[MOD] Diablo 3 Classes: Patch 5.5 Released

I like the mod quite a bit, but you reckon there is any way to increase the volume of some skills such as bone spear? I can barely distinguish their sound effect, or they generally sound fairly underwhelming.

Greetings.

Sunday, day to show some more changes of the upcoming patch. Now that I’m messing around with PSEditor, Wizard can have some skills working as they are supposed to work.

Sleet Storm

While attacking an enemy with Ray of Frost, you’re surrounded by a freezing storm that deals cold damage and slows enemies around you, with a chance to freeze them for 2 seconds. The radius of the Sleet Storm is increased as you level it up.

Black Ice

Now it’s a modifier that passively increases Ray of Frost’s damage. Enemies killed by Ray of Frost leave a patch of ice that deals frostburn damage over 3 seconds to all enemies moving through it.

Magic Missile

Magic Missile will be buffed a little, here’s what changed:

The damage is considerably increased.

Split is Magic Missile’s RoP now. It still grants two additional projectiles, but no longer reduces damage.

Conflagrate became a transmuter that turns all damage into Fire.

Charged Blast replaces the old Conflagrate, it adds lightning damage to Magic Missile and grants a chance to stun enemies for 2 seconds.

Frost Nova

Now the radius increases as you level it up. Added new visual effect. I haven’t decided yet whether Shatter’s radius will increase as well.

Slow Time

Finally the true Slow Time. A bubble of warped time that reduces the total speed of enemies. 25 seconds cooldown. Lasts for 6 (up to 12) seconds.

Arcane Orb

Arcane Orb will be added. An orb that causes an explosion on hit, dealing high elemental damage to enemies with a chance for targets to fumble attacks over 3 seconds. It will have one modifier and a transmuter.

Arcane Orbit → After strike enemies with Arcane Orb, you create 4 orbs that orbit you and explodes when enemies get close, knocking them back and dealing half of Arcane Orb’s damage.

Frozen Orb → Damage turns into cold. Arcane Orb no longer explodes, it becomes a whirling frozen orb that pierces through enemies, freezing them for 2 seconds.

General

  • Electrocute was moved to tier 1. It no longer has a cooldown.

  • Ray of Frost’s damage will be increased and energy cost slightly reduced.

  • Black Hole will gain a transmuter that turns its damage into a single elemental damage. Probably Blazar (fire).

  • Hydra and Storm Armor will be improved, idk yet what I’m going to do with them, though.

  • Arcane Torrent, Spectral Blade and Shock Pulse were removed.

  • Astral Presence will be turned into a Magic Weapon’s modifier. No more 2 different toggled buffs.

  • Some new passives are on the list: The ā€œcheat-deathā€ Unstable Anomaly and Glass Canon, which reduces your elemental (maybe total… :eek:) resistance in exchange for increased total damage.

That’s all… for now.

Looks great :wink:

  • Arcane Torrent, […] were removed.

Noooooooooooooooooooooooooo :frowning:
I loved Arcane Torrent :smiley:

In the last few days i only played with arcane torrent
played it like a nova build and was a lot of fun :wink:

But i love the other changes to the Wizard Skills

Maybe rework the teleport 8/8 skill?
For me the Teleport with no cost and no CD is broken :smiley:
You are fast af and can even go where u are not supposed to be (out of usual map where u are unable to move)
also u can skip whole areas in seconds

maybe its possible to make it not a teleport more like a charge of soldier with no target requirements. maybe this is possible and will solve the problem that u can go out of the map and skip everything ^^

EDIT:
Short Question about Demonhunter.
Could u make the Multishot Pierce? The Multishot feels really bad atm.

Greets and ty for the work

PS: Ray of Frost Pierce when? :smiley:

I love teleport. After playing the game for hundreds of hours and knowing every inch of all maps, walking around become boring. Teleport is a chilling skill. About the ā€˜cheats’ and reaching untargetable locations, just don’t do it :smiley: (but go to Old Grove, that’s the first thing I did with Teleport :stuck_out_tongue: )

Thanks for the Multishot feedback, I couldn’t test it well. It will gain one more modifier, let’s see what I can do.

Ray of Frost… That’s all for now.

i see that and i also enjoy it alot but it gives so big advantage that i lose my friends all day all nite and level ahead like a boss :smiley:

erm for removing arcane torrent. any chances to get force wave without cooldown? i enjoyed the "nova"style gameplay and would be great if there is a spell (mb also with a bit lifeleech) which i can still use when torrent gets removed.

another things for demonhunter:

Leveling the DH is really a pain. maybe up the ground dmg from the beginning spells a bit or give him multishot or any good aoe in the beginning i leveled with impale and it was such a pain was getting better with the addon but still not that nice.

the cluster arrow causes alot of lag (guess its the flamimg ground) and also the sound is super strange when u hit alot mobs.
and NO ITS NOT OP like a few ppl say :smiley: it kills fast but has no clearspeed so its totally fine in my opinion

What about Turrets?
Any chances to see those? (with random casted spells of your own maybe?)

