No, but the guide that comes with GDStash works and explains it as well.
There is just one more step, in the configuration page you have to select Reign of Terror and then import it again.
Hello guys!
I just wondered if Tiger strike is supposed to be one in every four hits? I just started assassin and the tooltip says every third but it need three hits to load.
Also is assassin/occultist possible combo to make chaos attacker somewhat efficient in the endgame? If anyone knows
Itâs a mismatch, itâll be adjusted.
As far as the mix with occultist+assassin goes for chaos, itâll be a difficult build, but it should be possible. Iâd also include poison damage. The build should get you through all difficulties, itâs just the ubers thatâll be challenging to get your gear together for.
Thanks ! All I wanted to hear that it was not some kind of dead end.
On second thought Tiger strike in d2 does need 4 hits for full cycle. 3 power ups and release so maybe not mismatch
Yeah thatâs why Iâve set it to 4th hit. But itâs still a mismatch with the skill description
I thought about trying a build with a channeled main skill and was dicking around with a test char. When using Flames of Ignaffar with the Tainted Flame modifier, I noticed that I was still doing some fire damage. Iâm using a naked lvl100 char for testing, no devotion points allocated.
Do you have any idea where that fire portion may come from? Is the modifier not properly applied? I tried the same âbuildâ with the base game, where the numbers seem to be correct.
RoT (without TF modifier):
RoT (with TF modifier):
Base game (with TF modifier):
No idea. Other than increasing damage values, Iâve not done anything else to it.
It does deal burn damage which cannot be converted to chaos. Is that what GT lists as fire damage? I wouldnât know why that wouldnât show up in the vanilla in that case.
I tested it again, and youâre correct, it also does show up in the base game. No idea why it didnât before, since I killed over 50 mobs to be sure. Maybe they all died too fast and the dot part never triggered.
Anyway, that seems like a poor choice (on Crateâs part), why would they decide to spread the damage around like that. Since you canât convert the same damgage type twice, the fire dot pretty much goes to waste because of that. Which also means that the Endless Flame modifier only converts the lightning part and you end up with some tiny useless fire buffs.
Considering that the GD classes are weaker than the D2 ones from the get-go, would it be possible to adjust that in one way or another? Tainted Flame has a 15% damage modifier, but it feels like it doesnât fully compensate for the loss in burn damage. I hardly ever played channeled skills, since Iâm not too fond of stationary gameplay. Probably the reason why I didnât found out about this earlier.
I went with Eye of Reckoning instead, since itâs mobile, but Iâm hard pressed to find any gear that supports it. Logically none of the D2 items have it, but it also seems very scarce on GD gear to begin with. For example Quirt doesnât sell a single item which gives +skill to it. On another char I found a Deathâs Reach (2h axe, which adds more weapon damage to the skill and converts to vitality), but that one is still in the far distance. Iâm level 42 in act5 normal and it feels my damage is beginning to fall off. Iâm also not sure the weapon would really outperform dual Heart of Oak, since youâre looking at +6 to all with those.
I really want to make this work, but the GD classes feel like they are always trailing behind considerably. If I did choose a D2 class, I probably would be at +10 skill already, and not at +4 as of now.
I have buffed all GD damaging abilities, and as basic GD gear can still drop, it should be fine. Theyâre usually easer to level with than D2 classes imo, but peak slightly faster.
The fire damage gets converted, but the burn stays burn. I imagine the 15% damage to it is partially to compensate for the âlossâ of burn damage, but itâs not necessarily lost. There is a lot of combined support for both fire and chaos (look the the devotions for example).
For EoR, +skills help a lot, but attack speed it also very important. You can check out something like Silence or Doom runeword for both speed and skills. Hoto has the skills, but no attack speed.
There are only 2 devotions which both support fire and chaos, Fiend and Solaelâs Witchblade. Both are in the inner/middle part of the map, so the bonuses donât amount to a whole lot. Unless you get several pieves of gear with burn modifiers on it, that damage portion wonât do much in the later stages of the game and could be considered a loss.
True, attack speed also helps, since the tick is very fast (0.16s) to begin with. But in the end a skill that is at 40/20 compared to 30/20 will trump any attack speed, since the damage scales so efficiently. By going down from 24 to 23 Iâm almost loosing 1/4 of my damage right now. That is hard to compensate with attack speed, which is capped at 200% anyway, so you can only do so much with it. Itâs roughly a multiplier of 2 at max value, depending on the weapon, faster weapons seem to slightly benefit more than slower ones.
