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Grim Dawn is if Titan Quest had a baby with Path of Exile's theory crafting combined with Warhammer's aesthetic. It's a good game. If you like ARPGs you should try it. Forgotten Gods, the second full expansion for the game, was released on March 27th 2019! It's a good expansion. You should try it. // SALES PITCH
// GRIM DAWN SEASONS Imagine a new league or season in PoE or D4 that the best players in the community literally designed and balanced the game. That's what a GD season is. Here's a link: https://www.grimdawnleague.com/#/ Seasons add the following features to Grim Dawn: - Anti-cheating, character and item tracking tied to leaderboards. No duping items, no GD Stash, etc. - Global chat, so when you're playing you can talk to others in the league. It really does add to the sense of community. - Achievements -- and deaths -- announced in global chat. So if you do something cool... or you die, everyone knows about it. - Literally talk to the developers (e.g. RektbyProtoss) of the season while playing. Also, it's pretty cool that Crate continues to update this game after what feels like a decade. https://www.youtube.com/watch?v=_cZPODMM_nw Highlights from the 1.2 patch: - You will be able to play the entirety of the game up to the level cap on the difficulty that’s enjoyable to you. To support this, level scaling will be updated on Normal and Elite difficulty. Many areas on Normal will scale up to level 100. Elite difficulty will scale up to level 100 in all areas. Loot quality and experience gains will remain higher on higher difficulties, as before, but if playing up to level 100 on a more relaxed difficulty is for you, then we feel there is no reason to stop you. Have fun! - Toggled buff effects will be automatically toggled on and no longer need to be on the skill bar. Toggled skills with energy costs will have those costs removed. Anyone that has 2 exclusive skills learned on their character for some reason will want to pick one though, or the game will choose for you. - To top it off, you will be able to disable visuals for toggled buffs in the game options to improve visual clarity on your character and to show off all that gear. - The Nullification mechanic (ex. Arcane heroes) will be overhauled. It will purge all temporary buffs and Disable toggled buffs for 2 seconds. No more fumbling through your skill bars to turn auras back on. // NEW poo poo
Is this game for you? Does this image appeal to you? Do these gfycats appeal to you?
Is GD worth playing over current versions of Diablo 3 or Path of Exile? Those games in their current state are excellent in their own ways. I would say that GD is comparatively complex to PoE in terms of theory crafting, which is one of my favorite aspects of ARPGs. I find GD less punishing and more relaxing than PoE. Probably the most important difference is that GD is not a MMO, while D3 and PoE are MMOs. This means it's more of a "casual" game -- which can both be a good and bad thing, depending on what you're looking for. How's the endgame content? In D3 you have Greater Rifts. In PoE you have the Atlas plus new stuff every league. With the Forgotten Gods expansion, GD has the Shattered Realms, which is a procedurally generated infinitely scaling roguelike endgame. D3 and especially PoE still have a more developed endgame, but they're MMOs so they kinda have to. Beyond the Shattered Realms, GD has other challenging activities you can do with an endgame character, including:
Problems with GD:
Minor problems with GD:
How's the skill/class balance in this game? For the most part, this game is balanced well. You can make just about any class combination work, and most skills when used/invested in properly are useful against the most difficult content. // CHAT & GROUPING Discord server Grim Dawn Goons invite: https://discord.gg/0kKX1smBpGWHCdG2 Steam group: http://steamcommunity.com/groups/grimdawngoons // LINKS & RESOURCES Modding Tools: http://www.grimdawn.com/guide/settings/modding.php Official modding tools maintained by Crate. Grim Internals: https://forums.crateentertainment.com/t/tool-grim-internals/38773 Easy to set up app that can show healthbars for monsters, filter items by suffix/prefix, and display a combat log -- among useful other things. Check thread for future compatibility. Grim Item Assistant: http://www.grimdawn.com/forums/showthread.php?t=35240 Lets you auto loot specified items and components just by walking over them. Grim Dawn Stash: https://forums.crateentertainment.com/t/tool-gd-stash/29036 Dec 2020: Let's you cheat in most ways, and is one of the best tools I've found to do so. Let's your mod your character (level, masteries, shrines, waypoints, etc.). Also let's you create/craft any item in the game, and will effectively give you unlimited stash space. Mostly kept up to date. GD Defiler: https://forums.crateentertainment.com/t/tool-gd-defiler/28264 Dec 2020: Hasn't been updated for a bit, but appears to work. Let's you cheat by modding your character. As of now, it appears that Grim Dawn Stash will also let you cheat in the same ways and is more regularly updated, so just use that. Grim Tools: http://www.grimtools.com/index.html Is the new hotness for both character building and item DB. You can upload your character, and for builds you can hold ctrl+shift to show the build without gear bonuses. The site is built to update when the game does with the game info; Grimcal (another character-building site) is, by comparison, several steps behind because the dude who updates it has to do it by hand and we have to hope he does it correctly. Here's an offline version in case there's problems: here's an offline version you can download: http://www.grimdawn.com/forums/showpost.php?p=727375&postcount=772 Grim Gamepedia: http://grimdawn.gamepedia.com/ Is the new place to go for all your quick general quest etc questions. The wikia page is no longer being updated by anyone because wikia is a catshit-based dumpster fire. Grim Checklist: http://grimchecklist.com/ Is a devotion list, a one-shot chest list, and a quest list all in one so if you have a boner for 100% full completion this is your thing. Official Game Guide: http://www.grimdawn.com/game.php This game has some convoluted mechanics (resistance reduction stacking, life leech, etc.), and Crate's official guide does an actual decent job of explaining some these things. Feel free to check it out. Grim Dawn NG+ hack: https://pastebin.com/NBvyLzzi Dahbadu fucked around with this message at 19:55 on Jul 27, 2023 |
# ? Jan 5, 2016 07:38 |
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# ? May 6, 2024 04:14 |
