Seriously? Never noticed, only played two characters in GD, different builds though.
To double check, i might ask once more, how do the other special attack effects take place? For it says "scale with player DAMAGE bonus, and common pet only says “Pet bounus”, it’s even more confusing.So like the health boost and 5% knock down enemy do anything to mers type summons? Because it’s not typically “damage”. Oh and the resistence thing, it’s definitely not damage.
Wind Devils, Blade Spirits, Mortar Traps, Guardians of Empyrion, inquisitor’s Sigils, Storm Totem etc etc. all player-scaled pets.
I dont really get the rest of your question though. But here’s how it’s posted on the official GD website:
Basically if you want to use player-scaled pets, you just gear up like you would for a non-pet build and these things just gain more value automatically. As they are player scaled, their weapon damage and life leech also means they leech for the player, so they cannot keep themselves alive with life leech.
Oh you mean the minor summons like totems and stuff, i never really treat them like pets for they don’t behave like a PET in real life, more like a structure you lay down.
i see now there is no player damage bonus ,only “player bonus”, the words in game discription got me all dumb.
This also explains a lot , thanks for solving the blurry mystery to me. I get it, player bonus pet is like an extra arm, while pet bonus is to have a dog.
I dunno, Wind Devils, Blade Spirits and Guardians of Empyrion actively walk alongside of you and attack enemies.
Of course, but with limited time or don’t have pet bars, (like a official dog tag) and i don’t even know what balde spirit is , i never use that character before, maybe nightblade? haha, guess you are right, i only played shamen and occutist, with summon build and normal personally beat enemies to death build.
And i take it back, i was right, just looked upon the skills, that blade thingy is definitely not a pet. and it can’t stay with you forever.
I said PEEEEET.
Then you looked wrong; Blade Spirits are immortal once summoned.
You decide how you categorize skills your own way, i’ll stick to the common one.
Those internet picture bastards lied to me… Wait till i go home and check it myself.
Edit: no need to go home. there is grimtool, how silly of me, yeah, it has no time limit, maybe the screenshots i looked at were old ? or simply mismatched.But wind devil does have time limit, my memory was right.
It’s not called categorizing, it’s called romance, or kid’s imaginations or simply, immature.
Edit: Orrrrr depends on if they have pet bars on the screen.
Yes, Wind Devils are not immortal so you have to keep casting them. Blade Spirits and Guardians of Empyrion from the Oathkeeper mastery are immortal.
Though i’ve bought the FG expansion a long time ago, i’ve never played the two new charcters, maybe in ROT i might try them out. It’s easier to test classes and builds in this mod, for you don’t need the money and crystals to respec.
My sorceress/paladin did pretty well at normal with hydra too, but my assassin/barbarian is not. The trap from Assassin does help a lot since I can keep running but it just helps. Playing it through normal Act 5 is like playing in GD ultimate. I am either having barely enough OA to do some damage or having barely enough DA to take some damage, not both at the same time. Besides apart from those sentries, nothing else is worth using in normal.
However, I have no idea how to get chain lighting to do that damage at level 40. I understand that there should be a learning process, but I feel like normal is way too hard, as even I, who know how to play GD, am being toasted with some build in normal. My friend who is playing a Druid/Classic Necro skeleton summor was getting one-shot + low dps all the time, even if he has capped all his resistance.
If things like mercenary are necessary to process, I would expect a quest or even more simple, a cheat sheet saying what should be done at what level. I feel like I am being excluded by this mod as I have no experience in D2 and I know nothing about the mechanism from D2. I understand that when I know everything, things will get easy, but normal shouldn’t be a place that requires you to know everything. That’s why I like the balance in GD more as you can play through normal with basic knowledge like resistance. While the normal here sounds like an elite+ in GD. Worst still, I feel the “degree of challenge” is the same when leveling in normal and nightmare.
All in all, to me RoT is more a mod towards the enthusiasts who know D2 so well instead of letting a new comer to enjoy. As I love GD, I can tolerant these things. But my friend who has never played GD nor D2 but only PoE may not think so.
By the way, is there a mercenary in Act 2? I can’t find any. Is it the one from quest?
Greiz, same dude as in D2 next to the exit of lut gholein/sewer entrance.
Regarding your troubles with the difficulty however, I dont know what you do (or expect) as I dont recognize the majority of your issues, other than some OA issues, but with components and mercs I was always able to stay above 80% chance to hit, which is fine as you then at least dont also have a damage reduction.
A druid/necro summoned should have an especially easy time (and plenty life as well, lycanthrophy +werebear+heart of the oak)
There are some other issues like mana issue, some skills (especially weapon % dmg skill) are bad early on, offensive devotions are not good comparable to skills. However, most things can be solved if OA and DA level are more reasonable. Now if I use mercenary to solve OA, I will be having low DA. I have no idea how melee can survive the occasional one-shooting, although lucky I am not melee.
One other serious(?) issue is that I have done all the quests in normal but I have only 32 devotion points while it should be 33. Seems like I miss a quest but I couldn’t find what is it.
I greatly appreciate the Fuzzy teachings to help me realize the difference between one pet and another.
As far as the balancing of pets and all dying, I’ll have to get back to this mod later when I’m not working on my graphics mod for Wolfenstein 3D (gzDoom) or hanging out with friends, and responding to personal attacks (real stuff, lol).
@wizcacha Try this command under the console “~”:
game.incrementdevotion
- Gives the player a devotion point
A friend an I also experience crashes (for the host) in the Underground Passage Level 1. It seems to happen when you get to this location.
@eispirinzessin
Try 64 bit mode, one player said it stopped when he used that mode for Grim Dawn.
Thanks for the help.
@ wizcacha
You’re right, if you’ve played Diablo 2 LoD you have an advantage, but the mechanics of the game are based on Grim Dawn!
So if you’re good at Grim Dawn, you should be good at RoT. But the bottom line is that there are advantages for spell characters, as there are in most games.
I played my sorceress in Diablo 2 Lod up to Lev. 92 Hardcore Hell, and she was even able to slay some enemies with her sword. And my sorcerer on horseback in Sacred was Lev. 180 Hardcore, who also won some tournaments.
And my wizard now in Reign of Terror is also very strong, already does over 137,000 damage with Chain Lightning on Lev. 41 and has the Lev. 23 Hydra as a second attack, which with 4 executions at the same time is capable of knocking Enemy Heros and their companions cold all by itself.
With this, levelling is child’s play at the moment, and I still take pleasure in letting whole armies perish within seconds.
My next character will be a Paladin, and I’m already thinking about the sometimes huge gatherings of enemies I’ll encounter in Act 3 and Act 4.
And to come back to the wizard. His high damage output is based on pieces of armour that create additional damage:
- 4 - 134 Lightning Damage additional
- 61% to All Damage additional
- 121% Elemental Damage additional
- 295% Lightning Damage additional
- 154% Electrocute Damage additional
- 132 Intelligence additional
- 10% Intelligence additional
-
2 to All Skills
-
1 to Hydra!