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102
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It is time to unleash the kraken!

Another major update is upon us and this one is packed with awesome additions! Be on the lookout for 3 new Legendary quality sets, major changes to the Crucible's balance and of course be sure to explore the corners of Ugdenbog in search of the mysterious Kra'Vall, the Ancient of the Waters!

The update is now live on Steam and going up on GOG in the very near future.

For a full list of changes, see below:

v1.0.6.0

[Major New Features]

  • A great beast stirs within the waters of Ugdenbog. Worshiped by the local Slith as a god, it yearns for fleshy sacrifices. Seek out Kra'vall the Ancient of the Waters within central Ugdenbog if you dare and earn new Monster Infrequents exclusive to this powerful foe.
  • The introduction of new factions with the upcoming Forgotten Gods expansion necessitated some minor changes to the save format. As such, characters loaded in v1.0.6.0 are not compatible with earlier versions of the game.
  • Three new Legendary quality sets have been added to the loot pool: Radaggan's Folly, Rimetongue and The Blood Knight. These 4-piece sets open up new ways to build your characters. Good luck on the loot hunt!
  • Item Level Requirements have been removed from the Illusionist. You may now apply illusions on an item regardless of what level the illusion is (ex. make a level 1 character's gear look like a level 94's gear).
  • Nemesis bosses are now marked on the minimap with a skull icon when they are near.

[Crucible]

  • Increased Tributes earned for ending the Crucible at Wave 160 and 170.
  • Adjusted number of non-boss enemies spawned in the 151-170 range.
  • Reduced effectiveness of % Physical Resist Reduction debuffs applied by Ashes of Malmouth enemies.
  • With a few exceptions, reduced the effectiveness of Fumble effects applied by monsters in the Crucible by upwards of 50%.
  • Increased monster penalty to Crowd Control Effects by an additional 15% (to 40%). Previously, monster crowd control effect duration was reduced by 25%. (This is a buff to players)
  • Removed bonus to Crowd Control Resists for monsters that scaled with Wave #.
  • Nemesis boss damage reduced by 4% for base game Nemesis bosses and 7% for Ashes of Malmouth Nemesis Bosses.
  • Increased monster health by ~0-4%, scaling up with Wave #.
  • Increased monster health scaling with number of players by up to 15%. Solo play health values remain unchanged except for the abovementioned health increase.
  • Significantly increased the attack rate and damage of all Beacons.
  • Deathchill Beacon now also reduces enemy Offensive Ability for 5s with its attacks. The potency of this effect increases with upgrades.
  • Inferno Beacon now also reduces enemy % Damage for 5s with its basic attack. Previously only the Fire Storm reduced damage. The potency of this effect increases with upgrades.
  • Stormcaller Beacon's Defensive Ability and Total Resist Reduction effects now last 5s, up from 3s. Increased the potency of the Resist Reduction effect to 25/30/33 from 20/25/30.
  • Stonewall Banner now also increases Defensive Ability by 50 (100 when fully upgraded).
  • Vanguard Banner now also increases Offensive Ability by 50 (100 when fully upgraded). Increased the % All Speed granted by the Frenzy buff to 35%, up from 20%.
  • Improved effectiveness of all Celestial Blessings for pets even if pets are resummoned, with an additional bonus from the initial cast of the blessing if you keep the pets alive.
  • Blessing of Ulo now also boosts resistances against all damage types by 25% (8% to Physical).
  • Empyrion's Guidance now increases Health by 80%, up from 60%
  • Might of Amatok now modifies damage by 33%, up from 30%, and is more effective for pets by applying an additional % damage modifier instead of the % All damage bonus pets received. This will no longer appear in the character sheet, but is much more potent.
  • Ulzuin's Pact now boosts Offensive and Defensive Ability by 30 + 5% and reduces Skill Energy Costs by 25%, up from 20%, but no longer reduces cooldowns.

[Art]

  • All head gear now correctly displays a shadow when equipped.

[Tech]

  • Fixed an issue where non-English translations of the game would not display genderization formatting correctly in the Quest Log.