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// FAQ & MECHANICS QUESTIONS How do you dual wield? Inquisitors get the option of dual wielded pistols after one point in the mastery, as well as Nightblades getting dual wielded melee in the same way. There are several items that you can equip that will give you the ability to dual wield pistols or swords if your mastery doesn't normally let you do so. By level 30, there's a good chance you'll get at least one of them. You can stack these items for lots of procs and funtimes when dual wielding too. What's the benefits to dual wielding? Attacking with both weapons has a 50% chance of being used when a Weapon Pool Skill (WPS) does not activate. The way it works is first it will check if a WPS activates. If WPS, then another roll is made with a 25% chance to attack with the main hand weapon, or 25% chance to attack with the off-hand weapon, and a 50% chance to attack with both weapons. e.g. If you have a combined 80% chance for different WPS procs, then you have essentially a 10% chance to see a basic dual wield animation. Explain Default Attack (DAT) replacement and Weapon Pool Skills (WPS) skills If a skill (like Righteous Fervor) can replace your default attack, it will say in its tooltip description "replaces your default attack" or "when used as your default attack." You can also put that skill on your left click. A WPS is any skill that says in its tooltip "can activate with ... default weapon attacks." WPS proc/skills are different from other procs/skills due to the following: - If the WPS procs, it replaces the attack animation of the default attack (or dual-wielding) and happens in place of your DAT. - Any bonuses that are part of your DAT or applied to your DAT will also apply to the WPS that occurs in its place.* - You can't activate more than one WPS from a single attack. - Because only one WPS can proc the percentage Chance on Attack (CoH) of each WPS will be normalized if combining all of your WPS chances together is greater than 100%. e.g. WPSa 25% + WPSb 25% + WPSc 25% + WPSd 25% + WPSe 25% (125% combined), so you have a 100% chance to replace your DAT with a WPS proc, with a 20% chance to get a specific one. - A WPS skill that says in its tooltip "this is a dual-wielding technique" will be a multi-hit attack. This can be key for certain DAT replacement skills that have charges, as a dual-wield WPS proc counts as 2-3 charges. So be careful about what WPS you include in your build if you're dual-wielding, as single attack WPS may actually lower your DPS and charge generation. - More info: http://www.grimdawn.com/forums/showthread.php?p=251715#post251715 What's the deal with Attack Damage Converted to Health (life leech)? If a skill in its tooltip description says "% Attack Damage Converted to Health" (which we'll call life leech) such as Drain Essence, Sigil of Consumption, etc., then that skill benefits entirely from that % percentage. So if the skill's tooltip says "20% Attack Damage Converted to Health" and the skill ends up doing a combined 1000 damage total, then you gain 200 health back. If you gain "% Attack Damage Converted to Health" from other sources (such as gear, potions, devotions, etc) that isn't in the skill's tooltip description, that only applies to the weapon damage dealt by the skill. e.g. A skill's tooltip may say +15% weapon damage and let's say you have 20% added life leech from gear. The skill ends up doing 53413 total damage but only 100 of that 53413 damage comes from your weapon, so you end up gaining only 20 health back (20% of the 100 weapon's damage dealt by the skill) from your added life leech gear. This means if you use a skill that does not have any +% weapon damage listed in its tooltip (which is common among "spell" skills), added life leech from sources outside of the tooltip won't have an effect. Why does my life leech barely work on bosses? Bosses (monsters with purple names) usually have significant life leech resistance. This doesn't mean you'll do less damage to the boss with skills that have life leech, but it does mean you'll leech less life back. So if you would normally gain 200 health from a regular monster, you may gain 50 health from doing the same damage to a boss. For life leech to be an effective sustain mechanism vs bosses, you either need a lot it and/or a way to reduce a boss's life leech resistance specifically, or a way to reduce all of its resistances which will include life leech resistance. Why does my freeze/stun/etc (CC) not work on bosses? It's a balance decision by the developers. Bosses have a ton of stun resistance, freeze resistance, etc. Note that resistance debuffs still work fully on bosses, so although your Flash Freeze won't freeze a boss he'll still suffer from the -% resistance debuff it applies. It's possible get powerful CCs to barely work on bosses by reducing a boss' resistance to everything. How can you tell if a skill's animation is affected by attack or casting speed, i.e. what skills are "attacks" vs. "spells"? This can be a little tricky, as it doesn't say in each skill's tooltip if it's affected by cast or attack speed. e.g. Forcewave, a Soldier skill, is actually affected by cast speed and not attack speed. It really depends on what the skill is coded to use, but the rule of thumb is mostly based on the animation: if the "blade" or "bullet" of your weapon is what hits the enemy as part of the animation. In Forcewave's case, it's the "wave" that's projected by your weapon that hits enemies and not the weapon blade itself, so it's affected by cast speed. Explain Chance on Attack (CoA) procs Basically, most everything is considered an "attack" for purposes of determining procs. DoT skills can activate procs each time they re-apply an effect in intervals (which I'll call a "tick"). Some DoTs seem to tick more than others, usually those with multiple DoT effects that are applied in separate intervals (Grasping Vines in Shaman). Not just DoT skills, but skills that apply a debuff over a duration that re-applies itself in intervals is also considered "ticking" and can activate procs (Curse of Frailty in Occultist). Keep in mind that some debuffs only tick once on their initial application and do not re-apply during intervals; you can figure out which ones do and which ones don't with some quick tests on dummies. What does this mean? If you assign a Devotion proc with no internal cooldown (there's several, like Rend or Wendigo's Mark) to a skill like Grasping Vines, it will go off constantly and fill up the screen. Finding ways to exploit procs with no internal cooldown is incredibly powerful in this game. Can procs activate from other procs? Yes. CoA procs can activate from other CoA procs, Chance on Hit (CoH) procs, or Chance on Block (CoB) procs, as long as what's activating the proc isn't a Devotion*. So if you have a bunch of gear, each piece with its own CoA, CoH or CoB effect, you can create a chain reaction of never-ending "attacks" or procs. Longer skill cooldowns often increase the chances of assigned Devotion procs activating If you assign a CoA Devotion proc to a skill that has a longer cooldown (e.g. War Cry), War Cry's extra long cooldown usually increases the percentage chance of the Devotion proc going off. However, some skills with cooldowns (usually AoE DoTs) are balanced not to do this, but you can check which ones are