if you are aware of this “problem”, then ok. Because vanilla masteries have tons of eligibles but soothsayer has total of 3 which is bad for every possible build not just pet
Like I said… not much I can do. Only option is to dramatically rework the masteries in which case they would hardly resemble TQ masteries which defeats the purpose of the mod, they’ve already been altered too much imo. Nature might get some new skills in the future, no guarantees but Spirit I think is already at the “27 skills” marker, which is my self imposed limit on how many new skills I want to add. To fix this problem the only solution is to go beyond that limit (i’d rather not, at 27 skills the mastery is already cramped, throw in transmuters and it becomes even worse.), or to change how devotions work and reworking the devotions is way more trouble than it’s worth, especially considering compatibility for compilations.
Nature and Spirit are pure pet classes. More so than anything in vanilla. Being such, they lack offensive choices that will proc devotions. One option is to consider a different secondary mastery. I am playing Nature + Arcanist right now. IEE provides elemental buff to pets and OFF provides some crowd control. This choice gives more options for devotion assignments.
Consider using Shaman or Occultist as a secondary mastery. You still get another pet(s), a buff, and some offensive options to proc devotions. You could also take Dream or Earth. Not being pure pet classes, they offer a mix of choices.
It’s no so much a “problem” rather the nature of the system.
I always considered them versatile secondary masteries, they can be combined with just about anything and make sense, except for each other
Yeah pretty much, they are supportive masteries. On their own, they can work but they don’t have a clear role like melee dps, ranged caster, etc. Together, they don’t have enough to do anything outside of supporting pets, this goes double for the GQ variants of these classes. Debuffs, pets, buffs, CC, but little options for offense.
Only castable debuff is plague on nature. Spirit has none.
I assume you do not count Deathchill Aura then…
It’s actually Insidious Miasma, and it’s not specifically ‘castable’ as Serimet said, but yeah… it must not count.
Seems I need to look into your mod more, am still going by TQ skills
By the way, op as i progress with skeletons they tend to miss a lot. Their oa can it be low? I am not sure other diffs though.
I liked regrowth a lot since it is now both heal and regen. but if we compare it with pnemautic burst it seems low for the points required( it starts at 1 mastery point though). Pnemautic burst gives all speed,regen, dodge both, elemental res and damage and many more. You said you want to change regrowth. My advice is, make it like SOC that heals every tick and increases armor/regen etc. Increase the radius a lot maybe?
It’s a moot point discussing Regrowth, it will be very different than what you are seeing. If you’ve played TQ, it will be more like that Regrowth instead. If you haven’t, basically it will be a targeted heal with a very small radius, just in case you miss a direct hit (about 1-2m). I originally changed the skill not because I didn’t like Regrowth (I do), but because I wanted it to actually work, and due to targeting changes that went on in GD vs TQ, it didn’t work anymore so the skill had to be changed. But now I have found a way to get it to function properly through a little workaround, so now it should work as intended. I will have to tweak it, but it will function properly as a targeted heal, perfect for on demand target healing when you’re in a party. (no need for the radius fx as you suggested before)
Regen on it might still be a possibility, we will see.
I see, nice. I remember you telling me you couldnt find a way then but it is nice to get old regrowth back. Regen is a good idea because this game really supports regen from many items/skills/devotions etc unlike tq.
Hey ASYLUM101, can/will you change the visual effect of “strengh of the pack” skill? I disliked that, but just my opinion of course…
Another question: How far we can go with your mod? Ultimate? the legendary itens can fit well with these masteries?
Do you have any suggestions on how he can improve it, or shall he just change it a billion times until it’s just right? :rolleyes:
The skill give a nice buff to total speed. The effect of Pneumatic burst or Berserk could be cool, or even a simpler aura too.
I’ve finished HC Elite twice with a GQ mastery in my combo.
I’ve no plans to change fx any time soon, if your complaint was that it didn’t resemble TQ’s original fx, I might but since this mod is mostly a nostalgic experience for most, I want to keep it as close as I can to the original. Stats are the only except for the most part, since TQ stats pale in comparison to GD skill wise. That ties into your second question…
Balance is an ongoing process, as I get more and more detailed reports of balance feedback and I play on my own, I will make adjustments here and there. Things will become easier for the GQ classes, but at the moment, most classes should be capable of going to at least elite on grimarillion. On the base grim quest it should be much easier than Grimarillion, of course, so I would assume yes you can make it to ultimate. As Kath said, it can be done, I know there are a few players who use at least one GQ class in a difficulty mod and have reached ultimate.
I actually messaged you but in case you missed it; When can you fix Serve Thy Master and Spirit Ward(at least workaround maybe you mentioned about bug) and when can we expect new (“old”) regrowth? When are you planning to release new version?
No ETAs, I’ve been a bit busy lately.
Hello ASYLUM101,
can you create a German translation?