[REL] Grimarillion

Which boss are you having trouble with? Is it the Shambler? Or Kyzogg?

The fight with Kyzogg is pretty straight forward, in fact if you cannot even fight the adds he spawns on death, just run. You don’t have to kill everything, even though the GQ classes are more than capable of doing so. I just ran through there with a spirit summoner, skeletons manhandled Kyzogg.

Shambler’s fight is a little more involved, you have to try and pull out his adds one at a time, specifically the healer/regenerators if you can. Again, did this with a spirit summoner, had 3 skeletons at this point and nothing else, took me less than 2 minutes.

Note, this is one grimmest/veteran of Grimarillion… so… difficulty is as hard as normal can get.

Shambler is, couldnt get the kill with maxed wolfes in nature tree. Tired of running around waiting for cooldown, ragequitted)

I have maxed wolf summon, 4 points in heart of oak (speed and HP, both apply to me and the pets), 2 points in the second wolf skill, Survival Instincts. I have a couple points in the Sprites only for the sleep CC effect, but I’m actually working on improving them for my next update.

Still, you can see I took care of the shambler and his goons pretty easily, so I can’t agree with you at all.

HAX! :stuck_out_tongue:
Hope to see next update soon :slight_smile:

I’m working on it, every time I see someone post something that seems weak, I take a look at it and see if there is something to improve. I fixed the skeletons today, I found a bug that caused them to lose all bonus damage they had from base skill if you put points into the modifier. Wolves, I haven’t changed anything yet but I’m looking into tweaking them a bit. Sprites are something I’ve known are really weak for a while, I’m planning some changes for that, probably going to lower the cooldown to 2-3 seconds and a few other tweaks. See but I have to take the time to determine why/how something can be perceived as weak when they give little to no information on why they ragequit from resummoning… my vid demonstrates there is really nothing to the shambler fight. You just can’t facetank the army. I’m not sure there is any summoner or hell, any grimarillion class that can facetank all those heroes AND win…

Yep, first shambler is pretty impossible to tank with his army of heroes, only did it once, when necrotic mastery was OP because of Defender of Death being a low-level damage absorbption ability :smiley:

It appears as if cunning isn’t increasing DA on the character sheet like it should be from Cornucopia.

I downloaded Cornucopia itself to see and points in cunning do increase DA there.

OA from cunning works fine in both cornucopia and grimarillion

Edit: Spirit also doesn’t seem to be giving DA in grimarillion.

And physique still grants DA.

Cornucopia adjustments to core stats have been intentionally left out of Grimarillion (for now).

Ahhhh, okay. The tooptips should maybe left out too then?

I mean, it’s no big deal to me now that I know - but it’s already a bit difficult to keep track of what all the mods do inside a compilation. Tooltips saying cunning will give you DA when it doesn’t could be a bit confusing to people who aren’t really keeping track of everything.

Currently playing Grimarillon on/off, some feedback i guess, since I gave some last time about the mods/chars I played and lo and behold Ceno has made another OP class.

I had zero gear/mats/components, started fresh on Veteran or Grimmest, done this mod before on DAIL (even X mode) and im even playing on an Xbox contoller. so good

Made a Champion currently lvl 55 at Act3 Elite, did my usual leveling in GD - spend 1 point on skills to unlock and rush Mastery level til I find something good, got to ‘Army of None’ and realised it was a pseudo ‘pet’ skill that scaled off your damages, mainly 30% WD, Light/Phys/Aether so I decided to use this

So I max’d it while rushing Champion, I wanted to stack cooldown reduction so I grabbed any book, went Riftstalker as second Mastery for cooldown bonus and just grabbed the remaining 1 point Auras, Maxed ‘Everlasting Str’ for damage absorb and I have approx 600/hp a second…without Giants Blood

With 34% cooldown I can keep between 6-9 or so minions up, they proc Elemental Storm on hit, I proc Elemental Seeker from 1 point from Champions charge attack, im killing packs of 5 heroes in a seconds currently.

The character Retaliates something like 9k per hit with no investment in skills; bar 1 point, and 3 sets of Perdition gear I found. I have something like 12 Auras

Ive died once, I got overwhelmed at lvl 4 inside Burial Cave after killing the Animator, some huge Animator spawned and body blocked me and I had no potions so I slowly died. Havent died since, Loghorrean did no damage to me at all, literally none. Last thing I did last night was Steps or Torment Devotion shrines…had about 13 heroes? took no damage really and im not even using a Shield

I couldnt do Salazar 3 times at lvl 17/24/31 - I put up a portal and stood on it, let them rush me and realised there was no way and bailed, went back around 39 or so and wrecked them.