and which ones aren't by assigning a Devotion to a skill with a cooldown and then looking at your Devotion tree to see the new CoA percentage reflected there. What does all this mean? If you can find an AoE DoT that ticks fast and has a cooldown that increases the CoA for a Devotion proc, you're looking at one of the best skills in the game, even if its sheet DPS sucks rear end. It also means that some of the most powerful skills in this game are completely overlooked by the community. Do attacks/skills that "shotgun" with multiple projectiles effectively increase the chances of procs activating? Yes. For example, if you have an attack that shoots 5 projectiles, and each one hits, that's 5 "rolls" to see if a proc will activate. Do attacks/skills that have separate applications of AoE DoT effects that occur at separate intervals (ticks) increase the chances of procs activating? In most cases, yes. Vire's Might Volcanic Stride upgrade in Oathkeeper is an example of such an effect; Grasping Vines and its upgrade in Shaman are also an example of this.* So although a Devotion on Vire's Might may say 50% CoA, it's effectively 100% especially if you charge into a pack of monsters. Do area targeted AoE DoT effects/spells stack? Yes, I'm pretty sure most of them do. For example, multiple Devastation casts will stack/overlap on an area. This can make stuff like Sigil of Consumption and Grasping Vines very powerful. More AoE DoT dominance.* Explain Chance on Hit (CoH) and Chance on Block (CoH) procs When a monster attacks you, first a roll is made to see if it hits you, using the monster's Offensive Ability (OA) vs your Defensive Ability (DA). If it fails, the attack misses and you are not hit. If the attack hits you, CoH procs are rolled. Since the attack hit you, you have a chance to block (shield mechanics permitting). If you block, then CoB procs are rolled. i.e. If you block a hit, you are both hit and blocked and can activate both CoH and CoB procs. However, if a monster misses you that means you don't have a chance to activate any CoH or CoB procs. So, if you have a super high DA or sources that give you evasion that can actually negatively affect your CoH and CoB procs. How do I make Shields/Block good? If you can get your shield recovery to 100% or greater, that means you have no cooldown between blocks and you roll a chance to block on every "hit" that affects you (from "spells," "attacks," and all damage types). If your shield damage blocked is high (e.g. 4000) and you have a high block chance (e.g. 80%), that means whenever you are hit you have an 80% chance to reduce that damage by 4000. In other words, if you build your character to exploit shield mechanics, it can almost make you invincible. However, shields don't work to block certain area targeted DoT effects, i.e. poo poo on the ground or certain AoE DoT spells. Sometimes it's difficult to tell which effects shields work on and which ones they won't.* Explain damage scaling on Pets It's noted in the tooltip of each pet if it scales from player or pet damage bonuses. Pets that scale from player damage also use the player's OA. It's unclear if pets that scale from player damage also use a player's attack/cast speed. It's unclear if pets that scale with player damage are also affected by other pet specific non-damage bonuses, such as bonuses to pet speed, pet health, resistances, energy etc.* Can Pets activate prcs? Pets can activate Devotion procs assigned to them. I don't think that pets can activate CoA or CoH procs from your character that you get from gear and other sources. It's unclear if Devotion procs assigned to pets scale off the pet's damage bonuses or your damage bonuses. It's unclear if it makes a difference if a pet scaled from player damage is activating the Devotion proc vs a pet scaled from pet damage.* How do damage bonuses work? Are there any sources of multiplicative damage in this game (PoE's equivalent to "more damage")? Basically all damage bonuses are additive. Exceptions: - Some skills will say "Total Damage Modified by -%" in their tooltip . If that's part of a transmutation upgrade of a skill, that will only affect the total damage of the skill. There are also a few buffs (Maiven's Sphere of Protection) that when active vastly increase your defense but also incur a "Total Damage Modified by -%" penalty to your entire character. - Damage bonuses to certain types of monsters (e.g. Chthonic) are also multiplicative.* - Increasing your OA indirectly increases your damage multiplier, because crits are multiplicative and you're critting more. Note that there are diminishing returns for increasing your OA. - Bonuses that increase your crit damage are effectively a multiplicative increase. - Finally, the most common source of multiplicative damage are effects that reduce a monster's resistance. Some of these effects stack some of them don't. How multiplicative math works Let's say you attack for 100 base physical damage without bonuses. You have a combined +1000% physical damage bonus from gear and devotions, making your 100 physical damage actually deal 1000 total physical damage after bonuses are applied. You're fighting Chthonic monsters. If you put in a component that gives +10% damage to Chthonic, it will increase your damage to 1100. If you put in a component that gives +90% physical damage (a big number, right?), that will only increase your damage to 1090. Explain resistance reduction stacking Because it's your main source of multiplicative damage in GD, figuring out ways to reduce a monster's resistance is key to upping your damage. Refer to the chart below. There are 3 different kinds of reduce resistance effects that are all written the tiniest bit differently. The first one is what you have, "x Reduced Target's Resistance." There are many of these effects in the game, but only the highest one counts. There are a few abilities that have this type of resistance reduction (Blackwater Cocktail/Ravenous Earth), but mostly you will get one from the devotions Rhowan's Crown or Manticore or a component. Values on this first type are 10-32. The second one is the big one, '-x% (type) Resistance' Not only are these values typically larger, but you get to add all the effects of this type up. When you see people saying a class combo has 'good support for x damage' the total value of this is what they are talking about. The third is 'x% Reduced Target's Resistance' which has only a few sources (Viper node 4 and Hand of Ultos in the Devotion tree). This multiplicatively decreases resistances if they are positive and multiplicatively increases resistances if they are negative. Other that rare situation where it's a boss on ultimate of your damage type (e.g. Ultimate Gargabol, a boss that does fire damage has 73% fire resist) almost everything has 0-50% base resistance and will have somewhere in the range of -30 to -100% resistance when this is applied on builds with good support for their damage type. TLDR: Get one "x Reduced Target's Resistance." effect, as