[Mod] Reign of Terror

After I ditched my retal pet attempt, since it isn’t even slightly viable in the current state, I decided to continue with my EoR build. I went with 2 GD classes for this, Oathkeeper and Occultist, since I was curious how a build without a D2 class would perform.

To my surprise, it was able to hold its own up to and including endgame. I haven’t beaten the TotA yet, but I should be able to.

This build and probably most other 2xGD builds would be impossible to pull off without heavy use of the MI gear that was added. Like I can’t even fathom how you would otherwise get nearly enough stats to make any of it work at endgame. Since GD skills don’t appear on D2 gear, you have to stick to the few +all skills items and otherwise rely entirely on MIs. Using GD items is pretty much out of the question, since most of those, even set items, provide laughable boni in comparison.

Take a look at these two, I literally could not find better GD items than those on the right. I know those are just some random rares, but I wasn’t able to drop any set with EoR on it. Not one.

The second screenshot shows a lvl 92 item, that gives 2 low %damage modifiers, 1 AR modifier and 1 medium resist. I mean, how is this even meant to compare when you need this specific skill. Eye of Reckoning is hardly found on anything to begin with, so MIs are really your only viable option.

Luckily I had a good selection of those in the stash already, but if you think about starting from scratch it will most likely be a pretty miserable experience. This is my char at 91 with basic buffs up (no procs), but I don’t think getting more levels will really change much at this point:

Damage to dummy (fully buffed and procced):
Screenshot 2022-11-15 123433

A couple more observations. Is it possible that you skipped the Tomb of the Horadrim boss when you did your attack/defense readjustment a good while back? Cause he still seems to have crazy high defense, he really is an outlier. On Hell mode I went from hitting Baal with around 140% chance down to 92% on the Horadrim boss, only to jump up again to roughly 135% against D1 diablo. Even against hidden ubers I don’t drop below 125-130%, so putting the Hoadrim boss at 92% seems like a mistake. Now that I think about it, that particular fight always seemed unreasonably tedious on pretty much any char I played. No wonder if you are having almost no chance to crit.

The Gul rune seems to be overpowered when you wield a 2H. The +10% AR when wielding a 2H is not applied once, but to every single equipped rune. So you will get +75% AR when using 3, that is too much in my opinion. Especially since using a 1H+shield/offhand will only give you +60% and you will use up one more rune. Look at these screenshots, it’s not possible to get from 4k to 4.5k AR with just one +10% bonus. This was done without any buffs.

My last complaint for today :stuck_out_tongue_closed_eyes: are the Trial mechancis. The arena is so small, that all the boss spawns will immediatley charge at you, even if you stand back as far as you can in one of the spawn points. That removes any sort of strategy from the whole thing and devolves it into a mere gear check. “Can you facetank 3 supercharged ubers?” is really the only question this whole thing asks you. If you can do that for about 15 seconds, you will win. If you can’t, you will die.

Zero strategy is involved as far as I can tell, especially with chars that need to get close to deal damage. I feel bad for being so dismissive about it, but instead of the whole encounter the game could just as well calculate all your stats and give you a printout of whether you made it in the end or not. Most of the ubers move way too fast so splitting them up is next to impossible, kiting as melee will completely destroy your dps so the only realistic way to go about this is tanking. 3 bosses, every single round…and there are a lot of rounds.

The Shattered Realm broke this monotony up by making you traverse a level as fast as you could. TotA has nothing of that sort. You explained the reasoning behind that decision, running out of memory/asset storage and all that. But it just feels so dull and with none of my chars, even those that can semi afk it, have I ever felt the desire to repeatedly run this for the faction grind. Is there any way you could spice this up or make the rounds something else than just “3 big scary monsters charge at you from 10 feet away”?

Edit: So I tried to complete TotA with extra spawn enabled and I forgot how much of a shitshow it becomes towards the end. Certain combinations will just constantly stun/slow/mana drain you, even if you have 80-85% resists, like I do. That means if you use a channeled skill, you will get constantly interrupted and in this onslaught of visual effects it’s very hard to even see if your attack is still going.

I’m not sure what this is supposed to achieve really, just 5 ubers ganging up on you without rhyme or reason. Is the ultimate goal to be decked out in censored (+all res) gear? I get no sense of achievement from beating a round, since it’s only about stats at this point. Beating Brutalus or any of the ubers that have environmental damage/traps in their lairs is infinitely more fun than this. Really disappointing, goes to show how long I haven’t done a full run.

0 surprises there. Any retaliation build needs Rata. Pets have none of this.

