Not true really. They are just a bit more difficult to master, and they are rather useable as secondary mastery. Terror knight and Outrider are strong on their own. Occultist + Necrotic is possibly the most powerful caster build i ever had (3000 hours in ). Champion is great with Crusader⦠There are no items for Zenith masteries, so be sure to craft the + all skills/all damage rings and amulets from the goat and you“ll do just fine.
Stalker from Cataclysm mod, for example. We need aether shooter, aether bullets with aether fragments.
Is there any possibility?
Not much chance no. Iām not really here to improve this compilationās mastery choices, just to maintain what exists and fix bugs/add qol stuff. Adding masteries may seem like a simple change⦠Just add classes, but thereās more to it.
As for Zenith issues well, afaik the classes are stronger than vanilla classes in most cases, they just donāt have item support for the later levels. But itās a moot point, as you acknowledged, Cenoās not working on it and Iām not planning to swap anything out or expand the mastery list.
As for any Ungrim issues, just try to download an older version.
Grimarillion quest issues, play ungrim (find a working version). Not much I can do or plan to do. In most cases itās related to Grimmest spawn rates.
Well, thank you for your answer anyway. I hope that Ceno will get back to working on Zenith after the next expansion and finish/polish it. Itās got a lot of potential, but as people mentioned, they are better used as secondary masteries for now, not main ones.
So add the whole cataclysm mod. Remove ceno and then add cataclysm. We played old masteries, we studied them completely, along and across, how about something new?
If not, then how about give us any simple ability to make changes between different types of damage INSIDE every mastery? One (or two) skill button in every mastery, that will convert fire to aether, pierce to lightning etc.
Because we know everything (ok, almost everything) about existing skills, and with new types of damage this game will be updated.
Lol, like I said, thereās more to it then that, so, thanks for the suggestions but I think Iāll pass for now.
Whatās the big deal with damage types? Want something new mentioning damage transmute as suggestion is like take sand to the beach imo. Youāre right when you say āwe know almost/everythingā, modders already tried everything while making new skills/masteries. Thatās why thereās nothing new, only FG will bring different skills⦠ādifferentā. Something really ~new~ would change the way you build a class, craft items, with new maps, monsters, etc. Hope Ceno finish Zenith someday, then youāll have Something New⢠to play.
Is it me or leveling Onslaught past 12 is pointless? No more charges or increase in weapon damage in comparison to Savagery. Only %phys/pierce damage increases and their impact is veryy minimal on dps :undecided:
Also Battle Rage and Crushing Blow have only 16lvl as ultimate, is this intended?
I just finished the Loghorrean on Veteran (Grimmest) and got up to Level 56 in doing so. I still have to do a few quests and open up some of the base game Devotion Shrines, but Iāll probably do that after I start getting faction for both the Coven Witches and Barrowhelm. Iāve resigned myself to the fact that Iāll get Nemesis status with almost every faction except Cronley, Death Vigil, and the AoM Nemeses just doing Veteran alone, so Iāll have to prepare my Resists so Iām able to take on a few surprises.
Highlights of this game so far:
- Swarm Queen Ravna has been the coolest boss battle Iāve come across this game. Itās really a swarm of insects out to completely devour you.
- I love the fact you can put weapon augments on jewelry. That little change does so much to increase player survivability.
- +All Skills in jewelry is bound to bust the game wide open, but Iāll see what I think after I go through Grimmest Elite / Ultimate.
- I thought I remember you saying you putting TQ prefixes / suffixes in this game and thus you can get green items with +Skills in TQ masteries. Iāve had no luck finding any so far - do I have to craft a particular item to get a chance in getting those particular affixes?
If none of the moderators mind, I might necro the mod build thread and post my build - Iām still playing v59b because itās nice getting a broken (in the best way) class combo once in a while and Pierce / Vitality resists are very elusive for some reason that would make it much harder to play if I updated to the current version (and yet I have +120% Elemental Resists because all my good items just give that resist :p).
Onslaught: Itās minimal gain after 16, I never did a full rework on it when I updated the cap. I spent about an hour just now reworking it so it works more in line with Savagery and matches itās power level a liiiittle closer. I might have overtuned it so keep an eye out for it when I release 60c. (maybe this week)
Battle Rage/Crushing Blow: Not intended. Report any other skills that donāt have a +10 cap, thanks.
Yeah, thanks to jiaco for all the grimmest voodoo scripts you see that make the crazy encounters.
