[REL]Grim Quest

Old bonus I forgot to remove, there’s a few of them. Before I added the extra skills to some masteries I had some stat bloat in the mastery instead, just a little bonus but I feel it is unnecessary now that I’ve added the newer skills.

I noticed that staffs can’t be upgraded by components. :confused:

You playing Grim Quest, Grimarillion, or DAIL? I know staves take components in Grimarillion and DAIL.


:confused::confused::confused:

???

Grimarilion. I was suprised by that.

Strange, I tried it with three versions (Grimarillion v0.4.6-8), and I could add it properly.

Completely delete the existing Grimarillion mod then install new.

So, what classes have you all been playing with this mod? I’ve got a Conqueror, Soothsayer and Storm/Arcanist (no new names for mixed classes?). Thinking of adding Rogue with something as I want to try the Boomerang Blades, along with the other changes Asylum101’s made to the mastery. So what have you all found fun to play?

The most fun char i’ve played - classic TQ auramancer Diviner (Spirit+Dream) with aether/vitality damage auras. Its easy to play, almost lazy build if i use defensive setup (mark of wendigo on Trance of Wrath) - just walk and all dies, except heroes and bosses, you need to stay a bit, until they die). Leveled it to 83lvl in ultimate, was tired of it and wanted to test other auramancers :rolleyes:

Currently i’m playing 44lvl Doomsayer (Earth+Nightblade) cold/fire auramancer. Got mixed feelings - first, small aoe of Ring of Fire, which slows clear speed a bit, second - my 400 life regen is not enough to tank large packs in Grimarillion, but Stone Form and Heat Shield helps A LOT :cool:
I think it will outshine Diviner with better life leech via Demonslayer’s Hat (30% of cold damage converted to health). Hope that cold conversion to health works with auras too and not only with weapon skills :slight_smile:

http://www.grimdawn.com/forums/showthread.php?t=49262

Three of my builds here. I also have many many more works-in-progress as I seem to have an addiction. If you have a build you would like to share, please add to the thread. :smiley:

I never tried the auramancer build that was posted on TQ.net. Never got around to in with the disc version of the game and I understand it got nerfed for the AE version which I use now. I’ve got a retaliation Warder in the main GD game, but still doing a fair amount of fighting with that one as only in Act 2 Normal so far so not that great gear.

Kathanious, thanks for that link. I may post details of my Soothsayer there when he gets further along - only just at the Broken Hills riftgate in Normal. Still feeling my way with the mod of course so not sure how many points are going to end up in the various skills I plan to use. I’ve “nicked” JayNyne’s Lazy Pokemon devotion set-up pretty much as that build is pet based (running a Conjurer based on it in the main game), but I’ve dropped Bysmiel’s Bonds for Fiend because I don’t have enough passive skills to use Bysmiel’s Bonds so opted for another active skill to go on the Bone Fiend instead. Devotion plan is:

Akeron’s Scorpion - Wolves (with 3 of them running around it goes off quite nicely :))
Shepard’s Crook - Fungal Swarm
Eye of the Guardian - Nymph
Fiend - Bone Fiend
Jackal
Manticore - Liche
Empty Throne
Raven
Levanthian - Skellies
Mogrodgen the Wolf - Ternion

I could have put Bysmiel’s on Plague, but I’m not sure I’m going to need it at the moment as pets are taking care of everything. :smiley:

Sounds as if you’re another builder like me. I had to cut down the number of toons I had in TQIT because I was always either seeing someone else’s build that I wanted to try or making up my own. Had so many that a lot just weren’t getting played. Even now I’ve managed to have a couple of Oracles and Soothsayers because I’m playing them in different challenges.

That’s weird because for me it only works with dual wielding or a shield, 1hand + offhand doesn’t work and non of the 2handed work…
I’ve verified my cache and everything and it still isn’t working with anything but shield and dual wield…

Completely delete the mod and reinstall.

No change after doing that redownloaded the mod as well

Overgrowth disappearing after receiving any hit on my 70lvl warped hermit, wut? :eek:
Ok, it seems it working in a way, when any hit higher than 550 will dispell it (12/12 overgrowth). That’s very sad, cause on elite+ any monster deal that dmg =\

Was about to ask out +1 (and above) items. but I see in previous post, there is at least +1 skills. I have not came across one so far. With so many classes, I wonder if there would be a way to add +1 to +4 items that could be used by any class? (probably not, just hoping).

May depend on what Asylum101 brings in or alters in the game. There are several items in TQIT that give +1, +2 or +3 to all skills: Stonebinder’s Cuffs being the most recognised - +1 for a Normal pair, +2 for an Epic and +3 for a Legendary. Divine necklaces give +1 to all skills, Sacred necklaces give +2. Several blue and purple items do as well as do some Artifacts.

I believe you should be able to have +7-8 to all skills and +1/2 to your mastery skills (usually belt and medal). But it will require insane amount of farming :stuck_out_tongue:

Managed to get the stash working, except for the character stash part. I get this when opening that part of the stash, but can’t find any way to pick a character to transfer from. :confused: Reload doesn’t do anything and there’s no drop down option to select a character.

Need to ask mamba about that I have no idea