, there is none skill at wizard mastery that does % weapon damage, so no burn, and ignite will ever occur.

Greetings.

Time to draw attention back to the first class of the mod, the Demon Hunter. It’s kind of outdated… so some skills will be reworked/improved.

Hungering Shot and Elemental Strike

Since most of the ranged weapons increases chaos and fire damage, these will be the damage types of these skills.

Hungering Shot will deal chaos damage plus physical and vitality decay from its modifiers. The Hungering Shot’s flat damage and the charge multipliers from Devouring Shots are going to be nerfed, so HS won’t one shot enemies anymore. I hope it keeps being powerful though.

Elemental Strike still deals fire damage and passes through enemies. However, it will be moved to Tier 1 (replacing Entangling Shot) and its modifiers will add physical, burn and lightning damage.

Entangling Shot

Entangling Shot was always a failure to me. I couldn’t make it fun and useful… until now. It’s no longer a LMB skill, now it’s a crowd control debuff with a 5 seconds cooldown that works like Bloody Pox. The Entangling Shot’s chains spread to other targets every second, reducing their movement speed (really slowing them now, 50~80%) over 3 seconds. The spreading lasts for 6 seconds, each enemy also take physical damage and damage based on its current health over 3 seconds.

Chakram

New skill. It’s going to replace Impale (which was just boring). Chakram is a projectile skill that works like a Crusader’s Blessed Hammer that doesn’t follow you, it keeps spinning in the same location instead. It has no cooldown, each Chakram lasts 6 seconds, being possible to summon up to 8 Chakrams at higher levels. Chakram deals fire damage and has a transmuter that converts it to chaos.

Marked for Death

Marked for Death will work like its Death Valley D3 runestone. It will last for 4 seconds and decrease the movement speed and total resistance of all enemies who pass through it over 3 seconds. Because of this change, I decided to remove Caltrops as well.

Shadow Power

“Is there a way to cast Shadow Power without that animation?” Yes, there is… I just wasn’t in the mood to change it before :stuck_out_tongue:

Shadow Power is going to be more simple , focused on survivability only. It still grants you increased health regeneration, but it also restores a portion of your health immediately. No more modifiers, just one: Shadow Glide, which grants you movement speed and deflect/dodge chance. Cooldown and duration was reduced by 2 seconds.

There are other minor changes, like two new transmuters:

Dark Cloud - turns Rain of Vengeance’s piercing damage into chaos.
Knives Expert - turns Fan of Knives’s piercing damage into fire.

I hope I can do it right.

That’s all…

for now.

Greetings.

Time to draw attention back to the first class of the mod, the Demon Hunter. It’s kind of outdated… so some skills will be reworked/improved.

Hungering Shot and Elemental Strike

Since most of the ranged weapons increases chaos and fire damage, these will be the damage types of these skills.

Hungering Shot will deal chaos damage plus physical and vitality decay from its modifiers. The Hungering Shot’s flat damage and the charge multipliers from Devouring Shots are going to be nerfed, so HS won’t one shot enemies anymore. I hope it keeps being powerful though.

Elemental Strike still deals fire damage and passes through enemies. However, it will be moved to Tier 1 (replacing Entangling Shot) and its modifiers will add physical, burn and lightning damage.

Entangling Shot

Entangling Shot was always a failure to me. I couldn’t make it fun and useful… until now. It’s no longer a LMB skill, now it’s a crowd control debuff with a 5 seconds cooldown that works like Bloody Pox. The Entangling Shot’s chains spread to other targets every second up to a limit of 8 targets, reducing their movement speed (really slowing them now, 50~80%) over 3 seconds. Each enemy also takes physical damage and damage based on its current health over 3 seconds.

Chakram

New skill. It’s going to replace Impale (which was just boring). Chakram is a projectile skill that works like a Crusader’s Blessed Hammer that doesn’t follow you, it keeps spinning in the same location instead. It has no cooldown, each Chakram lasts 6 seconds, being possible to summon up to 8 Chakrams at higher levels. Chakram deals fire damage and has a transmuter that converts it to chaos.

Marked for Death

Marked for Death will work like its Death Valley D3 runestone. It will last for 4 seconds and decrease the movement speed and total resistance of all enemies who pass through it over 3 seconds. Because of this change, I decided to remove Caltrops as well.

Shadow Power

“Is there a way to cast Shadow Power without that animation?” Yes, there is… I just wasn’t in the mood to change it before :stuck_out_tongue:

Shadow Power is going to be more simple , focused on survivability only. It still grants you increased health regeneration, but it also restores a portion of your health immediately. No more modifiers, just one: Shadow Glide, which grants you movement speed and deflect/dodge chance. Cooldown and duration was reduced by 2 seconds.

There are other minor changes, like two new transmuters:

Dark Cloud - turns Rain of Vengeance’s piercing damage into chaos.
Knives Expert - turns Fan of Knives’s piercing damage into fire.

I hope I can do it right.

That’s all…

for now.

have you been offered a job yet on GD2? seriously… great work