[Game]

  • The Probability to Hit Formula (PTH) has been adjusted. It is now capped at a minimum of 60%, meaning that excessively high Defensive Ability values can no longer reduce an opponent's chance to hit below 60%. This change applies to both monsters and players, but will have little impact outside of the high-end gameplay in the hardest waves of the Crucible or hunting super bosses.
  • Adjusted Boss Damage Resistance distribution. A disproportionate number of bosses had baseline resistances to Physical and Pierce damage compared to other damage types. Several of those instances have been adjusted in favor of diversifying the damage bosses are resistant to.
  • Fixed an issue that caused certain doors to sometimes become stuck despite being visually open.
  • Fixed an issue where chests would sometimes drop lower level items than intended.

[Itemization]

  • Added Inquisitor and Necromancer skill bonuses to more of the level 50-75 Legendary items with Mythical versions that already support these classes in order to provide additional options while levelling.
  • Reduced cooldown of summon skills granted by items that summon permanent pets to 30s. Damage and Crit damage dealt by non-player scaling pets summoned by items now scales better with level.
  • Non-player scaling pets summoned by items now deal a portion of their attack damage with their special attacks.
  • Magic Prefix - Stalwart: reduced % Defensive Ability to 5% for accessories, 3% for armor (pre-expansion values)
  • Rare Prefix - Assassin: reduced % Defensive Ability to 3%
  • Rare Prefix - Commando: reduced % Defensive Ability to 3%
  • Rare Prefix - Overseer: reduced % Defensive Ability to 3%
  • Rare Prefix - Tactician: reduced % Defensive Ability to 3%
  • Rare Prefix - Vindicator: reduced % Defensive Ability to 3%
  • Rare Suffix - Grove: added 3% Health bonus, removed % Cooldown Reduction
  • Relic - Deathstalker: fixed an issue where switching pet stances would disable the summoned pet's aura.
  • Relic - Menhir's Bastion: replaced % Pierce Resist with 350 Health, increased % Damage Blocked to 38% and redesigned granted skill.
  • Faction - Aetherbolt Pendant: increased Lightning damage modifier for Aether Ray to 15-120
  • Faction - Blazerush: added 100% of Lightning converted to Fire modifier for Upheaval
  • Faction - Hex Launcher: increased Aether damage modifier for Drain Essence to 60
  • Faction - Hexflame: increased Fire damage modifier for Albrecht's Aether Ray to 55
  • Faction - Wendigo Oppressor Seal renamed to Wendigo Conjuring Seal
  • Monster Infrequent - Archon's Warmaul: replaced bonus to Aura of Conviction with +2 to Aura of Censure. Added up to 3 targets modifier for Fire Strike and reduced its % Damage Modifier modifier to 5%.
  • Monster Infrequent - Ascended Diadem: increased Duration modifier for Mirror of Ereoctes to 0.4s
  • Monster Infrequent - Bloodsworn Scepter: increased Chaos damage modifier for Sigil of Consumption to 24-90
  • Monster Infrequent - Fleshwarped Tome: increased Aether Damage modifier for Albrecht's Aether Ray to 80
  • Monster Infrequent - Loghorrean's Corruption: fixed an issue where this item would drop with lower level affixes than intended.
  • Monster Infrequent - Rylok Mark: increased Vitality damage modifier for Sigil of Consumption to 60
  • Monster Infrequent - Spectral War Shield: increased chance of striking additional targets modifier for Drain Essence to 15% of 3 targets on the high level versions of this MI
  • Monster Infrequent - Ugdenbog Chillstrife: added Offensive Ability bonus, removed % Cooldown Reduction
  • Monster Infrequent - Ugdenbog Flamestrife: increased Fire damage modifier for Flames of Ignaffar to 66
  • Monster Infrequent - Ugdenbog Stormstrife: added Offensive Ability bonus, removed % Cooldown Reduction