Thanks for the Multishot feedback, I couldn’t test it well. It will gain one more modifier, let’s see what I can do.

ye multishot is really weak atm. 100% chance to pierce like in d3 would do the job i guess

Random things:

Any chances we see a barbarian?
Would love to play a hota barb :smiley: or earthquake or whatever. i got about 1.8k hours in d3 only on barb :smiley:

Greets
Dizzily

EDIT: 17.07.2017
can the blackice mobs leave on the ground also create a black ice when mobs get killed by it?
in d3 it did.

EDIT: 18.07.2017
Tested the witchdoc and found a few things that could be improved in my opinion.
in general wd plays very well i just had to respec alot to find out whats working good

Dotdoc:
Maybe let the Haunt (Ghosts Vengeful Spirit) scale with player damage? makes no sense to scale pet damage when playin dotlock
Runs pretty well in general (playing with haunt and soul harvest) only when it comes to heroes/bosses damage could be a bit better.

Petdoc - Tested with all Pets maxskill and found Petgear:
Pets die to fast in the levelingprocess, also AOE from Pets is totally missing (had jungle fortitude active)
gargantuan is the only pet who stays up a longer time

Today me and a friend are testing Monk and Crusader.
So i will post a roundup tomorrow or the day after.


This post is not made to degrade your work and your effort. i made it to improve the mod and make it better.
Thank you for read it :slight_smile:

No problem, Dizzily. I appreciate your feedback.

Wave of Force - Yes, it will have no cooldown.

Demon Hunter: No turrets. Move Fan of Knives to early tiers could solve the aoe problem. Also there’s the new Elemental Strike’s modifier, Immolation Shot, leaving a burning patch on the ground.

I didn’t know about Black Ice. Nice tip

You’re right about the Vengeful Spirits. Let’s buff those dogs as well.

Cluster Arrow issue bothers me as well. I’ve tried to fix it with no success.

Cheers.

Not sure if this was mentioned before…
Necromancer - Command Golem, Bloody Aura doesn’t seem to work if Command Golem is overleveled (Command Golem is high level than 12 with + skills items).

so? :smiley:

Ok for Crusader i have bad News
Crusader is not playable/enjoyable at all in the current state.
early game there is also a aoe missing. late game he misses some damage with almost all the skills.

better look into it yourself by time. hard or almost not impossible to level alone

Suggestions for Crus:

autoattacks
autoattacks deal too less damage and also are a AOE modification missing

Smite
Maybe change Smite to a ā€œShield Throw/Blessed Shieldā€ type of skill with maybe 5 chains either than 3

Blessed hammer
4 Blessed hammer is too less. maybe give unlimited hammers, so u have to decide either to stay and kill a boss or to run and kill trashmobs where u can only have like 8 cause u have to run.

shield bash
Damage is very good but the cooldown is annoying. shield bash on d3 has no cooldown. mabye delete cooldown but up the energy costs?

Falling sword
could be removed in my opinion with no new skill

Add Skills:
Maybe Add ā€œProvokeā€, ā€œPhalanxā€ and ā€œSteed Chargeā€ to the Crusader Tier.
Provoke would be nice to use with the Comdemn Explosion
Steed Charge as a Movementspeed would be great.
Phalanx with bowyer or stampede send out a wave of BowBoys or Horses was so much fun, i just loved to play that. (should be then scale with playerdmg for sure)

Thats all about sader for now.

For monk i can not say much at the moment. I played it but i dont know if he needs any big changes. im still playing him and testing out.
The few things i can say are the following

Missing Attackspeed. Monk in d3 is known well for fast smallhitting attacks while dualwielding.
Maybe add some attackspeed modifications

i wish to see is that exploding strike can also be triggered while dual wield or wielding 1h/shield.
Also explosion radius should be a bit bigger and it should spread like Exploding palm on d3 bracers Gundgo Gear could be the new 8/8 requirement for example
That said, remove 2h requirements and add that exploding will spreading the palm on explosion so u can see nice chain reactions like on retail.

Maybe add the Cyclone Strike pull to group up enemies. 16/16 requirement could be Implosion (bigger radius). i would love to see that.
atm its just a damage around you. would be cool to be a pullmonk :smiley: this should also not have a cooldown

Seven Sided Strike
Really missing that skill as a hard hitter.

btw:
What about a Modpack?
Maybe with Grimmest, Pickupmod, Stasher and maybe cornucopia

Greets
Dizzily

Hello,

First, i wanted to say a big THANK YOU for this mod : it’s so much fun playing such classes in GrimDawn !

Second, i have a few questions :

  • Do you have, somewhere, pics from sets ? Please.
  • Could you please deliver the complete stats from class set ?
  • Do the set of each class replace some of the existing ones ?
    ( i’m asking, cause when looking at ulzuin’ set, it looks like it would fit Crusader, with a few +skillZ rework)
  • Can some part be crafted ?
  • Do the class sets drop from specific mobs ?

