[REL] Grimarillion

someone made a Champion/TK (Dreadknaught) Vid

:wink:

/10chars

i’m slowly starting to grow on this mod. It just took a while to get the build started. I stuck with the traditional classes, as I find some of the custom classes to not scale very well with the game (either under or overpowered). But the copernucopia features and the increased hero spawn is what I play it for.

I got a elemental two handed Shaman/Arcanist with elemental damage. Any suggestions for devotions? I have the elemental devotion (the crown), the spider (for quick access to the crown). What other ones are good? Was thinking about the lightning bolt devotion, but that skill only procs on crits. With my 0.3% to crit, that’s not a good idea. I was also aiming for the dryad, to get necessary extra healing method. Cause the sweep attack is a bit unreliable

Tag changes!!! Huzzah!!!

Could you care to ELABORATE on how you turned the Hunter into a killing machine, because I am at lvl 15 and Marksman tree sucks balls…

that’s how @ lvl 20

v017 is up. v016 should be ignored or if necessary updated asap.

If you want access to the fruits of my total noob questing attempts: New toons just need to start off talking to Jarvis and then John to get their bag and access to the prison.

In addition, spears were enabled for any skill that required 1h weapon and staffs were enabled for skills that required 2h weapon, 2h ranged, or offhand. This should make them interesting weapons for more ā€œBig Stickā€ type builds, but it might just break tons of stuff. So let me know if you try it.

Do you use a two-handed rifle or two one-handed guns?

Hi,

I’ve installed the v017 this morning and I’ve big problem with the smuggler:
The smuggler tab is a lot bigger than before. It is so big that it covers my toon inventory so I cannot do anything with the smuggler :s

I just checked new and existing toons and have seen nothing abnormal. I touched nothing in the caravan at all. Screenshot and more detail please?

Rifle, but it should work either way. With woodlore, call of the hunt, and a deathrattle artifact (recipe can be bought at dc quarter master), you can get a ton of attack speed which will make a 2h Gun really powerful.

What about the second mastery - do you use any, or do you play single mastery?

Weird… I reinstalled v017 and everything get back to normal…

I took nature but that was like… level 35? Pretty much the only reason I took it was for the health boost from heart of the oak and dmg from the high tier wolf buff.

If you go to my mod thread and maybe back a few pages from the latest, I documented it more or less every 10 levels. It’s a little weak until you have gouge and puncture shot and a decent gun, but then it really takes off.

Hi ! First of all, sorry if I look rude or something, I’m french and my english is basic and rough.

This mod is really cool but there’s some things to improve.

Masteries from Titan Quest are really less attractive than GD or the Champion / Terror Blade /Elementalist / Outrider ones. They have only a few nodes and it stop at 40 masteries points.
Even in the Champion / Terror Blade / Elementalist / Outrider masteries, there’s some really weak points. I think that’s because a lack of upgrading possibilities.
It would be really cool if you can add some mechanics based on fist and fist weapon (like claws or whatever). Like a monk, a pugilist and things like that.
What about adding Asylum and Paths masteries from Titan Quest ? It could be just insane.

And I have a question :
Is there any epic / legendary weapon from TQ (Staff / Spear) in the game ATM ? And any Epic / Legendary items boosting spells from TQ and non-grimdawn masteries ?

Then don’t play? You basically said you don’t think the entire mod is any good.

[i][u]NOT. POSSIBLE.[/i][/u]

Wow. Useless to be that rude…

Actually I’m playing Champion / Elementalist and it’s damn funny. I was just saying that some points in those masteries are a little bit weaker than points in GD masteries… I’m absolutely not saying that those masteries are useless or suck…

For the pugilist masteries, I’m not a mod dev or something like that so I don’t know if it can be added or not. I was just asking, because I saw it in Asylum’s masteries in TQ, which is quite similar to GD…

The TQ masteries hold a very special place in my world. They were perfect then and I love them in Asylum’s mod now. But yeah, they sure do turn other people off with that 40 max…I see it as opportunity to spend points elsewhere, but others…like there is something missing.

Dunno what else to say, you can play in GD with TQ masteries…That is really freaking cool, IMO.

The tq masteries are plenty strong and can hold their own in most of not all situations in my experience.

I’m pretty sure that a lot of people love to have the TQ masteries here. I don’t them as a waste of points, I see them as a chance for build diversity, which is what makes all the fun… At least for me.