Legendary Items

  • Aegis of the Legion Set: renamed to Stronghold of the Legion
  • Allagast's Masterpiece Set: added 15-80 Lightning damage modifier for Trozan's Sky Shard and increased Offensive Ability to 50
  • Belgothian's Slicer: added 50 Pierce damage and 60 Reduced Defensive Ability for 5s modifiers for Markovian's Advantage, increased % Pierce Ratio to 40%, damage adjusted accordingly
  • Blazeheart: increased Cooldown modifier for Mark of Torment to -3s
  • Dark One's Hood: reduced Vitality damage modifier for Bloody Pox to 50
  • Deathguard Set: added 30% Cold converted to Acid
  • Deathguard Shroud: moved Cold converted to Acid bonus to 4p set bonus
  • Deathmarked Claw: replaced bonus to Whirling Death with +2 to Nidalla's Justifiable Ends
  • Deathmarked Jacket: reduced flat Cold damage to 6, replaced bonus to Nidalla's Justifiable Ends with +3 to Whirling Death, added % Pierce damage bonus
  • Deathmark's Shadow Set: increased % Cold/Pierce Resist Reduction to -18% on granted skill
  • Mythical Deathmarked Claw: added 3% Attack Damage Converted to Health, replaced bonus to Whirling Death with +2 to Nidalla's Justifiable Ends, added 12% Attack Damage Converted to Health modifier for Whirling Death
  • Mythical Deathmarked Decapitator: increased Pierce Ratio to 33%, damage adjusted accordingly. Added 3% Attack Damage Converted to Health.
  • Mythical Deathmarked Jacket: reduced flat Cold damage to 12, replaced bonus to Nidalla's Justifiable Ends with +3 to Whirling Death, added % Pierce damage bonus
  • Diviner's Vision Set: increased Duration modifier for Reap Spirit to 15s
  • Diviner's Mask: added 25 All Resist Reduction for 3s modifier for Reap Spirit
  • Farath's Cube: increased Cold damage modifier for Flames of Ignaffar to 75
  • Fiendgaze Tome: added 50% of Physical dealt as Chaos for pets
  • Herald of Blazing Ends: increased Burn Duration to 100%
  • Korba's Fury Set: added 40 Bleed damage / 3s modifier for Savagery and increase % Weapon damage modifier for Ring of Steel to 125%
  • Mageslayer's Armguard: increased Elemental damage modifier for Flames of Ignaffar to 80
  • Mageslayer's Hood: increased Elemental damage modifier for Flames of Ignaffar to 60
  • Mythical Abyssal Mask: increased Vitality damage modifier for Drain Essence to 70
  • Mythical Adversary: increased % Weapon damage modifiers for Canister Bomb and Grenado to 35% and 100%, respectively
  • Mythical Avatar of Mercy: reduced cooldown on skill proc to 50s
  • Mythical Blade of the Black Flame: increased Chaos damage modifiers for Albrecht's Aether Ray and Flames of Ignaffar to 66
  • Mythical Chilling Grip of Hagarrad: added +2 to Grenado and 130 Cold damage and 90 Frostburn damage / 5s modifiers for Grenado
  • Mythical Cindercore: increased Burn damage modifiers for Canister Bomb and Grenado to 200
  • Mythical Consumption of Agrivix: increased Burn damage modifier for Flames of Ignaffar to 130
  • Mythical Crescent Moon: added +1 to Demolitionist Skills, 4% Cooldown Reduction. Added 25% Weapon damage and 100% of Physical dealt as Cold modifiers for Grenado.
  • Mythical Deathbound Amethyst: increased Cold damage modifier for Drain Essence to 76
  • Mythical Deathdealer's Sidearm: increased Physical damage modifier for Reaping Strike to 70
  • Mythical Essence of the Grim Dawn: increased Aether damage modifier for Albrecht's Aether Ray to 75
  • Mythical Fiendgaze Tome: added 50% of Physical dealt as Chaos for pets
  • Mythical Gauntlets of Ignaffar: increased Fire damage modifier for Flames of Ignaffar to 130
  • Mythical Grim Fate: increased Fire damage modifier for Sigil of Consumption to 50
  • Mythical Hagarradian Enforcer: added +3 to Shattering Blast
  • Mythical Herald of Blazing Ends: increased Burn Duration to 120%, added 10 Fire damage modifier for Blackwater Cocktail