Thank you again !
I Hope you’ll keep this mod playable with the expansion … :wink:

isn’t that basically Grimarillion ?

i play grimallion atm but i dont like all the other classes from zenith/grimquest and if you play multiplayer there always come ppl with op op builds from that. which 1shots everything and that makes no fun to me.

also this mod would be up to date 100% of the time when it comes down to the d3 masteries.

So don’t use them?

Are you claiming that Grimarillion is not, and that somehow this modpack (who would be making it?) would be?

i am not… but people in the multiplayer are and destroy the whole gamefun when coming in and 1shoting everything and everyone. all the zenith classes are completly out of control in my opinion.

i never said this and just scroll up a bit to see what i do. so just read before start to be (or try to be) somewhat offensive. i just asked so whats the problem here? its my opinion and if you dont like it its also ok. i just dont like to play with those OP Build Guys. simply as that.

After playing a while, i’ve found delsere’s recipes for 3 parts of the set, sold by Anasteria reputation vendor.
I’ve checked other merchants, but couldn’t find more set recipes.
Anyone founded some ?

About crusader, now :

  • I play with smite as main attack (my favourite one on D3 / crusader - even if not powerfull, it’s incredibly fun and usefull for leveling).
    Since it’s a spell attack, it could deserve a range increase and maybe +1 target (through reaping and shatter)
    I also found it’s super mana intensive, far too much. I feel like a minor cost decrease would be welcome (-10 to -25%).
  • Akarat’s Champion could use a minor mana regen boost (to fill with the intensive fight aspect of the skill)
  • Fervor could use a casting speed bonus
  • It’s actually possible to use multiple end game skill from crusader : is it intended ? (I tried Akarat’s champion + heaven’s fury , and it worked)
  • It seems like a few skills could deserve mutators. I will play a bit before saying more.
    ( I know that ask a lot, but it’s your fault = damn mod is too good and fun to play ! )

Again, those observations are made after reaching lvl 50 only.
Things must change a lot once class set is equiped, with all augments on it.

i think ā€˜smite’ is too powerful, feels like cheating. actualy, crusader skills need to be nerfed imo.

Thanks for the words.

Well, there are pictures of all sets on previous posts, just wish you patience to find them :rolleyes:

Don’t bother with stats for now… most of them is going to be reworked on next patch.

No. None of them replaces vanilla sets. It was fixed on 1.07.

Will be added blueprints on Patch 1.08, so you can craft some sets… others sets like ā€œShadow’s Mantleā€ still can only be get by monsters drop.

About Crusader.
Thanks for the Smite feedback. (zencmore has a different opinion tho)
Yes the end game skills has no limitations (cuz the Laws are exclusive skills already)

Dizzily:

Most of skills on D3 have no cooldown, and it’s not a common thing on GD, so some skills like Shield Bash has cooldown here, I don’t think I’m gonna change that.

One more different opinion about Smite… :rolleyes:

Falling Sword and Blessed Hammers… no changes, maybe a buff on BH’s damage.

Phalanx no. The other two aren’t possible on GD.

Monk’s going to be reworked a little. You can give a better feedback about it after Patch 1.08.

Mentioned this on the other page, but you might have missed it…

Not sure if this was mentioned before…
Necromancer - Command Golem, Bloody Aura doesn’t seem to work if Command Golem is overleveled (Command Golem is high level than 12 with + skills items).

EDIT: It seems re-summoning the Golem seem to do the trick for me. Sometimes his health regen aura is off, but resummoning him makes him turn it on. So false alarm.

Everything is ok with the golem files, I’m gonna test it later.

Hello,

About Smite, i can’t disagree more (wont talk about other skills, i need to achieve more test).
From a 1-50 leveling perspective, it was faster, easier to level my primal strike shaman.
And he was hitting harder !
At level 50, my shaman had something like 15k as biggest hit.
At level 50, crusader (smite exclusive) has 4K biggest hit.

Primal strike need to go melee to apply strike and proc the torrent + storm surge effect.
Smite is mid range.
Primal strike damage > smite damage = striking from far deal less damage than striking from melee : i dont see anything wrong or cheated here.

Primal strike is dependant from weapon damage.
Smite isn’t.
On this particular aspect, i think there are as much pros than cons for each.

But maybe you were talking about the torrent-like effect, proc’ed from far.
It’s function opposed to damage, again.
The more function / QoL you have on one skill, the less damage it deals.
And again, from lvl 1 to 50, i dont see something wrong when comparing Smite to another torrent skill like primal strike, who strike harder but from melee distance.

Or maybe you wanted to to point the explosive damage from the torrent of smite, who can be extremely disruptive in small / closed areas with a lot of mobs.
And you’re right.
But once you have to deal with a single solo monster boss with tons of HP, smite isn’t enough, plus the fact it’s mana intensive.

Again, i talk from a 1-50 perspective with blue stuff.
Maybe you are perfectly right at level 75+, with a full stuffed character.
And i hope i’ll be able to check this myself soon, in full akarat !

But in the end, we’ll have to deal with what our generous modder decide :wink: