Zenith Miniblog: The Elementalist (Part 2) (Release!)

I think he meant to ID them with version number.
Or rename the zip file to keep track of the updated versions :slight_smile:

rupture still manageable, this skill make me remember to aether boss monster skill. It has same floor effect only it colored green, but it has no impact on my fps. it’s … strange, same type skill but different output :eek:

i’ll try your mod again (the latest one) :slight_smile:

Yeah, I get it…I guess I can toss some version numbers on.

I think a lot of people are confused (and I’m not pointing this at anyone in particular, this is just a general statement) about the purpose of this release. This release is NOT the Zenith mod. This is a small teaser of it. I don’t plan on updating this teaser too frequently (so version numbers are going to be more or less moot), mostly just tossing this out there to get feedback on skills and to look for bugs/irregularities (such as Stormcaller’s framerate drops).

If you are interested in providing feedback, please tell me which skills you like most and which you don’t care for (if any). I’m not especially concerned with balance because, again, this mastery is not made for vanilla GD; it’s made for Zenith.

Having said all that, a new version is in the works. Will finish it up when I stop working on Terror Knight. ^.^

Ceno, ever heard of the term Lingchi? Google the bitch. That’s a name for one of your death knight spells. Applied to the subject’s dick. Over and over.

:eek::eek::eek:

Without giving too much away, I have something like that planned for the Vagabond…a ranged mastery. :wink:

Played your Elementalist mastery up to level 68. Loved every skill, (well, the exception of the channeled ice beam, I understand this mod is still a work in progress, but the animation was just not doing it for me at this time,) it was definitely fun playing as a ranged caster. Have you thought of implying possible elemental summons for each spell type?

Ice Wall is the best thing ever. That said, my testing so far is rather limited (I hope to get more time in the next week or so) but the mastery as a whole looks pretty slick and coherent. I started out Chain Lightning because duh. It was a total energy hog until I got avg damage high enough I was 1shotting most trash and then it smoothed out. Added in Ice Wall and even at just 1pt it was definitely worthwhile. More Walls at higher investment is great. But then I grabbed Stormcaller.

I has done it again. Similarly to Cornucopia Ulzuin’s Chosen this ability lets me run around and obliterate trash with little involvement. I am hoping Ultimate and Zenith scaling will tone that down, but I wanted to mention it since I am not at that capability yet. Stormcaller + Reckless Tempest is hilariously meta. I plan on giving Fire a go pretty soon.

I have not tried Refuel yet though I like the concept, and I look forward to the Tier 9 abilities. They all seem pretty interesting. More and more I am liking the concept of high conversion rates. I first noticed it with Cornucopia Manifestation and again here. Not just with the in-mastery abilities but also among the devotions it opens up a lot of possibility to take cross element stuff and have it be useful still.

I also want to say how impressed I am with the ingenuity involved so far. Specifically Elemental Flow. I remember a comment you made about assigning any ability as a Celestial Power but I didn’t really understand it until now. Crate should take a serious look at implementing this functionality into the base game, IMO.

I improved the animation slightly for the next release. It should be a little less rough around the edges. Looks better to me, but its still not as seamless as vanilla Aether Ray. :undecided: Oh well.

RE: Elemental Pets: Haven’t really though about it. Could be kind of cool.

Thanks for the feedback, Nightroad; not really anything there for me to quote but I’ll add another tick to the number of people telling me Stormcaller is too strong. :stuck_out_tongue: Maybe I’ll reduce its max targets or something.

Because this doesn’t warrant its own thread, figure I’ll post it here. Just finished a really powerful skill line in the Terror Knight mastery. Look forward to getting your grubs on this sometime next week:

what does this actually mean ? Is Zenith harder / easier ?

Is there some roughly accurate universal factor to compare the two, e.g. if you take a Zenith mastery and multiply damage etc by 0.8 it would be right for GD ? :wink:

Do you plan on having a mod with just the masteries, adjusted for GD ?

I’ll answer these in reverse:

No to a mod with just the masteries adjusted for GD. I may release all the masteries into vanilla GD as I’m doing with the Elementalist now (its presently my plan to only release Elementalist, Terror Knight, and Vagabond in this manner) and if someone wants to balance them themselves, they are free to and release it on their own (with referential credit to me).