I played Terror Knight/Elementalist long while ago and they were pretty broken as well.

Another big piece of feedback is the mod for Vanilla classes gives no bonus to anything ‘special’ on Mastery increase, feels there isnt a point to go them.

I was enjoying the challenge at first, it took me nearly 10 minutes to kill that pack of Mutants under the tree in Devils Crossing at lvl 5-6

Another thing about the mod I remember as its really tedious with the sheer amount of mobs. Is there any plans to make a ‘grimarillon’ type mod that ONLY has hero spawns? Builds that arent AoE heavy have almost no use in this mod

Problem with playing a class like Champion or what not is…its boring with no challenge at all. Also it appears (im not sure exactly) but Crate never coded Blade Spirits with % Weapon Damage…I think because its an ‘extension’ of you it can leech off its attacks based off your WD. This was the case with Fangshi and Soul Calibur (video here https://www.youtube.com/watch?v=4X9UIFCuhb4 )

Champions goons do small WD, appears they possibly leech as I get burst healed from nothing

In current build, zenith classes are very OP, but keep in mind, that Ceno is still working on Zenith mod, so all might change in next update.

I’m playing elementalist+nightblade auramancer, converting all elemental to cold damage via cold affinity in elementalist, using stormcall i’m doing cold damage instead of lightning and pretty much nothing can kill me because of no CD on Citadel of Ice - 90% damage absorb+ insane health regen, so yep, i agree with you - when you get all goodies from zenith classes - game starting to feel boring.

PS. About adding bonuses from mastery bar like in zenith/GQ mod to vanilla masteries, i already asked about it, will leave this answer from Ceno.

While Champion will have a couple nerfs to it in the next Zenith update, most of what makes it strong in Grimarillion will stay strong in Grimarillion. In fact, depending on your point of view, the mastery as a whole will be buffed.

As I’ve said before, Zenith masteries are being built for a separate campaign, and Grimmer&Grimmest exacerbates what makes them strong in the vanilla campaign (high mob density) whereas I’m going for lower mob density but more potent mobs (as in Dark Souls).

All in all, I’m glad someone made a ‘summoner’ Champion, though. I found it fun to test but I don’t see many people using the skill line.

So do you think your masteries in the vanilla setting are of similar strength to the standard ones and the difference is due to mob density ?

Just wondering, I assumed you were not trying to balance around vanilla at all, which makes your masteries the outlier in the combo mod :wink:

For the most part, vanilla will have somewhat higher mob density as well.

The reason mob density plays such a huge factor is because of, in the champion for instance, its various chance-on-hit procs activate much more frequently as the number of enemies goes up. AoE lifesteal in masteries is much more potent against more enemies. The Zenith masteries are very AoE-centric even though they’ll primarily be pitted against single-targets because I want players to focus less on aiming a particular skill and moreso on their positioning relative to an enemy and staying alive around enemy skills.

It’s definitely noticable that without AoE the game is significantly more difficult. Even low AoE makes a huge difference, such as hitting up to x targets per hit.

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I tried to roll an Outrider lat night

Got to level 6-8 or so and just went back on the Champion

Outrider appears to have nothing but default attacks and procs which is fine but really cannot seem to handle this mods mob density, maybe I have to level more but having virtually no AoE makes this one unplayable due tedium

I messaged jiaco - I asked about it maybe 9 months ago -

Can there be a mod like Grimmest that only has Hero/Boss spawns? Kinda sick of all the huge amount of trash enemy mobs, theres well over 1000 mobs inside some areas alone - this character is now lvl 61 and killed 70,000 mobs

Yeah…I kinda hate Outrider as it stands. Which is why, as from the Zenith thread, it’s being gutted, streamlined, and overhauled…

[spoiler]Here’s what little remains of the original mastery:

[/spoiler]

Interesting change of portrait. :smiley:

FWIW as was mentioned earlier, the AoE seems key. I have an outrider current level 28 who has done solo so far through Cronley.

I don’t remember the names of the skills, but using the first node of the bottom most, and the first two nodes of the dual wielding (2nd node I believe grants an AOE effect).

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Hope there will be also DGA version of Grimarillion :slight_smile: