[REL]Grim Quest

@Asylum

First i will answer your question “Where did you get these icons?”
I just wrote “Game Skill Icons” on Google IMG +Tools+Icons+Colors(For nature i selected green ,warfare yellow etc),google is our friend :wink:

The mastery bonues(resistences ,casting speed,cooldawn reduction etc) are nice but now the GQ Classes are close to the original Classes and i think that removing them is a good idea(Removing them after adding the passives) .

Defense :
For most of my ideas i used the logic to give them the right bonuses.
Trained body :Someone who works out knows that training is a discipilne for the body and that way the body gains resistence ,strenght,speed etc.

Instead of the speed a % healthcan be added or some slow resistence

Dream:
DW has a nice dmg an reducing it by 50% is not a bad idea

Earth:
I agree with you ,when i created a commando(Soldier+Demo) i started with demo and because of the fire resistant mobs in act 1 i had to respec some of the points and use stun jacks(3 dominators sourounded by Burning dead and Furys made me do that) .
Adding some chaos dmg to some skills or a transmuter that converts the fire dmg to chaos can resolve the problem (Chaos and Fire are broathers dont separate them)

The energy regeneration from Heart OV is normal :rolleyes: :stuck_out_tongue: (having 5 energy regen along with the -20% energy cost is more than enaugh)

Hunting:
For this one i used again the logic when thinking about a skill.
The slodiers use brute streght and fighting techniques in combat but a hunter does anything to kill his pray ,using poison ,traps, and other tipes of weapons, he makes sure that his pray does not escape death.(Green Arrow is a contemporan SF example)

Nature:
Having another pet is not a bad idea(I was thinking of it to be a buff skill) ,as you know in diablo II the Druid skills “Oak” and “Wolverine” are pets that only grants bonuses and not combat support (Their original name in DII are “Oak Sage” and “Heart of Wolverine” )

Spirit:
Those are some cool changes ,the mele side will be very happy .

The DK has life cost and the regen is 40 sec (22 sec duration)

Skill Name : Devils pact (In exchange for your soul the devil granted you control over the dark forces) -Spawn (Lucifer now has a new hell bringer on earth and losing it is not an option) -I can think of other names if you want but these 2 seem more suited from my point of view

With the new skils the Spirit Class will be complete.

Storm:
Having some pets would be nice ( Like: Yeti, Polar Pear,Polar Wolves ,Orthrus)
I was thinking that if you remove the stun from the skill + lower the dmg +remove skill coldawn and add a transmuter that grants stun+more dmg+5 sec cooldawn

The point is to make it a caster skill with no cooldawn and reduced damage at the begining and add transmuter for mele that adds stun along with more dmg and 5 cooldawn (Like Blade arc and Clean sweep[Soldier])

The Mastery grants a lot of casting speed along with damage reflected and pierce resistence but like i said at the beginig removing them is an option because is not something normal to have on a mastery bar (To get them you have to invest up to 50 points and they can not be bossted by +skill bonuses )

Warfare:

Its a fact that warfare is one of the best Classes and has no need of a Secondary Class to complete Ultimate .
Parry is perfect for Warfare ,i am not saiyng it needs it but it is the most suited to have it if you think logically.
Live by the sword:You said you tested the Warfare+Nature build “three0s” posted ,i also tested it a bit and having the huge% health increas(Heart of oak) helped a lot that build but it was not an indestructible build(More health can help you survive when the resistances are very low).

Cant wait to see your new improvements

Just finished a deep GQ testing and found no problem,this version is very stable and from what i have seen all works great.(If someone else wants to test dont stop just because i said it has no problem ,its possible that i missed something and you will find something that needs a fix)

In a early post i told you about the weapon/shield/Caster components that can be inserted in Rings/Amulets/Medals and you said it was because that was your testing material or something like that(Cornucopia Material).
This will be permanent for GQ or is just a mistake you forgot to fix?

Noticed in DAIL that “Fleshwarped Commander” (possibly vanguard too) also has T-pose like “Nick” when using some spear/trident variant.

I played for 30 minutes to see if you are right and you are about the Commanders but i dont know what to say about the Vanguard because in half an hour the ones i have seen were cariyng only Axes.

They can be found easily in Whitering Fields and Prospectors Trail but its hard to find one that caries a spear

@"Mood " Good Job Noticing

Thanks for the reports, I have found the problem for the commanders. No fix for a while though, so just … deal with it I guess. :slight_smile:

In a early post i told you about the weapon/shield/Caster components that can be inserted in Rings/Amulets/Medals and you said it was because that was your testing material or something like that(Cornucopia Material).
This will be permanent for GQ or is just a mistake you forgot to fix?