  • Mythical Iskandra's Texts: increased Duration modifier for Mirror of Ereoctes to 0.4s
  • Mythical Mark of Divinity: reduced cooldown on skill proc to 80s
  • Mythical Mark of Ulzuin: increased Burn damage modifier for Albrecht's Aether Ray to 130
  • Mythical Pagar's Betrayal: increased Chaos damage modifier for Flames of Ignaffar to 60
  • Mythical Riftwarped Grasp: increased Vitality damage modifier for Drain Essence to 60
  • Mythical Runed Dagger of Dreeg: base damage changed to Vitality
  • Mythical Skull of Gul'Amash: increased % Crit damage damage modifier for Drain Essence to 14 and increased Vitality damage modifier for Sigil of Consumption to 70
  • Mythical Stormseer Sapphire: increased Lightning damage modifier for Albrecht's Aether Ray to 8-150
  • Mythical Temporal Arcblade: increased Lightning damage and number of targets to 2 on the skill proc
  • Mythical Vigar's Hunger: increased % Attack Damage Converted to Health modifier for Drain Essence to 6%
  • Mythical Voidsteel Gauntlets: added 10-150 Chaos damage modifier for Flames of Ignaffar
  • Mythical Warpfire: reduced Burn Duration to 50%
  • Mythical Witching Hour: reduced All Resist Reduction for pets on the granted skill to 28 and the % Chaos damage bonus for pets to 350%
  • Nature's Avenger Set: skill proc now grants 25% Physical Resist instead of % Health and grants 15% Attack Speed, increased Health Regen to 90 and % Health Regen to 200%, added 25% Reflect Resist bonus. Replaced % Crit damage modifier for Zolhan's Technique with a 60% Weapon damage modifier.
  • Avenger's Armor: replaced bonus to Feral Hunger with +2 to Upheaval
  • Avenger's Crusher: replaced Bleed damage with Internal Trauma damage, replaced Bleed damage on Briar Wave with Internal Trauma damage
  • Avenger's Girdle: replaced Bleed damage on the granted passive with Internal Trauma damage
  • Avenger's Pauldrons: replaced Bleed damage with Internal Trauma damage, added 30% Increased Internal Trauma Duration
  • Runed Dagger of Dreeg: base damage changed to Vitality
  • Scepter of Malmouth: increased Vitality damage modifier for Flames of Ignaffar to 82
  • Temporal Arcblade: increased Lightning damage and number of targets to 2 on the skill proc
  • Trozan's Skybreach Set: added -0.4s Cooldown and -15% Energy Cost modifiers for Trozan's Sky Shard
  • Ultos' Storm Set: increased Lightning damage to 12-72
  • Ultos' Hood: increased % Physical Resist to 4%
  • Ultos' Stormseeker: added 6% Physical Resist
  • Ultos' Tempest Set: increased Lightning damage to 30-98, increased damage and reduced cooldown on skill proc
  • Mythical Ultos' Hood: increased % Physical Resist to 4%
  • Mythical Ultos' Stormseeker: added 8% Physical Resist and a 100 Lightning damage modifier for Primal Strike
  • Ulzuin's Avatar Set: removed % Crit damage bonus and reduced increased Burn Duration to 50%, as the bonuses were moved to the rifle. Increased % Attack Speed to 20%, added Burn damage to skill proc
  • Ulzuin's Flamespreader: increased Burn Duration Bonus to 100%, % Crit Damage to 20% and Health to 490
  • Ulzuin's Infernal Avatar Set: removed % Crit damage bonus and reduced increased Burn Duration to 50%, as the bonuses were moved to the rifle. Increased % Attack Speed to 25%, added Burn damage to skill proc
  • Mythical Ulzuin's Flamespreader: increased Burn Duration Bonus to 130%, % Crit Damage to 22% and Health to 740
  • Uroboruuk's Guise Set: increased Aether damage modifier for Drain Essence to 94
  • Valguur's Focus: added 50 Vitality damage midifier for Sigil of Consumption
  • Warpfire: reduced Burn Duration to 33%
  • Wildheart Vanguard Set: replaced Vitality damage modifier for Grasping Vines with a 40% Weapon damage modifer
  • Witching Hour: reduced All Resist Reduction for pets on the granted skill to 24 and the % Chaos damage bonus for pets to 200%