There are a few exceptions to this, but the MIs are indeed very strong. Some GD gear definitely still works, but that’s usually for the defenses they give, or for specific skill modifiers. Plenty D2 gear is generalist enough that I’ll work for anything, mainly runewords like Doom, Silence, chains of honour etc.

ToA isn’t perfect, but everyone has their own preferences (some thing SR is,incredibly boring as well). It’s basically the ultimate challenge to see how far you can push your character. As far as tactics go, it depends on your build. Melee will simply have to go for hit and run or facetanking tactics, while ranged and pet builds have an easier time kiting around.
I hope you’re not forgetting the buffs you van use.

But, some new endgame content is in the making, to spice up the “monotony of ToA” :slight_smile:

2 Likes

Is this intended to look like this?
Im playing on 4K with the UI at 1.125 and 1.0 same issue.

Also want to say this is one of the best mods ive seen of any game in a long time. Top 10 best mods of all time.
Having said that, there are some things that confuse me. Like the boss level mobs you see in some areas:

Ive seen a about 4-6 of them so far upto Act 3 now. Its a cool idea. I have had no issue with any of the content so far, and bosses like Andariel/Duriel were a challenge but were doable. However I have not been able to even get past 5% of any of these special class(?) mobs, and its usually only 5% because of my initial burst, then they basically heal to full and out heal my DPS?? Thats ridiculous and unfun. I dont mind slogging through 1 million HP when im level 32, but if youre also going to allow them to self heal for 40K per second, I am just going to skip them and come back later. Problem is they are likely worthless later. Whats the deal with these?

These are World Bosses. Optional bosses aimed to be a farming bit of content for each difficulty, aimed to be roughly as strong as Baal. These actually scale with player level, so they get stronger as you do. But as you usually get stronger faster than monsters, the earliest you can attempt them is usually around lvl35 or higher. I’d recommend not bothering with m till you’re finished act5 and gotten a few good gear pieces.

1 Like

Got it thanks for the reply! :scream:

Hello!

Any chance for a patch coming out this Year? Just curious :wink:

This year? Yes! :slight_smile: upcoming patch is in testphase now, so won’t be terribly long.

5 Likes

I edited the file tags_rot_ui.txt (113.3 KB), to make all affixes colored just like in “Rainbow Filter” mod. If someone interesting, just place it in “~Grim Dawn/settings/text_en” folder. You need to create these folders, if you don’t have them. (English language only, for version 0.7.2)

1 Like

Alex_256z: I assume you mean to place it in the Grim Dawn folder in My Documents?


I took some screenshots but they didn’t work due to my DSR settings.

Double Swing: This activates “of off” default attack.

It should say off of.

I leveled my mastery quickly to try the life leech Hunger. I can’t cast it so am assuming it triggers automatically when I use Werebear/Maul?

It works both ways in documents or “Grim Dawn” setup folder.
I took screenshots in windowed mode, because in full screen mode the screenshot is just full black.

I think Hunger can be used only when Werebear or Werewolf is active. In classic D2 druid can transform into big bear with unique attacks and skills.

I wasn’t expecting you to answer, so thanks. :slight_smile:

There’s no real indication I can see that it’s working short of seeing subtle indications like a slow climb in life and or slight damage over time. But yes, I have werebear active. I saw a post from 2018 by Ram that sounded about like what you are describing from a few builds he suggested.

I’m tested this skills on cheated personage. “Hunger” works fine even without Werebear active, but you need to target enemy, not empty space. It eats HP from enemy to you. And with “Septic Saliva” it seems… wery powerful :face_with_raised_eyebrow:

Initially I’m sure it’s QUITE powerful, but keep in mind it needs Intelligence to improve and I’m using a physical damage main attack skill. :smiley: So it may be short lived. We’ll see. I just thought it’d be really cool to try out. :smiley:

Oh I see! Finally figured it out after sleeping. You DO actively cast it! And at any distance. So it’s a regular spell as I FIRST suspected. We’ll see if it’s worth sinking 40 points into to help out a poor melee guy, LOL.

Anyway, thanks for the help. I was asking the question of others in general. :slight_smile:

I’m a bit of a sucker for damage over time spells and sitting there watching things burn. I’m kind of sick really. :wink:

EDIT 1: Ultimately I decided after seeing how cool the spell is, that this spell won’t work with my build. But now that I understand it, I’ll try it some other time. :smiley: I’ll instead use all these mastery points to get both vines going, as they both support a melee type build.

1 Like

I replaced my surround system and even got a 192 bitrate soundblaster to plug it into (correct, there is no receiver, they are PC speakers that have above average sound (technically the subwoofer processes the sound)). The first 4 levels of act 6 are still somewhat quiet compared to the music in any other area in the game. Is there a way to boost the volume on these essential levels that start the Diablo 1 experience?