I have no intentions to fix it. It is a change from Corn, but honestly not such a bad change so I’m going to leave it. As I said, in Grimarillion we share our sources sometimes and some things get mixed up. It is too much work to keep things so different from each other so, the best we can do is just share things sometimes to make our lives a little simpler.

When i first told you about the components you did not expressed your intention about keeping the changes, you only said that it was a mixup so i reminded you
thinking that you forgot to fix it.

Same thing with “Hoarfrost Dreadguard”!

The adjustments I make to the commanders will encompass all the corrupted trolls (they share animation sets), so the dreadguards should also be fixed.

Are there any plans for components available for staves (do they already work for spears)? Can’t put a fire ember into my fire staff, sadly :cry:

In pure GQ or in Grimarillion? Grimarillion is borked atm (my fault, took Cornucopia components instead of GQ ones for v033).

My mistake, I’m using DAIL. I thought it was a missing feature in GQ.

It was mising but when Asylum solved the problem he posted the fix along with some features from Cornucopia by mistake and so we now can have usefull auras without puting the component in Weapon/Shield/Caster O-H.
In some cases making a mistake is something good .

Some feedback (DAIL):

"Call of the Wild"s (in Nature) tooltip claims “at higher levels more wolves can be controlled at once”. But the wolf count is only 2 at most, and you get the second one somewhere halfways putting points into it. I was a little disappointed by the low count and think it would benefit from at least one more wolf at 16/16 (ie, 3 at max). Or at least the tooltip can be changed since it’s a tad misleading.

An addition to the Spirit Mastery that I think would alleviate the large lack of aether bonuses (to for example substantiate builds that focus on this, ie arcanist, mystic warrior and boost the spirit mastery itself) is a passive bonus/aura that grants base aether damage and/or aether % bonuses.
As far as I understood “Deathchill Aura” does a constant aether damage tick and doesn’t actually add a flat bonus value?

Is the skill Boomerang blades bugged? Sometimes it works and sometimes it just refuses to cast. Especially when i need it the most, it’s my bread and butter skill for AOE clear.

Call of the Wild can reach 3 wolves at rank 17.

Spirit mastery will receive a lot of changes in the next patch, of which there is no ETA yet. Deathchill only deals damage in the aoe it doesn’t add any to attacks.

I tested last week the Rogue and has no problem , well it has one but this problem is a Crate problem i think, because skill like Pneumatic Burst, Boomerang Blades,Ring of Steel etc, can be spamed without cooldawn if you push rapidly the skill key .

If you changed the GQ version or GD version that can break your char sometimes .In my case i could not use the Marksmanship and i had to create a new char to test it and the new char worked.

BM in GQ has no problem but you did not specified if you played pure GQ or other Mod that has GQ incorporated.
Next time when you report a possible issue i suggest that you specify the Mod you are playing .

Create a new char and test BM to see if it works ,if not you can also try to instal/copy again the mod (First delete the actual Mod) .

Edit: Before you change game versions in GD ,GQ,DAIL etc make a backup for your Character file

I did not change the GQ or GD version, i am playing pure GQ. Yes i noticed that sometimes i could spam the skill without cooldown.

It worked before or this is your first time using the BM skill?
The latest Version of GQ had only a few issues involving T pose for some Mobs but no skill problems.

The only options are to create a new char to test the skill and reinstall the mod to see if the problem gets solved.

Entering and reviewing the future posts can help if someone has the same problem and finds out how to solve it.

Sorry that i could not help :o

The boomerang blades had a weird issue before 1.44, it might still be a little buggy, let me know if it still is happening.

Report

After reading what “andrelito” posted i created a Corsair(Defense+Roque) having huge block and retaliation along with the Boomerang Blades to kill fast enemies and i had no problem.

After 10 minutes of gameplay i took advantage of the bug for testing purposes and all went well until my char broke and the Boomerang Blades no loger worked.
Video:https://www.dropbox.com/s/ubbw0ppr2ntpi7v/Mi%20pel%C3%ADcula.mp4?dl=0

I think that is why the Boomerang Blades or other skills breake.
I do not like to use the game issues in my advantage that is why i did not find out earlier that the skills can break when used that way.Now the only question is : Can Asylum solve that problem?