[Class & Skills]

  • Pet Energy no longer scales with skill rank. Energy based on pet's level increased to compensate.
  • Increased frequency with which non-player scaling pets use their special attacks and reduced their energy costs.

Devotion

  • Excluded Rune of Hagarrad and Rune of Kalastor from being assigned to several Celestial Powers that they cannot trigger due to how they function (ex. Guardian's Gaze cannot circle around an entity that no longer exists)
  • Aeon's Hourglass: reduced Defensive Ability to 45
  • Assassin: increased % Pierce damage to 90%
  • Autumn Boar: added 30% All Retaliation damage and 10 Internal Trauma damage / 5s
  • Bard's Harp: increased % Pierce damage to 90%
  • Huntress: increased % Pierce damage to 50%
  • Light of Empyrion: increased % Health for the player and pets to 10%, increased % Aether/Chaos Resist for the player and pets to 20%
  • Lizard: increased Health to 100 and % Health Regen to 25%
  • Typhos: added 15% Bleed resist for the player and pets, increased % Physical Resist for the player to 4% and for pets to 10%, increased % All Speed for pets to 6%
  • Unknown Soldier: increased % Pierce/Bleed damage to 180%
  • Arcane Currents: increased activation chance to 20%
  • Bysmiel's Command: summoned pet now reduces Offensive Ability with its attacks and gains % Crit damage with rank. Its special attacks now deal a portion of its attack damage.
  • Flame Torrent: reduced % Weapon damage to 26% and reduced Fire damage scaling with rank
  • Howl of Mogdrogen: now also grants Bleed damage for pets and increased chance of applying Defensive Ability Reduction for the player to 100% and increased its value to 156 by max rank
  • Living Shadow: increased % Attack Damage Converted to Health to 25%
  • Time Dilation: increased cooldown by 1s
  • Trample: reduced cooldown to 0.3s and increased activation chance to 33%, reduced Knockdown duration to 0.8-1.5s

Soldier

  • Counter Strike: % Weapon damage now scales with rank, starting at 5% scaling up to 20% by rank 16, 25% by max ultimate rank. Increased Bleed damage scaling with rank.
  • Menhir's Bulwark: increased % All Retaliation damage to 135% by rank 12, 210% by max ultimate rank
  • Oleron's Rage: added % Physical damage bonus matching the % Internal Trauma damage bonus

Demolitionist

  • Canister Bomb: increased Burn damage scaling with rank
  • High Impact: added chance of % Internal Trauma damage that triggers alongside the % Physical damage bonus, reduced Energy cost scaling with rank
  • Shattering Blast: reduced Energy cost scaling with rank
  • Mortar Trap: increased projectile speed by 33%
  • Thermite Mines: increased duration mines last after triggering to 12s (from 8s), added clarification to the tooltip that mines have a finite lifespan once activated.

Occultist

  • Summon Familiar: added % Crit damage bonus scaling with rank and increased Electrocute damage scaling with rank. Basic attack now deals a portion of its Attack damage with each orb.
  • Lightning Strike: added Electrocute damage. Now also deals up to 100% of the pet's attack damage (scaling with rank) in addition to the skill's damage.
  • Summon Hellhound: increased damage dealt by Blazing Death. Blazing Death now scales with the rank of the skill rather than the pet's level. Added % Crit damage bonus scaling with rank.
  • Ember Claw: now also deals up to 85% of the pet's attack damage (scaling with rank) in addition to the skill's damage. Now strikes up to 5 targets. % Crit damage bonus removed.
  • Infernal Breath: now also deals up to 72% of the pet's attack damage (scaling with rank) in addition to the skill's damage. % Crit damage bonus removed.

Nightblade

  • Blade Barrier: cooldown increased to 36s at rank 1, scaling to its previous values of 16s by rank 12. Cooldown now scales smoothly at ultimate ranks to its previous value of 14s by max ultimate rank. Increased Health Regeneration and Pierce Retaliation scaling with rank, particularly at ultimate ranks.
  • Dual Blades: added % Physical Resist bonus, 10% by rank 16, 16% by max ultimate rank
  • Pneumatic Burst: increased base % Heal by 2% and improved % Heal scaling at ultimate ranks to 40% by max ultimate rank and increased % Total Speed scaling at ultimate ranks to 18% by max ultimate rank
  • Whirling Death: increased % Weapon damage to 100% at rank 1, 120% by rank 8, 140% by max ultimate rank. Significantly increased Pierce and Bleed damage scaling with rank, but Bleed damage now lasts for 3s.

Arcanist

  • Albrecht's Aether Ray: increased base damage, reduced base Energy Cost by 5
  • Mirror of Ereoctes: cooldown increased to 38s at rank 1, 20s by rank 12, but now continues to scale into ultimate ranks to its previous value of 18s by max ultimate rank

Shaman

  • Brute Force: added Health bonus, 700 by rank 12, 1800 by max ultimate rank
  • Conjure Primal Spirit: added % Crit damage bonus scaling with rank. Special attacks now deal the pet's full Attack damage.
  • Primal Bond: added flat Bleed damage bonus for the player and pets, added % Internal Trauma bonus matching the % Physical damage bonus and a % Bleed Duration bonus
  • Stormcaller's Pact: added % Cold damage bonus matching the % Frostburn damage bonus
  • Summon Briarthorn: added % Crit damage bonus scaling with rank. Cleaving basic attack now deals the pet's full attack damage.
  • Ground Slam: now also deals up to 85% of the pet's attack damage (scaling with rank) in addition to the skill's damage, radius increased by 25% and Internal Trauma damage increased. % Crit damage bonus removed
  • Upheaval: now also strikes the initial target with the area damage, % Weapon damage adjusted accordingly

