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Stickied post

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.
1
Stickied postModerator of r/Grimdawn

Welcome to Lore Sunday! Let's discuss the lore and story in the world of Cairn!

Rules - All spoilers must be marked like so:

[this is spoiled info I want to hide](/spoiler)

Result: this is spoiled info I want to hide

comment
3

Hi! I'm yearning to play a pure caster, since I've leveled a couple of melee characters recently.

I really like the idea of a kiting playstyle, and preferably with dots. I tried searching the recent build compendiums, and I can't seem to find anything to fit the bill.

I looked into theorycrafting with the help of grimtools, but I feel like I don't have enough experience to get any decent direction for it.

Does anyone know of any fun builds to fulfill my needs by chance? Open to old builds if need be.

Thanks in advance!

3

    Hey guys, I'm really new to the game, and always enjoy playing hardcore spellcasters in ARPG's. I got up to like level 20 a few years ago, but don't have much memory of it.

    I'd like to level up an Arcanist, and the Panetti's Replicating Missile spell seems really fun. I have a couple issues though: what type of Weapon should I be trying to use early on? I'm not sure if Axes or something scale my spell damage? Should I be trying to find a rifle instead?

    The other thing is I'm not sure if Panetti's ends up being good later in the game. (Not sure if respecs are a thing). I was thinking Aether Ray could be my single target and replicating missile for general clear.

    Let me know your thoughts, and any tips are much appreciated! Main question I have are where to dump my skill/stat points, and what type of general mods I'm looking for on my gear.

 

Thank you!

  • JK

Decided to stream on twitch, if anyone wants to stop by and give some hints!

http://www.twitch.tv/kingjerbear

17

I'm playing a Aether Death Knight, aiming for getting the Krieg set (seems like everyone played this at some point).

It seems like mobs will scale up a ton even in normal, as the mobs in the end of expansion are still at my level (I'm 60 or 61). How far does it do this? It's kinda awkward because I'm starting to get scared of overleveling and my gear not keeping up.

Second question is hard to ask, but how exactly does loot drop in relation to monster level and difficulty? Can I farm the krieg set in elite, if I am high enough level for the mobs to be 94? Normal?

Checking the (edit: grimtools) monster database doesn't seem accurate unless you know how to use it. I can enter normal difficulty, player level 75 and it says the krieg pieces can drop... But that's not true, is it?

Sorry for the vague questions.

Tl;Dr: How does level scaling work in practice? When does normal/elite top out? Should I be scared of overleveling while grinding reps or loot? And how is loot drops rolled? Can some stuff only drop in some difficulties, and how do I check that?

6

Will a devotion effect attached to an aura activate on a pet?

Example: You have Mogrodgen's Pact with Wayward Soul attached. Since Mogdrogen's affects your pets, will they then have a 20% chance on being hit to get Wayward Soul?

2

I'm doing this build in hardcore but I'm not sure what the best way to level it is. I'm using primal strike instead of savagery to start, and right now my build looks like this. I think I'm spreading my points out to too many skills but I'm not sure which to focus on.

Also, since I'm doing this in hardcore would it be reasonable to take menhir's bulwark instead of oleron's rage? Since upheavel depends on crits I'm not sure if it's ok to lose the OA. Should I try to work wendigo totem in somehow?

7

i've got a s&b dreeg witchblade and pet cabalist around level 80 but just find it so unsatisfying! id love to do a DW firestrike build with lots of procs, but im not sure how to make it tanky enough to deal with the absurdity at end game. I prefer caster types (always wanted to play Panetti, the skill effect is so satisfying, or Drain Essence because it just seems so cool...but i get the impresion theyre strictly worse) but ive never done lv100 stuff so maybe that's just an ignorant assumption.

9

Figured I'd give in and buy the AoM expansion.

Level 55 Cabalist right now, and I swear I haven't touched my gear in probably 30 levels

What am I looking for when it comes down to Gear? Armor+Weapons+Jewellery, the whole shabang

I've got 2500 hours on PoE so I'm generally focussing on Res + Life, being a pet build I'm trying to get +pet bonusses on all pieces, but all my gear is very outdated

Need 70k more for a Badge of Mastery which I heard was supposed to be pretty good

Also am I supposed to replay on Elite or just continue on Normal Veteran until... something

3

I've played the game for a bit on and off, haven't really come to far in the game, but i've played a bit the last few days and i've just got some questions that I hope someone can answer / help out with.

  1. Mainly play on HC, find SC a bit boring. I made a Forcewave Soldier and leveled it up and it went pretty well, died due to think that a "aether" path (a path of green stuff on the ground that kills you, dunno what it's called) I was taking was a lot shorter than it actually was. I restarted afterwards and played on Veteran and everything went fine and dandy until I was outside Homestead, I just got chunked an elite mob. Question here, apart from getting as much resist as possible and grabbing Physique, is there anything that I can farm or do to ensure that I have enough defenses going through the main campaign on Veteran without twink gear?

  2. Is there any comprehensive leveling guides / builds, i've tried looking on the forums / build compendium and haven't really found anything, a very select few guides have actual leveling instructions for the builds they present. I've found some that are for the crucible, but I dont have that DLC atm. I've kinda figured out Soldier in some regard, grab either Forcewave or Blade Arc and go to town, but since I haven't tried the other classes out to much im a bit unsure on what's the "best" or "safest" leveling options. Tried Inq a bit and Storm Box seems OK to level with a bit meh on trash, but very solid on bosses.