much total '-x% (type) Resistance' for your damage type as you can, and one 'x% Reduced Target's Resistance' effect. Then enjoy a 1.5-2x multiplier to your base damage against almost everything in the game. What's a Nemesis boss and how do you spawn/kill them? Negative reputation is primarily gained by killing yellow named (or greater) monsters of that faction. When you reach max negative reputation with a faction you achieve nemesis rank with them. That means somewhere in the game world (faction spawns based off the host) a nemesis boss for the faction will spawn in place of a hero monster. So if you're nemesis rank with Undead, and wander across a spawn of skeletons that usually has a hero skeleton, there's a chance that hero skeleton will instead be the Undead nemesis boss. Nemesis bosses guard nearby glowy blue chests that have really awesome loot with a high chance of a legendary item. Nemesis bosses can also drop Monster Infrequent (MI) items that are unique to each boss. A good way to farm legendaries is to get in a group of 4 players (for the RiF bonus), split up, and search and kill nemesis bosses. Here's more info: http://www.grimdawn.com/forums/showthread.php?t=26148 How does trading between players work? Do items become soulbound (i.e. untradable)? Equipment and consumables you buy from faction vendors, augments, and items you've applied components or augments to are soulbound and can't be traded. Some quest items (usually for collection quests) can't be traded either. Soulbound items can only be used by the character it's soulbound to, and if you were to stash the item, you could only stash it in the personal stash of that character -- not the shared stash portion that your other characters have access to. You can always remove components or augments via the alchemist which also removes the soulbound property. Other than that, everything is tradable. This is one of the reasons why playing multiplayer is so lucrative. Loot is basically doubled for everyone and it's also instanced for everyone. So if you and your buddy have characters that are looking for different loot, you can give him your drops and he can give you his. That's like 4x loot when you're playing with a buddy. In terms of actually trading items, you can drop items on the ground or do a secure trade with another player. What's the trick to launch GD in 32-bit vs 64-bit? Added "/x64" command line option. When added to the game shortcut, forces the 64 bit version to launch. How do you start on Ultimate difficulty? You have to have a character that's beat the Warden, the boss of Act I, on Ultimate difficulty. Talk to occult guy near the start to access the FG desert town hub. In the middle of the FG town there's a vendor that sells the Savior's Merit. Buy one and transfer that to your stash. Make a new level 1 Veteran character, immediately quit, start the Crucible with the character to access your stash there and take the Merit. Quit Crucible and start the main campaign. While standing in the summoning circle, before you talk to even the first guy, consume the Merit. Now exit again, then start on Ultimate with your level 1 character, before you even talk to anyone. Starting on Ultimate is rewarding (you level up super quick and find good gear), not as hard as you may think, and recommended to long-time players looking for a challenge. In Deadman's Gultch, there's this long canyon filled with green aether poo poo that kills me. At the end of the canyon is a locked gate. What's the deal? There is a small branching path to the north about half way through the green poo poo. Run toward there, and drink a heath potion at about 40% health. Wait in the safe spot for your potion to come off cooldown. Then run the rest of the way through the green poo poo, and drink your potion at about 40% health again. To unlock the gate, you need to achieve Honored reputation with Black Legion, which will unlock a quest in Act 4 for you to take. Any tips for the Crucible? This thread is pretty good: http://www.grimdawn.com/forums/showthread.php?t=74394 // IRREVERSIBLE CHOICES
// TIPS & ADVICE
Dahbadu fucked around with this message at 16:54 on Jan 3, 2021 |
# ? Jan 5, 2016 07:38 |
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// CHARACTER BUILDS Feel free to post builds in the thread you'd want to see here. If you want to see one of your successful builds listed here, make sure to note it in your post so it stands out. For a build to be "successful" it should perform well (survivability, clear time, fun to use) starting on Veteran all the way through to Ultimate. You can also check out other builds on the official GD Crate forums here: http://www.grimdawn.com/forums/forumdisplay.php?f=17 (be warned, however, some of those builds are pretty bad) Note: If you hold Shift+Ctrl grimtools will hide all the gear-based points so you can see where you need to actually apply points and how many. * * * Dahbadu's League Starter Build: https://www.grimtools.com/calc/qNY0jAlZ This is probably the strongest SSF league starter in the game based off of current mechanics. Here's an example of one direction you can take the character: https://www.grimtools.com/calc/eZPndaB2 * * * "There Will Be Blood" Wildblood Conjurer, Super Life Leech Hybrid Tank by Dahbadu Recommended for new players Link: https://forums.crateentertainment.com/t/1-1-9-10-wildblood-conjurer-super-life-leech-hybrid-tank-video/110854 * * * "Grim Gandalf" Devastating Spellscourge Max Block Cooldown Tank by Dahbadu https://forums.crateentertainment.com/t/1-1-9-1-devastating-spellscourge-battlemage-max-block-cooldown-tank-video/110747/2 * * * "Mazda Meme" Vire’s Might Vanquisher Templar, Cooldown Cycler Mage Speed Tank by Dahbadu https://forums.crateentertainment.com/t/1-1-9-1-vires-might-vanquisher-templar-cooldown-cycler-mage-speed-tank-video/110707 * * * "Bang Bro" Blightlord Blazeseer Tanky Hybrid by Dahbadu https://forums.crateentertainment.com/t/1-1-9-3-blightlord-blazesser-shieldbreaker-bombs-and-bros-video/112146 * * * "Captain AmeriCairn" Stoneguard Retaliation WPS Shield Tank by Dahbadu Build (w/o a MI): https://www.grimtools.com/calc/DV9vMAvZ * * * "Fun Fisting Forcewave" Stonefist Tactician Koolaidman Tank by Dahbadu Recommended for new players that like to swing big sticks Build (w/o a MI): https://www.grimtools.com/calc/p25M8mm2 Build (w/ a MI): https://www.grimtools.com/calc/r2BE57zN Notes: - This is one of the most optimized Forcewave physical damage builds out there. - The build shines with a Stonefist Rebuke. If you don't have one, spec into Aura of Conviction. Once you get a Mythical Stonefist Rebuke, make sure to spec out of Aura of Conviction to Aura of Censure. - You don't have a shield, but you're super tanky with decent defenses and multiple health regen and life leech mechanics/procs. - Charge in (use Blitz to start, but once you get a medal augment use that instead to save some skill points) -> drop an Inquisitor's Seal, stand in it -> War Cry -> tag the biggest monster with a Storm Box