Inquisitor

  • Ranged Expertise: increased % Pierce/Elemental damage scaling at ultimate ranks to 100%
  • Storm Box of Elgoloth: increased duration to 6s

Necromancer

  • Mark of Torment: increased cooldown to 18s
  • Reap Spirit: Increased Aether and Vitality Decay damage scaling with rank. Wraiths are now appropriately immune to Bleed damage and all forms of Crowd Control, as Empyrion intended. Fixed an issue where the Wraith's nova attack was doing significantly less damage than intended.
  • Summon Blight Fiend: now casts Rotting Fumes faster, increased damage dealt by Virulent Death. Added % Crit damage bonus scaling with rank.
  • Unstable Anomaly: the Transmuted version of the Blight Fiend now summons nearly instantly, increased Energy Cost Reduction to 60% and Duration to 12s.
  • Blight Burst: now also deals up to 45% of the pet's attack damage (scaling with rank) in addition to the skill's damage. % Crit damage bonus removed.
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New to Grim Dawn? Have questions about Grim Dawn? Here's where to ask them and get answers from the veterans of Grim Dawn! Grim Dawn!!!


Example:

Hi, I've been lurking this subreddit for like, a long time, and I'm totally an arpg veteran with unbelievably long amounts of time spent in such games as MUD, and the pencil-and-paper version of the critically acclaimed oscar nominated version of Nox. I bought Grim Dawn for 40¢ off Steam's "Just buy this shit already," sale. So, all my expertise aside, I have a question...

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8

I saw Boris weapon and got interested in this, but after some reading I don't know if it's worth.
I've read that it doesn't use both weapons to attack, does the bleeding stack for each weapon or is it better with one hand and a shield? I feel it's going to be weak this way
Thanks

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Iron Man or Captain America? Sign up for Reddit Gifts Marvel exchange by August 19th and set the record straight!

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Title.

Currently at the Tyrant's Hold in Elite and my pets are not killing stuff fast enough and I die easily. I'm trying to make my own approach on specific builds, but, I really don't know what I'm doing wrong.

Am I doing something wrong? Any improvements I can make? I'm kinda desperate to know more stuff 'cause I already have 200Hours in-game and still can't even reach Ultimate or make a solid build on my own. I have like 10 different characters and more that were deleted just for the sake of trying different builds.

Here's my build

No hate, I'm just getting frustrated. Still a great game.

I'll appreciate any response! Thank you!

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Hi!

So, I know that conversion work in order of priorities, and only happens once.

However, what happens when you have an x => y conversion, and an y => x conversion, with both having the same priority?

For example, Gladiator's Distinction (100% Vit => Phys) + Damnation (15% Phys => Vit)?

Both are global conversions from gear, so, which one happens first? Or do they happen simultaneously and ignore each other?

(Latter case would mean, for example, if you had 200 Phys and 100 Vit, you'd end up with 270 Phys and 30 Vit).

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I read some comments here and there that the highest dps ingame at the moment is possibly a poison(acid?) witch hunter.

Is that true and is there a meta for that build if gear is not an issue? Please send a link to it if you have.

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I recently got back to Grim Dawn and dusted off my Warder which I just leveled to 100. I Found a cool build by Superfluff which I decided to try out with the gear I got. Link to my current character: https://www.grimtools.com/calc/RZRlmX02

What bugs me is that I keep dying to random damage without having a clue what I could do to prevent that. As you can see, I have capped resistances and decent HP etc. but I'm unable to for example complete any of the skeleton key dungeons (except SoT) because I run into some bosses that suddenly just kill me in seconds. Like just now I tried to do the chaos dungeon and it was going smoothly until at the very end of the Discord level a few bosses spawned and applied some DoT(s) which killed me in a few seconds despite Menhir's proccing and a health pot.

The same happens in Challenger Crucible. I try to do the 100-150 levels and most of the time I can just facetank anything but last time I tried, I got Alkamos and The Sentinel in wave 149 who killed me after a few minutes of me kiting around because I took so much damage. They both do resist reduction but I think I should have enough overcap especially for Challenger? I also tried to go beyond wave 150 but was killed after a few waves and it was clear I had no possibility to ever reach even 160.