Your first, second, and third questions are all answerable from this quote:

In short, you won’t be getting especially high % Damage values in Zenith as you would in vanilla GD. Likewise, however, enemies will be balanced with respect to that as well. So ‘harder/easier’ isn’t really a simple question to answer, but overall, I’m intending Zenith to be more difficult than vanilla GD.

ok, so do you think Zenith will have fewer char levels than GD, or do you ‘just’ level faster. From a quick look at the mastery, it seems to have about as many skill points as a GD one.

I actually juggled around some points and grabbed Rupture and I don’t feel so bad about Stormcaller now. I think my perception was skewed since Chain Lightning felt appropriate for performance and then Stormcaller was miles better. Thinking about it my gripe really is the lack of interactivity it poses for the damage it does which, I realize, is subjective to number adjustments. As long as it is a part of dps and not ALL of dps I like the idea of a short term buff to monitor. Something that adds enough damage it’s worth maintaining but not detracting from other abilities.

Rupture meets that for me. I want to recast it at every pack, in part because it doesn’t move, but largely because it’s a satisfying button to press. It’s visually exciting. It does good damage. It requires involvement with placing. I can see myself using it on both melee and ranged characters.

I’m thinking max level 65 but 3 points at all levels. Maybe even 4 -> 3, not sure. Haven’t done the math.

Update released. Changelog in the first post reflects the modifications.


Terror Knight is effectively done. I’ll be releasing it tonight after taking another pass on its skills’ synergies and functionality. I have decided, however, not to release it into the base game for a few reasons:

  • I upped the maximum Movespeed cap to 170% and Attackspeed cap to 250%. Castspeed was left untouched. These were changed so as to let the mechanics of the Terror Knight actually have an impact.
  • I added two animations (technically one animation and a copy of another, with a speed-tweak on the copy) to the player character animation sets. The Terror Knight uses both of these.
  • Terror Knight would blow game balance out of the water.
  • I don’t want to finagle the UI to hold more than 7 masteries because its presently cluttered with just the Elementalist.
  • It’ll be a lot faster for me to release updates, either as new versions for existing content or to release brand-new content, when not having two branches of the mods to adjust.

In light of those facts, I’ll be releasing my working-mod archive and source files rather than a ported-mod for the vanilla gamedata. This archive has both the Terror Knight and the Elementalist, but does not feature the vanilla masteries. One slight consequence of this is that you’ll be able to see Zenith’s class-combination data. Oh well.

Sorry for going back on my word. :frowning: Were it not for the UI problem, I may consider alternative and somewhat clunky means of porting content over, but I really don’t want to look into that.

Edit: The TL;DR of this is that I’m releasing an alpha version of the overall Zenith mod, sans-map (for now). And rather than hiding some masteries from you, I will release them as they are developed.

this is what i wanted to hear :smiley:

ok i have something for DAIL 0027 then. expect a broken hard drive formatting merge shortly after terror knight release :smiley:

Loving Terror Knight so far, the AOE life leech skill makes hordes a lot easier (not that great versus huge boss packs though in grimmist but still helps a bit). No doubt it will level off in power later. The skill Blood Rage seems to be very heavy in health cost though for what it gives.

No idea what secondary mastery to take though, guess solider be best?

Terror Knight Blood Rage skill needs rebalancing. As it stands its a 1 pointer because the HP drain scales way to fast cost +16hp/s for +11 OA and 9 DA.
Rank 1 I respecced out of because it was doing more damage to me than the mobs. I picked it back up later once after I gotten hp regen much higher than it drain.

Beggars CAN be choosers. It’d be nice if chain lightning didn’t require a mob target to be cast (not sure if that’s possible). As it stands, fairly clunky to use because it constantly requires a recast if your cursor happens to fall off various mobs. Not quite the ungodly lightning storm I envisioned/hoped.

Hi.

I was wondering what stats does Ice Wall get per tier? Does it get more blocks? More damage/slow? No idea if I should invest points in it or not due to that ui bug. :confused:

Edit: at rank 3 I have 3x iceblocks now, yay. No idea if the other stats increase or not though.

I’m pretty sure it isn’t.