Thing is, bonus skills are key to ramping up the damage, and so far the EoR seems lacking in that regard. But I think I may have deleted many of my GD items, so who knows really. The D2 ones normally vastly outperform them, just look at all the MIs you added. I like those, but they are heads and tails above what you can do with GD ones, since you can (with enough grinding) get +2-4 on every single slot.
Attack speed is capped at 350%
Oh, you almost doubled it? Never noticed it, thatâs cool.
There seems to be a typo with the MI gloves that the super unique in Dark Wood drops. The level 10 and level 80 ones have the same low armor values, which makes the high level ones unusable. In comparison the other MI gloves have values of 1-1.2k at level 80.
Iâm in the process of trying to make a pet retal build work, but it goes poorly so far. There is only one MI prefix (Wodan) that gives pet retaliation, but for whatever reason it also gives them %chance to avoid melee attacks. So using these would be counterproductive, since 3 pieces will already give them around 40% chance to avoid. No idea why that was put on there, unless those are not meant for retal builds. Siegfried is the only other pet prefix, but since +all damage doesnât apply to retaliation, it has no effect.
Following up on this, in my opinion the Dim Vision skill needs to be reworked. It does jack squat in terms of loosing aggro in its current state, I really canât put it any other way. The -99% vision range just canât be working correctly, since mobs will still make a beeline for me, even when Iâm spamming the skill nonstop. Once they locked on, there is no getting rid of them. Lore-wise this is also highly questionable, since braindead zombies or bugs shouldnât be able to figure out that behind this wall of pets is the actual target. There needs to be a 100% reliable way for every main summoner class to loose aggro, without resorting to crutches like Confuse, which makes mobs just wander around aimlessly and not attack your pets. It also seems to be a pet-centric problem, cause companions which scale off player bonuses, like mercs, seem to be able to hold aggro much better.
Would that change make pet builds too easy? No, since they were always at the lower end of the dd spectrum anyway. I have yet to see a pet build that could deal 40-50 million dps. Pet builds are meant to be slower, but safer. But when mobs come running straight at you no matter what, the safety goes out the window. This applies not only to my current retaliation experiment, but pet builds in general. Right now itâs a chore to play them and thatâs why I only have 2 in my long list of RoT endgame chars. Which is an utter shame, cause in other arpgs, like Path of Exile, pet builds are one of my favourites.
A friend and I have been playing this a bit now but every time we get to the Stoney Field and enter the cave, it starts lagging really bad and rubberbanding. One player starts being unable to loot or cast and then finally the game crashes. The other will be disconnected eventually.
We can play the regular GD game together without issue. Any suggestions on what we might do to resolve this?
hello community,
i downloaded reign of terror with the patches 6.1.5, 7.0.0 and 7.2.0.
Then the game started, under own games, reign of terror selected, character created and so into the game.
Unfortunately, I cannot start a conversation with any npc or pick up a quest.
Can you help me please?
Best regards, your KingversusFreak
(translated with google-translate)
âCompatibility: Grim Dawn Forgotten Gods expansion (requirement: base Grim Dawn, AoM and FG xpacks)â
Do you fulfill the requirements in terms of the base game?
The only quest you can pick up as a new char is from Warriv, do you see an exclamation point above his head? Since you can select RoT under Custom Game, I assume that you installed it correctly.
Have you tried going directly to the Den of Evil? Upon entering the quest should activate automatically.
i have win 10
razor 7
32 gb ram
gtr 3070 ti
directx 12
no
i think it too
no, that have i not tested
What I meant to say is, do you have Grim Dawn and all of its expansions (Ashes of Malmouth + Forgotten Gods) installed and up-to-date?
yes all dlcs , but without original soundtrack, its on wishlist
in updates; always actutally
i test now with the den if evil, : after test, nothing happens
i forget: all npc and items with âtag no foundâ
Well, that definitely sounds like an install issue.
Since you donât loose anything, maybe just delete the Reign of Terror mod folder completely and try to install it again according to the instructions. Otherwise you will have to wait for feedback from a dev, they might be able to help you better with that.
One more thing: In the main menu, have you selected âHost Multiplayerâ by accident maybe? Does it say âSingle Playerâ there?