In my opinion, this is still the BEST recreation of the original game. The only thing I really feel like I’m missing is those sliding tombs with that specific sound effect as they open.

The AWESOME thing about a well designed subwoofer is I can literally feel each hit, kind of adds a dimension to the gameplay I never previously considered. I always had good sound, but my previous system had a subwoofer that was lacking. :slight_smile: It’s more visceral and feels more real, I feel more connected to the environments! It’s been at least 15 years since I’ve experienced anything noteworthy with sound. Maul is cool, LOL. :laughing:

EDIT 1: The biggest improvement that could POSSIBLY occur to make both D1 and D2 feel more complete in it’s recreation, is to somehow make those goblins look more like the imps of the original two games!

I think Act 6 is still in the development, because 1-4 levels uses ambient sounds from act 1 fields and 4-8 levels has no ambient at all :thinking:. We just have to wait updates of that awesome mod :heart_eyes_cat:

Bug report:
When talking to Atma again in the Lut Gholein, the conversation ends without going into Introduction.

The Rainbow File for the RoT

I borrowed Alex_256z’s method to create a rainbow file. To use it, simply copy all the files in the zip to the “Grim Dawn\settings\text_en” folder. If you don’t have these folders, you will have to create them. And it only works if you play in English. (Rainbow File is a text color coding system originated by WareBare)

RoT_rainbow_texts_0731.zip (255.7 KB)

  • Thanks to Alex_256z for graciously allowing me to use the rainbow ‘tags_rot_ui’ text.

Explanation of color coding for the RoT

  • Users of the file should use this as a reference to change the colors to their own liking.

Unique in the RoT includes Epic and Legendary in the GD. And in the GD, Magic, Epic and Legendary each have their own MI. Based on these considerations, I have made the following color coding.

Normal: White (^W) #1
Magic: Blue (^B) #2
Rare: Yellow (^Y) #3

[Set] #4
GD Epic Set: Teal (^T)
RoT Set & GD Legendary Set: Green (^G)

[Unique] #5
GD Epic: Light Gold (^H)
RoT Set & GD Legendary: Brown (^E)

[MI] #6
RoT & Rare MI: yellow-green (^L) < same as GD
GD Epic MI: Orange (^O) < changed from cobalt (^Z)
GD Legendary MI: Fuchsia (^F) < same as GD

[Empowered, Mythical] #7

[Trial of the Ancients] #8

#1 Some items are a mixture of gray and white. This is to distinguish them from the original name (white) and to show at a glance the quality and style of the item.
RoT_normal_01

#2 Mastery prefixes derived from the RoT, such as “Amazonian’s,” “Barbarian’s,” etc., are especially dark blue (magic) and dark yellow (rare).
RoT_normal_08RoT_normal_09

#3 Rare items are either normal (white) with a rare (yellow) suffix or rare MI (yellow-green). However, the RoT-specific head armor, such as the circlet, coronet, diadem, and tiara, which are themselves rare items, are originally yellow, but their color has been changed to khaki (^K) to distinguish them from the affixes. Items with blue and yellow affixes are rare (yellow).
RoT_normal_03RoT_normal_05

#4 Of the set items, those with (S) at the beginning are the GD items, and those without are RoT-specific items.
RoT_normal_07

#5 Uniques in the RoT are high quality items, equivalent to the GD’s Legendary. However, since the GD epics are also treated as unique, I have distinguished them by making them light gold.
RoT_normal_06

#6 MI is a prominent color in the GD’s rainbow file because many people are aware of it and target it, and I have followed suit in RoT, but I changed the cobalt in Epic MI to orange because it is confusing with Magic’s blue. Note that all MI in RoT are yellowish green because their rarity is unknown.
RoT_normal_10RoT_normal_14

This is a MI double-rare, or so-called triple-rare. However, it is hard to distinguish because it is all yellow by default. Therefore, the MI of the rare was made yellow-green to make it easier to distinguish it from the affix.
RoT_normal_17
RoT_normal_18

#7 These GD items have special colors > Empowered (^A: aqua), Mythical (^P: pink); RoT does not color them.
RoT_normal_11RoT_normal_15

#8 “Trial of the Ancients” items were changed from their original colors to distinguish them from the affixes.
00 ancient axe
00 ogre gauntlet

8 Likes

Hi! Addressing the awesome RoT team :slight_smile:
I’m wondering how close-ish we are from the next release? I’m finishing a vanilla GD run and I’m starting to itch playing this amazing mod again.
Also, will next release be the “final” one? Or do you intend to continue working on this?

1 Like

Hello, is it possible for me to play the endgame using D2 items only? or are devotions and Grim Dawn item sets still part of the core experience?