for sexy devotion procs - > then proceed to right-click ground pound like a boss. Remember to keep your Word of Renewal buff up. * * * "Grim Rick James" Oblivion Black Flame Deceiver Caster Tank by Dahbadu Build (w/o a MI): https://www.grimtools.com/calc/vNQ70v8V * * * "Bad Build" Witchblade of Dreeg Caster Tank by Dahbadu Build: https://www.grimtools.com/calc/eZPndaB2 * * * Drain Essence Sigil of Consumption Apostate by Dahbadu Last updated for Ashes of Malmouth Final build: http://www.grimtools.com/calc/q2MAvbm2 Notes: - Good starter build, as you don't need any specific items -- although the Signet of the Damned rings are nice to have. - The most important items for this build are Signet of the Damned (rings) and Boneweave Leggings. - Your main attack is Drain Essence (skill) tied to Twing Fangs (devotion). Your red hand of death will melt faces and make you nigh unkillable. - Keep a Torment relic ready, and swap it in during fights with the Mad Queen and Beast Nemesis. - Lots of life leech, enough to leech bosses. - Good resistance shredding. - Very tanky with lots of DA, high health, and an insane amount of life leech. - Can put out a ton of damage, single target and AoE. Good clear speed and boss killing. What's this build do? Facetank just about everything. Melt enemies around you, draining *all* their life. The screen will come alive with your procs, sigils and seals -- and this is from you just standing still. Most importantly, you also have Skelebros(tm)! * * * Spin to Win Retaliation Scaling Ele/Phys Converted to Acid Hybrid Oathkeeper / Occultist build by Jabarto Last updated for Forgotten Gods Final build: https://www.grimtools.com/calc/lNkl6nQ2 * * * Virtue's Light Firestrike/Aegis Shieldbreaker v2 Smash Malmouth - "My world's on fire. How 'bout yours?" https://www.grimtools.com/calc/lNklGAb2 Build by Clitch Last updated for Forgotten Gods "So why are you making GBS threads up the thread with another version of your dumb Shieldbreaker?" That's an excellent question. 1. Posting is free. 2. My wife won't listen to me talk about Grim Dawn anymore. 3. This version is better(I'm pretty sure). We get a significant damage boost, faster ATK speed, about 300% added to our Fire/Burn multipliers, and more efficient conversion into those multipliers. There are 2 double rare greens. I hate them as much as anyone, but they really make room for better components by carrying the resistance load. Just gin them up in GD Stash, because compound random affix farming is stupid and no sane person's definition of fun. If it makes you feel better, go grind 20 of each, trash them, make these, and tell yourself you've earned them. Devotions have been heavily altered. Empyrion is good, but going that deep into yellow stretches us too far from most of the good Fire damage bonuses. We're picking up Ghoul, Quill, Behemoth, Hyrian, and Torch for giving it up, so I'd say it's worth it. The build plays more mobile and less tanky, so more damage and HP regen is good. Click like this: 1. +Red XR, Ghoul, +Green XR, Quill, -Green XR, Candle, Owl 2. Crown, Hyrian, Delete Owl 3. You have options from here. Take Viper and open up Behemoth, or take Chariot. Either will unlock Magi 4. Whatever you picked, clean up the other one to unlock Torch Skill Points have been moved around to take more advantage of Aegis, Firestrike, and Volcanic Stride. There's a LOT of good stuff in Oathkeeper, and I'm just plain having to make sacrifices. I don't have a ton of confidence in my Skill Point game, so please feel free to take what's here and improve it. * * * Pokemaster Life Leech Cabalist v2 Build by Yawgmoth Last updated for Forgotten Gods Updated build: https://www.grimtools.com/calc/1NXo8x3Z This build gives you 10 skeletons, 2 birds, a hellpuppy, a blight monster, and a ghost. Each of these pets is going to be hitting like a moderately well-geared character and so are you, so if you've ever wanted to be a one-man WoW raid this is the build for you. Devotions Get either Fiend or Imp first and the other immediately after, they are both insane. I especially like Imp for leveling because of the confuse chance, which makes big packs far more manageable. Get Shepherd's Crook next, because it is just a crazy huge buff for your pets and binding it to Reap Spirit gives you a 100% trigger on the same cooldown. Solael's Witchblade and Rhowan's Crown should be next but the order is up to you; they both do a similar job of RR. Basically we want to get all of our celestial powers asap so they can level up. Everything else is a "get it when you can get it" thing; static buffs to you and your pets. Skills You want to get a decent amount (6-8) of points into skeletons early on. They are basically your default attack, so go at least 1 point in them until you can hit Undead Legion and dump ~5 points in that. More skellies = more better. After that, just keep powering up that mastery. Drop 1 point into a skill when you can, but otherwise you really want to get Reap Spirit and Master of Death asap. When you get Occultist, grab a point of Familiar and Curse of Frailty. If you find yourself getting murdered a lot, think about dumping points into Occultist mastery to get Blood of Dreeg because it is insanely good. Once you have all your mastery and one point wonders, start filling in what needs to be filled. It's a pretty forgiving build as far as leveling goes IME. Gear Mythical Witching Hour is far and away the best weapon for a pet build IMO. +2 to all of your skills, buffs your pets' hp/damage/total speed, and can give them RR and more flat damage. The only thing it doesn't do is give them party hats. Bysmiel's Trinkets are similarly incredible. The amulet gives a BoD-style heal+buff, giving RR and attack speed to everyone, the rings give flat damage and resistances, and the medal is just a big fat pile o' stats. The 4-piece bonus gives you a second bird, which is exceptionally worth getting nowadays. Zantarin's Mantle is obviously the best option for shoulders with its native bonus to pets and elemental resistance, but any Warding _____ of Caged Souls/of the Wild would be fine. Its main purpose is to be a bucket of resistances and we really don't have much aether resist options beyond the Warding prefix. All in all, this is a way better pet build. Your pets are stronger all around, you have better stats in every way, and you have two buffs that heal you so you should never be in a situation where you're worried about dying. Dahbadu, go ahead and put this in place of the old build in the OP. * * * More builds by Yawgmoth: Pet Cabalist. You summon a bunch of skeletons, a couple birds, and a variety of other poo poo and let them beat the piss out of everything. Kind of energy-intensive, but nothing all the energy potions the game dumps on you can't solve. If you pop all your buffs at once, your pets will murder everything on the screen, bosses included, in <10 seconds (barring any crapass mutators). Pet Ritualist. Very similar to the above, but with plague beasts instead of