I'm fine with having to farm some other content for better items but the problem is that I have no idea what I should improve to be able to do Challenger Crucible and the skeleton key dungeons. Can anyone give some tips?

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Hey guys, how is it going? I would love some input on a good beginner pet build. Necro+Ocul or Shaman + Ocul, it doesnt matter. Thanks in advance!

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https://imgur.com/a/EzKlhQv

Source: Dev stream with Grava (17.08.2018 https://www.twitch.tv/videos/298514011?t=01h23m42s)

If you zoom out it looks a little bit like a guy with a shield in his right hand and a sword (or spear...unlikely) in his left hand ready to strike (at least in my imagination :D )... hhh can't wait... <3

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So I just started playing this game and I've made it to level 22 so far, but I'm starting to question my build. I didn't realize you can't change classes once you pick one, so now I'm stuck with Arcanist. I have always strongly preferred casters over melee in games like World of Warcraft, but I'm wondering if I made a mistake.

I can still choose my 2nd class, but I have no idea what to go with. Every build I see is for level 100, so I'm not sure what the next step I should go towards is. Below is what I currently have, and I'm starting to think it's total garbage:

https://www.grimtools.com/calc/p25qPbB2

Can anybody help guide me? This is my first time playing this type of game, but I was a big time WoW player (warlock was my favorite).

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I've been playing the game for over a year now, grinding crucible and making constant treasure trove runs, but I still lack recipes I need. Can anyone help me in trade? I need recipe for the desolation relic and ulzuins gear. I have a number of legendaries I can craft, the best of which is Herald of the Apocalypse and some other armor pieces from the ancient Grove vendor. Any help would be appreciated. Thanks

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Good day!

I apologize in advance for being here asking stuff again. I am not sure where to look, but, I really do search up in the net first before asking here. So once again, might I trouble anyone with my questions? I'll appreciate any response!



  • 1. I want to continue my Lvl 65 Cabalist Pet Build, but, I've been reading around that one of the best Devotions for Pet Builds is the Hungering Void, thing is- the penalty for that is really too much for me to bear. What is a good alternative for HV? The Mogdrogen Wolf, yes?
  • 2. With a Pet Build nowadays, what is more viable until Ultimate? Cabalist? Ritualist? or Conjurer?
  • 3. For a Pet Build to maximize Pet's Attack's conversion to xElement, is it recommended to rush legendaries for these? Or just stick to a physical attack until they become available? Or just simply put what is better for the build to be viable in Ultimate?


I am trying to make different builds in different approaches, I just don't want to mess it up just in case. Thank you!

UPDATE for those who answered my previous questions: My Spellbinder is now level 77 at AoM Normal and diving now into Elite. I just farmed Malmouth Resistance for the Clarity Potion, so I can use them on my other characters that I am planning. At Elite my resistances are all 80 now, except for the Stun Duration. Thank you for all the clarifications!

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https://www.grimtools.com/calc/a2d6gw8Z

This is my first ever character and I really want to know if he is a lost cause. Her dps seems quite low and a few hours ago the aether of flame gave him a lot of trouble. My character struggles the most against enemies that summon pets, and I think that's because she lacks effective crowd control. I hope this subreddit can help me fix him.

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Hey guys I noticed tonight that I am pretty close to passing 200 hours played and I still havent even finished elite on a single character (closest has been start of a4 twice.) Did you guys stick with one toon until you hit ulti or is it normal for a newer player to make a ton of different combos and mess around for a while before sticking with one to end game?

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I don’t know, farming a particular portion on the map for hours if not days on end just so you can get GG rolls on your needed MI can get really boring when I can just go wherever and do Crucible or something.

On the other hand, maybe that’s the endgame Crate envisions. If so, they can make the cost absurdly high so as to have tangible goals to hunt for. Heck, make rerolling an option and random like D3 such that you can reroll just one affix so you still have to hunt for the other affix normally.

They already planned set item rerolls for Forgotten Gods and those are purples so perhaps some attention can be given greens. I’ve played hundreds of hours and not once have seen a Stonehide X of Kings or Heartpiercing Y of Voracity or even a Dread Lord’s Z of the Drangoul.

