Build 27: Shaman Mastery and Balance Update

Phone Users (1/?)

We are proud to announce that Build 27, the release of our 6th and final Mastery, is now live!

With this major update, you may now create class combinations using the wild Shaman class, master of storms, beasts and savage two-handed weapon combat. This build also includes an extensive look at game balance, changes to itemization and the addition of two new areas to explore.

But that's not all Build 27 has to offer, take a look below for the full (massive) list of changes.

There are still many exciting things left on the horizon for Grim Dawn as we push towards Content-Complete this year! Future updates will include the Act 4 Finale, a second Rogue-like Dungeon, Legendary items and the Devotion system!

v0.3.5.5 (b27)

[Major New Features] The 6th and final mastery is now available: Shaman. The Shaman mastery opens up new opportunities for players seeking the power of lightning, additional summoned minions and powerful two-handed melee techniques. The vile swamps of East Marsh are now accessible. Travel to the east of Burrwitch and take on two new mini-bosses. A new chest has been introduced: Treasure Trove. Rumors speak of vast quantities of Iron Bits that Treasure Troves contain, but the only way to open them is with the use of Dynamite. Treasure Troves are scattered around the far reaches of the world. Nemesis bosses now have a chance to drop Warrants, which boost Infamy gained with the respective faction by 50% across all difficulties. Warrants can be freely traded between players. The Damage per Second display on the Character sheet has been overhauled. It now displays the DPS of your Left Mouse Button attack, with a detailed damage break-down in the tooltip. This calculation assumes a single target and takes into account all of your bonuses, including the skill's cooldown. Two new Damage per Hit calculations have been added to the Char II tab of the Character Sheet which provide a Damage calculation of the skills you currently have set on the Left and Right Mouse Buttons, with a detailed breakdown in the tooltip. These calculations assume a single target and take into account all of your bonuses. Skill tooltips now take into account all of your bonuses and update dynamically as you swap out equipment.

[Art] Updated Underground Cellar art set Art adjustment pass on swamp environments

Tech Fixed a crash when crafting items quickly Fixed a crash which could sometimes occur when loading the world Fixed a bug where skills bound to mouse wheel events would activate repeatedly Fixed a bug with pet skills not getting properly boosted from +skill bonuses on items Fixed certain item attribute tags being singular when plural should be used Fixed some spells not properly benefiting from critical damage bonus on equipment Large item tooltips can now be scrolled using the mouse wheel. Fixed conversion attributes merging into a percentage point of value 1.

Animation Fixed an issue where dual wielded pistols were clipping incorrectly through female players character's offhand

[Game] The Grobles that have seized Tyrant's Hold have discovered an entrance to the inner chambers. Bloodfeast has moved his camp deep inside the Fort. Increased the spawn rate of Nemesis bosses Faction reputation has been changed so that your reputation is not reset across difficulties. Faction Writs are now available at Honored for a high price as a shortcut to reaching Revered. Quartermaster rewards will no longer update on higher difficulties. Higher level faction equipment will be available in the future in the form of blueprints. For the Kymon's Chosen vs Order of Death's Vigil decision, you will have the option of switching your loyalties on higher difficulties (resetting your reputation with those groups). Bounty Tables now offer the same bounties to all players in a Multiplayer session Possessed Archmage's Arcane Shield has had its % Reflect reduced, but it now scales with level up to its original value and the skill deals Aether retaliation in addition to the reflected damage Bolvar the Bloodbinder now has a more pronounced animation when casting his Chaos Barrage, but the skill launches more projectiles Nathaniel and his goons for the Burn the Taken quest have had their damage reduced Order of Death's Vigil Dreadlords now summon Revenants less often and use their Vitality tendril attacks with significantly reduced frequency Increased the threat of various Kymon's Chosen spawns so that they better compete with their Order of Death's Vigil counterparts You can now ask the Chosen and Order emissaries about the equipment their respective factions offer The Bladesworn Talisman is now offered by the Devil's Crossing Quartermaster instead of the Black Legion Quartermaster Quest - An Old Threat: Outlaw lieutenants are no longer required targets for this quest. The quest can now be turned in retroactively if you have slain Darius Cronley before accepting it. Quest - Disarming the Enemy: the quest is now retroactive if you destroy at least 3 Forges during a single session, prior to accepting the quest Bounty: Manticore Eye has been replaced with a new bounty targeting Cavern Crawlers in the Mountain Deeps. Anyone currently on this bounty will have it erased from their quest log. Increased drop rate of the Depraved Sanctuary key Increased drop rate of Kilrian's Shattered Soul and Kilrian's Skullbreaker Sound effects for Gunfire and Crossbow shots have been updated

[Itemization] Duplicate Unique items should now drop far less frequently in a single session thanks to optimized quantum algorithms Conversion: the order of events on Conversion from gear has been changed. It is now: Skills -> Skill Modifiers -> Skill Conversion -> Equipment Conversion -> Equipment Modifiers and Skill Passives/Auras. Previously, Conversion on Equipment would be the last step. Magic Affix loot tables have been updated so that lower level affixes stop dropping sooner, increasing the probability of getting appropriate-level bonuses dramatically. Additional tiers of Magic % Damage suffixes have been added for Weapons so upgrades are available more consistently. This does not increase the number of possible affixes; instead, the affixes are replaced more frequently with better versions. Base damage values on weapons have been significantly increased with level. Overall, we felt that going up weapon tiers was unrewarding and there was too much reliance on good RNG to get a decent weapon. Now most of a weapon's flat damage comes from its base values, and less from its affixes. This change necessitated adjustments to the stat requirements formula. While we tried to maintain the same progression, you may find that the requirements on your weapons may have shifted a few stat points. With the above weapon damage rebalance, two-handed guns and crossbows have had their damage increased more, so that their ratio to one-handed guns is closer to that of two-handed vs one-handed melee weapons In addition, the penalty on Pierce ratio has been slightly reduced, shrinking the DPS gap between weapons with high Pierce ratio and those without any To compensate for the weapon damage rebalance, flat damage bonuses on all equipment have been reduced, or in some cases removed entirely As the above changes have a significant impact on hybrid characters' ability to collect their desired element, physical-to-magic damage Conversion is now more readily accessible on Components, Prefixes and Uniques Armor values have been significantly increased with level to provide reasonable protection against incoming damage. Heavy Armor in particular should be better at absorbing hits from non-bosses. Armor requirements have been recalculated based on these changes, resulting in a small increase in physique requirements on standard Armor and Heavy Armor at level 30+ and a slight reduction in Physique requirements to Caster Armor. Attribute Magic suffixes have been removed from the loot tables for weapons, and the chance of getting weapons with % damage bonuses has been increased Caster Implements can now roll +Skill prefixes. Magic Class prefixes have had their % damage bonuses increased Caster Implements now also have base % damage bonuses Shield Damage has been increased to match the increase for melee weapons, Physique requirements slightly increased at higher levels % Attack Damage Converted to Health bonuses have been reduced, and in some cases removed/replaced, on all equipment. In addition, it no longer scales above 100% Weapon Damage on skills (ex. 20% life steal with 200% Weapon Damage would still be 20%, not scale up to 40%). Item Pets: Innate damage / life scaling with level reduced in accordance to B26 changes to Occultist mastery summons. This change did not make B26 and is simply bringing item pet scaling in line with those summoned by Mastery skills, which they are not meant to out-compete.

/r/Grimdawn Thread Link - grimdawn.com