birds. Way less energy intensive, slightly different stats, much different devotions. You basically alternate between Bone Harvest and Reap Spirit, filling in with Swarm for the -20% acid resist. Way less pet damage but also way less expectation of having a shitload of short-term buffs up. Poison Dervish. Like the idea of pets but hate that they have hp and have separate stats? Try this on for size! Revenant and Yugol give you some very nice player-based pets on attack, and Nightblade & Oathkeeper both give you two more invincible pets. But we clearly do not have enough, so we have the Prime Ring of Morgoneth providing another 3 pet tentacles to reduce incoming damage! You basically just charge in with SS, ABB & Ring of Blades anything that doesn't die from Tainted Eruption, and let your pets run around harassing anything you haven't slammed into yet. Rotgheist Archon. Vitality-based melee, using Primal Strike on cooldown with transmuted Righteous Fury. Grasping Vines with Wendigo's Mark means you are dealing buckets of AoE damage that is also healing you, while immobilizing enemies who get blasted by PS. With your guardians triggering Tainted Eruption basically all the time, the only thing that stays up for longer than a second are bosses and higher. Tainted Flame Deceiver. Surprisingly resilient caster. With all the mods on Flames, you will cripple anything that tries to hurt you and you'll heal back any hp you lose between Blood, Word, and the lifeleech on Flames. If you get everything to proc, you're rocking -98% chaos RR and chaos is basically all you do. You can put the glyph on LMB, which I do so I am always leaping into the fray (and blasting it). PRM Spellbinder. Aether-based PRM build, you get to be pretty mobile while turning the screen into a bullet hell game for the enemies. Pretty defensive, very nice if you want something that is more "hold LMB and walk through the game" than any of the other builds. * * * Zero DPS Deceiver Posted by The Mash (11-6-2017) http://www.grimtools.com/calc/4NOQzEKV Goal: To trivialize multiplayer content entirely. This setup has 4 different AoE heals, 3 of which are on demand, two max HP buffs, several resistance debuffs (of the stacking variety) and a ridiculous ability to control an area. Switch Inquisitor aura depending on group setup. Several items are missing prefixes and/or suffixes in this example, and I haven't done all augments and components, which is why resistances are slightly wonky. This is on purpose, because you don't need weird BiS MIs to run this build. A Touch of Purity and a bunch of +health items are all you need to get started. The build is particularly ridiculous on Crucible. I duo'd with a friend, and we did 100-150 and 3x 130-150 on Gladiator + extra spawn and used a total of two potions between us. We never moved at any point and basically never dropped below 30k hitpoints. The character obviously only works if you play multiplayer and it's stronger in Crucible than in story mode, though it still performs well as a supportive character for stuff like Ravager, Kubacabra etc. This setup is packing 106% elemental resist reduction and 126% cold resist reduction, all of the good kind that stacks and brings negative. * * * Alkamos' Shadow Posted by Stokes (11-29-2017) Current character uploaded to Grim Tools: http://www.grimtools.com/calc/4Vxb555N Build Theory: Instead of spending points on Shadow Strike we'll free up some points by using Spectral Strike from Alkamos' Monster Infrequent. Spectral Strike is the equivalent of 9 points spent in Shadow Strike not including any secondary skills. While you might think losing Nightfall is too much, it's not necessary. The Cold and Frostburn buffs from Lethal Assault and Soul Harvest stack. And since Harvester of Death turns all of your physical damage to Cold when you use Bone Harvest, when the buffs from Soul Harvest, Lethal Assault, and Elemental Awakening are active at the same time, along with the Night's Chill debuff, you do a LOT of Cold and Frostburn damage. The build also makes use of a lot of Attack Damage Converted to Health. The hardest part for me as a strictly Hardcore player was to relax and let Ghoulish Hunger do it's work. It is probably the MVP of keeping the character alive. In addition to Ghoulish Hunger, I've attached Wendigo's Mark to Bone Harvest, which activates 51% of the time, and since Bone Harvest can do 50,000+ damage it is essentially a full heal every other time I use Bone Harvest. Reaping Strike helps as well, and I also make sure to keep a Haunted Steel installed in my scythes as the Bloodthirster ability that comes with it is invaluable. Mark of Torment is a great one point wonder that will help with any Unique monster that gives you trouble. Oh and I should mention it's probably a good idea to put a point into Shadow Strike until you get an Alkamos MI, and then just spec out of it. Preparation: Deathchill Relic, one level 30 Alkamos' Scythe/Warsword, the ability to craft Hoarfrost Ointments (100% reduced freeze duration for 30 seconds). Problem Areas: You're going to be doing a lot of Alkamos farming. On Normal his MIs range from level 30-50 and you might not get to him on elite until you reach level 70, so there will be a long gap between weapon upgrades. Make sure to grab an MI that you're certain will take you that far. I'm level 97 and still using Deathchill. The only way I'd consider switching to Scourge is if I manage to get a Soulrend, but other than that there's no replacement for it. The undead nemesis affectionately known as Moose is highly resistant to Cold(94%) and Vitality(75%) damage. One of his spawn points is in Steps of Torment. Yeah it sucks. Not worth fighting. * * * // GOON STREAMERS http://www.twitch.tv/hashtagmash http://www.twitch.tv/dahbadu Dahbadu fucked around with this message at 21:33 on Dec 3, 2021 |
# ? Jan 5, 2016 07:38 |
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Love this game because it goes in the other direction to most ARPGS, back to a more diablo 1 feel but with more involved character advancement. Although it does have some MMO elements like factions/rep and randomly generated 'bounty table' quests to revisit locations, It tries to develop a story and atmosphere that drives where you go and what you are doing. The game is so big and so detailed that I don't feel like random generation would add anything (even though it also has randomly generated dungeons dotted around). Once you run a tileset in diablo enough, slight randomization in the shape adds virtually ZERO replayability. Having run through the first half of the game a bunch of times, I still find it more engaging than anything from diablo3. This game will surprise you, not disappoint you. Qmass fucked around with this message at 08:18 on Jan 5, 2016 |
# ? Jan 5, 2016 08:15 |
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So is this game pretty much finished? I picked it up on sale because hell yes I loved Titan Quest, but I've been kinda waiting for it to get done to try it.