People have argued that this will make it super easy to max out heroes but remember:

1) The cost and procedure can be made reasonable as discussed above and

2) It’s a single-player game and people can just pimp out a new build for more content.

edit: LMAO, got this after around a total of 12 hours from this post

https://i.imgur.com/mU0gBwk.png

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Title.

I know this question has been asked a lot of times now. Trust me, I've searched around the net for the answer, but, it usually points down to different opinions where it is like a few months or last year ago. So with the new patches and stuff, what will be your answer?

I'll appreciate any response! Thank you!

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I'm pretty new this game and I picked Infiltrator as my first character after searched tons of build guides at forum.

DW melee, RoH caster, Ignafar thing, etc. All looks fun to me.

But I'm not sure how to level it and farm for gears that I need.

At this moment, my level is 28 and using RoH and Word of pain + some buffs.

I think I can beat normal with this setup, but I heard WOP's dps is gonna fall in elite.

So I want to know which skill/devotion/gear would be the best choice to get Ulti and start to farm.

Someone said Shadow strike+ABB with dual longsword is good for leveling but not sure if it's able to farm in Ultimate w/o gears.

Should I just use RoH alone and run around til it's triggered? Or should I mix something with it? What is the best devotions? Is there any trick or tips?

Please let me know!

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Just wanted to share :)

Dinged in Bastion of Chaos as I was farming for Shar'Zul's Worldeater.

Here's my build, still needs some gear uppgrades, but it's starting to come together.

Edit: The jewelry dropped when I was playing around with the Grimarillion modpack on my Spellbreaker prior to AoM's release. I had just finished normal and was somewhere between lvl 50 and 75.

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Im new to this game and so far im loving it. My main problem with it is that i cannot find things that i need because my inventory is just full of shit, Especially when it comes to finding the components that it want. Coming from PoE im so used to being able to search for something specific and having it highlighted but here it feels so messy and i spend so much time checking every item in my inventory to find what i need. This also applies to the devotion tree, im not used to it so i have no idea what i am looking for and i get completely lost. Is there anyway i can search for stuff ingame or maybe in some sort of 3rd party program that wont get me banned ?

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how come on the Asterkarn Road with "The Trip South 1,2,3 etc" pieces, they talk about eating eachother and shit and not having food, yet when I walk into every camp they made there is food rations everywhere? IMMERSION PLEASE

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Moderator of r/Grimdawn

This is a weekly thread designed for more advanced discussion about the game of Grim Dawn. Questions and answers should be focused on character builds and the theory behind them!

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I have no crucible ready toon so i was thinking of starting on what sould be a good caster or "gun wielding toon to make for crucible

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Before Malmouth I was working on a Primal Strike Warder and really enjoying it, however the character's power level fell off dramatically after the expansion and I shelved the character to play other stuff. Now I want to come back to a melee lightning build and I am looking for the best build to fill the screen with zaps. I want lightning everywhere, around me, on the bad guys, up in yo' house, etc.

Looking on the forums there are a few interesting options:
Storm Warrior Vindicator
Storm 'zerker Trickster
Primal Ultos Conjurer
Shockingly Versatile Conjurer
Storm Strike Slayer Elementalist

Now I don't have time to try out every build so I was hoping to get some help/advice from you all here. Specifically I don't play too much end game so the leveling process is more important to me, which build do you feel is best to get that full screen of lightning while mopping up the battlefield?

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Good day!

I just have a few questions about building your toon. Would anyone be so kind to help me out? Thanks!



  • 1. When making builds, especially maxing/capping out Resistances, it is capped at 80%, right? So meaning when I want to get to Elite I need to have atleast 105% for each? Then for Ultimate atleast 130% so I'll always end up in 80% , right? Given this data, is maxing out resistances only to be completed with end-game gears? Or maxing them out with different augments and components? I am currently prioritizing Resistances over everything just like some good fellow Redditor told me a few days back.
  • 2. Referring to question number 1, if by the chances it falls off to using end-game gears for maxing out resistances to face Elite/Ultimate, how could I farm these without them to help me with my resistances?
  • 3. Currently I am leveling up my Arcanist to be a fully geared Spellbinder in the near future, thing is- I am ending up running around a lot(kiting), is it a sign of a weak build? Or it is just a common thing for Casters like me? Not like I haven't played any other game like this, but, I'm still new here. I just want to know if I am still going the right path since I have 100 hours now into the game with all just running back and forth from Act 1 to Act 4 with different builds just to try them out.


I will really appreciate any response! Thank you very much!

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