GQ affixes have to be crafted, they donāt spawn anymore. Check the Satyr crafter in DC.
Weapon augments on jewelry⦠hmm seems like a remnant artifact from Cornucopia mod⦠not supposed to be there but whatever, really no harm done.
Forgot about Counter Attack in Battle Rage line, it has only 12/12 as max level
Oh, nice, thank you for doing this, canāt wait to test out new things
I just finished up my v59b El Grimmest playthrough on my Terror Knight/Warfare, and Iāll sayā¦it got pretty intense, especially the AoM content. At the end of the vanilla content I was steamrolling my way through the Necropolis, but Gloomwald immediately put me in my place. It was quite pleasing to have to use all of my available abilities to make it through, and having to watch my use of Entropy against the amount of DoTs that were on me.
The +All Skills accessories and weapon Components on accessories are pretty much the lifeline for my TK in AoM content, given the lack of class gear. Without the ability to supercharge specific skills, the global bonuses offer improved flexibility instead.
My resists are pretty uneven, and now that Iām finished with Elite Iām hunting up some Spectral Warmauls with the right affixes (or a Mythical Wrathblade) to support the somewhat wacky combination of damage that is Vitality/Fire/Physical. Iāll be updating to v60b later this week for some multiplayer shenanigans on my Champion/Dream character.
Thanks again for your continued work on the compilation and GQ.
Hi,
it is possible that there are no extra spawns for bosses and stuff?
Because im using the latest version and i have at the beginning only a few zombies and the first āboss/elite Zombieā at the tree was alone O.o. I thought maybe the other ones have a clone or extra spawns, but nothing is there⦠i got some aoe attacks and iām using them for 1-3 monster.
Where is the grimmest part?
Some of the loot doesnāt get auto-picked up, e.g. the diablo 3 loot (gems).
Maybe i made something wrong?
I got āgrimarillion_ungrim_v60ā and had it overwritten with āgrimarillion update 60bā.
You can help? Great.
You have questions? Ask me.
Am I missing something? Tell me.
ungrim is the version with no extra spawns
When I release the next update Iāll make a new thread and have some better instructions set for it. As Grimer said, youāve installed Ungrim and then updated it with Grimar 60b, so I donāt really know what will happen with a mixup like that. If youāre not seeing a horde of enemies and heroes at the āboss treeā then youāve got the ungrim version. Do a fresh install, make sure you get the versions that donāt say āungrimā if you want grimmest.
As for Diablo 3 gems and autopickup, well⦠thatās probably how it will stay for a while.
Thank you for the clarification.
āgrimdawn.com/forums/showpost.php?p=647744&postcount=1317ā
Grimarillion v60, this one then right? and then the update? or do i need something else or maybe some updates from earlier?
hi sned me 1 link down it, in topic have many link i dont know must down which link, sorry i poor english
get v060 and update v060b from either of its two locations, either grimmer (additional heroes and bosses) or ungrim (regular number of heros and bosses)
i really not uderstand, i see link :
ungrim 60b (v60 required)
https://mega.nz/#!qZ9xQYLS!Xf2JV06-Mā¦_HMpiEy3ziL6bI
81.5 MB
and
Grimarillion v59:
https://mega.nz/#!HQMy3Qra!FzqOi73wc...moTZUxVE0HPCb4
mean i down this 2 link, Grimarillion and ungrim is can play game mod ?
Grim version:
Ungrim version:
Grim or ungrim have mod many class ? total 30 class ?
What this means precisely is that we start with Cornucopia, which includes a myriad of modifications of the base (aka vanilla) game. Add in the additional Masteries from Grim Quest (Titan Quest/Soulvizier Masteries) and Zenith (a future, stand-alone complete game modification). Then we also add in the enhanced spawns from Grimmest and the ability to Autopickup components and crafting materials (PeopleAreLazy). Cenoās Reskill and Reforge mods are also included and there is an optional āSā version with tt300ās Stasher mod. Together, we have a small collection of mods all integrated into a single mod. Each individual mod is 99.99% preserved. All save games made in Grimarillion should remain future compatible. If you want to play Cornucopia + Grimmest, you can play Grimarillion. If you want to play GrimQuest + Grimmest, you can play Grimarillion. If you want to play Zenith + Grimmest, you can play Grimarillion. You do not need all these mods separately. Just download and play Grimarillion, and we will keep this union-mod updated as the individual pieces get released.