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# ? Jan 5, 2016 08:17 |
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Qmass posted:Love this game because it goes in the other direction to most ARPGS, back to a more diablo 1 feel but with more involved character advancement. Although it does have some MMO elements like factions/rep and randomly generated 'bounty table' quests to revisit locations, It tries to develop a story and atmosphere that drives where you go and what you are doing. The game is so big and so detailed that I don't feel like random generation would add anything (even though it also has randomly generated dungeons dotted around). Once you run a tileset in diablo enough, slight randomization in the shape adds virtually ZERO replayability. Having run through the first half of the game a bunch of times, I still find it more engaging than anything from diablo3. On a side note, I'm setting up a Steam group at the moment. Hopefully that will help facilitate people grouping. It seems that grouping may be a thing people want to do once people get to higher difficulties (it's a long game, so it takes some time to get there) and run the challenge dungeons together.
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# ? Jan 5, 2016 08:23 |
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Night10194 posted:So is this game pretty much finished? I picked it up on sale because hell yes I loved Titan Quest, but I've been kinda waiting for it to get done to try it. Seems finished to me. At no point when playing it have I thought to myself it seemed like an unfinished game. Edit: Also, I am kinda in the same boat as you. I've been waiting to dig into the game for a while, and when I read it was "content complete" I figured now is as good as time as any. I haven't had any regrets so far. Dahbadu fucked around with this message at 08:30 on Jan 5, 2016 |
# ? Jan 5, 2016 08:26 |
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Got it during the sale, love using a rifle. More ARPGs should have rifles. It seems like for this game you want to try and use as many toggled abilities rather than active skills.
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# ? Jan 5, 2016 08:29 |
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Weissritter posted:Got it during the sale, love using a rifle. More ARPGs should have rifles. It's cool that Veteran difficulty requires some actual good builds/planning, it seems. My first character kinda turned into a slog, and I made a new one that's been plowing through Veteran (I'm level 39 now). On my Soldier/Demolitionist I have like 4-5 toggled abilities, but I also use like 8 activated abilities constantly. I start combat by throwing a flashbang grenade into a group, then charge in hulking out swinging around a literal tree trunk that makes earthquakes. Dahbadu fucked around with this message at 08:47 on Jan 5, 2016 |
# ? Jan 5, 2016 08:39 |
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Dahbadu posted:It's cool that Veteran difficulty requires some actual good builds/planning, it seems. My first character kinda turned into a slog, and I made a new one that's been plowing through Veteran (I'm level 39 now). On my Soldier/Demolitionist I have like 4-5 toggled abilities, but I also use like 8 activated abilities constantly. I start combat by throwing a flashbang grenade into a group, then charge in hulking out swinging around a literal treebranch that makes earthquakes. Still early in the game so far, and running with about 4 actives. I went Demo/Occultist, the latter for the toggles. I am sticking to rifles, so I got the celestial power that has a chance to shoot out divine falcons. It seems like you can only pair one divine power to one ability, and the on-hit ones to auras/toggles, right?
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# ? Jan 5, 2016 08:43 |
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I like that you can make both ability heavy or super passive left click builds. I also like dual wielding pistols and pretending im in equilibrium.
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# ? Jan 5, 2016 08:45 |
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Weissritter posted:Still early in the game so far, and running with about 4 actives. I went Demo/Occultist, the latter for the toggles. I believe so. I have 3 celestial (devotion) powers so far. I just try to pair them with a skill that I think works best mechanically based off of stuff like AoE, range, and cool down.
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# ? Jan 5, 2016 08:45 |
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Qmass posted:I like that you can make both ability heavy or super passive left click builds. I also like dual wielding pistols and pretending im in equilibrium. Nice. I've managed to collect 2 Slime Bolters on my current playthrough. For my next character, I'm really liking the idea of dual-wielding the pair with a Mark of Dreeg in each. Ghostbuster gunslinger.
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# ? Jan 5, 2016 08:54 |
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holy poo poo I bought this game in may and it was already basically a full game by appearances has it actually gotten more feature-dense since then
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# ? Jan 5, 2016 09:06 |
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LORD OF BUTT posted:holy poo poo I bought this game in may and it was already basically a full game by appearances Yes. This is probably the best ARPG on the market right now if you care about a story driven play through. I can't comment on the grind fest side of it yet, but all indications are it's got staying power.