  3. If there aren't any comprehensive leveling guides / builds either written or on youtube. Is there a good rule of thumb of how to balance out how much I level my class compared to my skills / transmutes? On one of the soldiers I played, when I was about level 30~ I grabbed something like 4 points in Forcewave, and maxed out the transmutes a few good one point skills that I don't remember the names of and than maxing soldier to get the "xxxxxx's Rage" buff skill. Dunno if one should wait more until getting one of those "max level" skills or rush em, some of them seem real nice to have.

tyty for any answers

12

IS there a mod or UI alteration somehow outside of the gamefiles to tinker with so i can have my Big summons and skeletons on the same side of the screen instead of having to look at my buff bar and top left corner for Hp to determine wether or not ive to resummon / heal early or not. it is a tiny itty bitty nuisance that has been bugging me a lot lately.

0

can you use grim dawn stash manager for cloud saving characthers? How!??? i dont know pls help me

0

Hey, I LOVE the Clairvoyant set. I've crafted the headpiece and I've found the jacket.

Where am I most likely to find the other pieces? I know there isn't a specific drop location for this set, but is there a place that drops current level Legendaries most often? I've heard good things about Bastion of Chaos.

It seems most people would just play to end-game and farm the end-game version of the set. The thing is, there is a midgame version of the set, and I'd really love to complete it.

Thanks for humoring me!

1

I'm thinking of trying out my luck for a Blood Knight's Pendant but I'm not sure if it's possible to craft. Also I'd like to clarify: legendaries that have blueprints are not craftable via random legendary?

edit: Thanks doods, ima try my luck

5

Reached 100 on my first character yesterday too. This is my Conjurer https://www.grimtools.com/calc/RZR4RjP2

It is a vitality caster with Sigil and Vitality Storm totem. Farmed from 99 to 100 for the Groble Sky Effigy. Currently in Fort Ikon on Ultimate. Finishing the main quest atm.

I leveled with Bloody Pox but around Ultimate I switched to Vitality Storm Totem. I kinda like it and mostly do not have problems surviving/killing. But...some enemies are just bonkers and took me by surprise: Loxmere Nightmage, Commander Lucius. Wtf is wrong with those guys?! Could not melee them, had to kite.

I really would like to use Doom Bolt. But I can't. It costs so much energy which I can only sustain against heros. That is probably from energy absorbtion?!

I have the Spear of Heavens devotion because I thought that lightning damage from gear would get converted to vitality for the totem. I learned yesterday that it does not.

I switched to the Effigy at level 100. Used Maw of the Dawmned for ages. I think since level 60 or so. Amazing shield with a huge punch. I had to spec 1 point into Savagery because of loosing the skill from my old shield. I need sth for left click.

Played around with skills a bit. What I'm currently using works pretty good right now. While farming the Effigy I got some level 94 legendaries which I'm now wearing. They replaced my old enchanted gear.

Not sure yet how to enchant them. I'm really lacking Pierce resistance atm. Rest is fine.

Maybe I overdid vitality damage?!

First item I should probably replace is the relic?

Thanks for help. :)

How would you progress?

How do you farm all those Blueprints?!

1

So, me and my husband has fallen completely in love with grim dawn, and got our first characters to level 100 today.

I want to try HC next, but I want to go in knowing what build to go to ensure a higher successrate. Everywhere I google, people talk about tanks. But we're two people. Should we just go two different tank builds?

I'm normally a range caster type of player. I'd love to hear about build recommendations for the two of us. He was suggesting a pet build for me.

16

Hey guys, I've got my first ever level 100 character its a chaos witchblade that uses a the 2-hand obsidian juggernaut, I'm capable of farming like act1-4 zones rather safely but my character really lacks in act5-6 zones in both damage and defense, would love some advice on what I need to improve.

https://www.grimtools.com/calc/M2g4e3BV

Thanks in advance :)

13

Which one of the Cabalist Builds would you recommend to a semi newb trying to do endgame stuff for the first time?

http://www.grimdawn.com/forums/showthread.php?t=68138

There are five listed there just I don't have any knowledge about that class and would love to play a Summon build with a ton of minions.

4

I just recently got my first lvl 100 character (in Act 4), and realized while doing a Death's Vigil quest that it's probably pointless.

Other than getting zone access from doing story, there's only the handful of skill/attribute point quests that are worth doing in Ultimate, right? Or am I missing other benefits?

Thanks!

2

Hey redditors,

as you may have read the title, I'm looking for a good Conjurer. I searched for some builds online, but couldn't find any up to date ones.

Will post my current character in a few hours (currently in bed and typing this lol).

Any help (Link to a build or just comments in general) would be very helpful and appreciated.

~ Ghostfire

6

So recently I did a alot of crafting and reskilled my character and now im almost out of iron bits. Do you guys have any ideas how to farm them super fast? Usually I do collect all green / blue items and sell them...

0

Is there something wrong with my client? The blacksmith in Tyrants hold can't craft any of my patterns.

5

Ok so I've gotten my first character to level 98 and a couple others to 70s to 80s. All of my characters struggle to get over 2k DA and it's making things hard. So how the he'll do you guys manage to get more?

Main Build: https://www.grimtools.com/calc/4VxYGa5Z

edit: added grim tools link edit 2: forgot devotions

17

For example a weapon has a stat that gives <+1 to skill>. That's global right?

But then a weapon has a stat that gives <Increase Armor piercing by X%>, that's local since it only modifies the X% armor pierce of the said weapon (or am I wrong?).

How about the X% physical converted to Y damage on weapons? Are those local or global?

Do we have a comprehensive list of stats that are local/global?

Thanks!

2

Crucible , regular farming treasure troves if so which one ? Halp google is mean when it comes to info about such stuff so i try my luck here. many thanks in advance.

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