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# ? Jan 5, 2016 10:21 |
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I picked this up a few days back and have to say I'm positively surprised. I was expecting another tired arpg that'd keep me occupied 10 hours at best, but I've actually been vigorously pouring all my free hours into this. For me this game is competing with Path of Exile and maybe I'm still being hyped by a fresh game but even when trying to look at it objectively, it's beating PoE in pretty much every aspect except amount of content. But it's probably somewhat unfair to compare them on that account since PoE has been out some years. Remains to be seen how randomized the maps are and how high attack speed modifier I can get. Then I can decide how good the game is
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# ? Jan 5, 2016 10:50 |
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Fewd posted:I picked this up a few days back and have to say I'm positively surprised. I was expecting another tired arpg that'd keep me occupied 10 hours at best, but I've actually been vigorously pouring all my free hours into this. For me this game is competing with Path of Exile and maybe I'm still being hyped by a fresh game but even when trying to look at it objectively, it's beating PoE in pretty much every aspect except amount of content. But it's probably somewhat unfair to compare them on that account since PoE has been out some years. The maps are absolutely not randomized, barring some occasional boulders changing place. It's a love/hate kinda feature. I'd recommend to all new players that they focus on a core set of skills eventually rather than having one pointers everywhere, since skills gets overwhelmingly better with more points invested in them, which becomes quite necessary in late Veteran and further difficulties. Try to focus on 1-3 damage types tops so your itemization is less messy and you can stack better. Resists are god, ESPECIALLY in Elite. If you're not sure what class to take as your secondary, Arcanist works pretty easily with basically everyone due to having some strong defensive options that can complement any build. It's important to note that respecing is VERY cheap, with the caveat that you can't respec points placed directly into a class (the bar at the bottom), so always think a bit more carefully about placing points into a class. Most of all, good luck, have fun, and enjoy trying to kill THAT ONE UNDEAD PRIEST IN THE MIDDLE OF THE ELITES GOD.
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# ? Jan 5, 2016 11:04 |
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I got this game about a year ago in Early Access because I really loved TQ and wanted to support the creators. It wasn't so great back then, but it has improved tremendously with all the little additions like Devotion paths and badges. Overall Grim Dawn is a pretty cool ARPG that between itself and Diablo 3 covers the full spectrum of what makes games like these enjoyable. It still has some annoying holdovers from TQ like having to invest so many points in passive abilities, but there are a lot of good ideas going on. I deleted all my old characters but right now I'm rolling with a level 41 Witchblade.
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# ? Jan 5, 2016 11:12 |
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I was wondering why there wasn't a thread for this game. It's pretty neat; I've been playing it while listening to bad fantasy audiobooks and it meshes really well. The only thing that annoys the gently caress out of me is there is no search for the devotion system, so you have to mouse over everything to find stuff.
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# ? Jan 5, 2016 11:13 |
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Soldier is another good secondary specialisation because it has lots of defensive and +health/phys plus a couple good offensive talents early in the tree.alarumklok posted:The only thing that annoys the gently caress out of me is there is no search for the devotion system, so you have to mouse over everything to find stuff.
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# ? Jan 5, 2016 11:14 |
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Heads up on pet builds right now--the end boss (at least what I assume is the end boss) apparently was not tested for two seconds with a pet build and is basically unwinnable on veteran. Not sure if I have the patience to go through the slog in front of it again and see if it's any better on normal. Pets largely refuse to attack it on their own and they ignore the pet attack command, so the best you can do is order them sort of next to it and hope they go for it, except they often completely ignore your commands in that room for some reason and go running off to look at nothing in particular. Meanwhile the boss spawns multiple enemies at twice the rate the pets can kill them, with apparently no upper limit on them so within about 10 seconds it becomes a horrible clusterfuck, to say nothing of the undodgeable bullshit the boss is hitting you with nonstop. Without even trying to stop to use skills on my own, just running around trying to survive while my pets ponder doing something, there is no physical way for me to survive longer than 45 seconds or so even spamming potions and blood of dreeg as fast as they're available. Got it down to 20% health or so through death attrition and then the monster spawn rate got even more ridiculous and I said that's about enough of that. I would recommend waiting on a pet build right now. It feels very gear-dependent (I was lucky to have the black grimoire of og'napesh drop from some random enemy in the mountain deeps but god knows where I'd be if I hadn't gotten that) and difficulty is incredibly pitchy, where your pets can destroy everything that attacks them, but can't do a thing to protect you once a fast enemy decides you're the only thing they want to attack because the pets can't keep up. These should be in the OP http://grimcalc.com/ http://gracefuldusk.appspot.com/ http://www.grimdawn.com/forums/showthread.php?t=27287 Owl Inspector fucked around with this message at 11:34 on Jan 5, 2016 |
# ? Jan 5, 2016 11:31 |
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Gestalt Intellect posted:Heads up on pet builds right now--the end boss (at least what I assume is the end boss) apparently was not tested for two seconds with a pet build and is basically unwinnable on veteran. Not sure if I have the patience to go through the slog in front of it again and see if it's any better on normal. gently caress gently caress gently caress. And here I was just starting to enjoy my hellhound.
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# ? Jan 5, 2016 11:56 |
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This looks pretty cool and ever though I never got through Titan Quest I really liked it's class mix system. Which looking through what's on selection here looks pretty awesome. Gestalt Intellect posted:Heads up on pet builds right now--the end boss (at least what I assume is the end boss) apparently was not tested for two seconds with a pet build and is basically unwinnable on veteran. Though gently caress this because I was gonna go Melee with pets.
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# ? Jan 5, 2016 12:05 |
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For what it's worth once I hit level 40 or so the Beak Crew was absolutely destroying everything that made the mistake to go after them instead of chasing me (I cleared the steps of torment on veteran very quickly with less trouble than I've ever had before), so for a majority of the game it can be really powerful. But I don't know what the gently caress is wrong with the end boss. Searched for any comments from other people and pretty much everyone seems to think it's a nightmare for pet builds. A few people mentioned they had no trouble with the bastion of chaos but still couldn't kill the boss. I might just go try that instead, but the experience soured me on the game a bit. This is what my build looked like at 50. For devotion it's all about shepherd's call and bysmial's bonds. I use dreeg's evil eye just to trigger shepherd's call, and stick a chilled steel on whatever weapon I happen to have at the time for the ice spike, which I use to trigger bysmial's bonds. Once those are both active you can just run around and avoid getting hit. Curse of frailty is great to slow idiots down and lower their resistances for the pets to rip them up, but note that it tends to make enemies go after you. Overall the PETA Representative build is really powerful most of the time but randomly becomes really difficult when you need your pets to be less stupid, because you can't do a drat thing on your own (if you can, it means you took power away from your pets which is Bad compared to stacking all the pet damage you can get).
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# ? Jan 5, 2016 12:23 |
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Me and my main man Black Baby Goku bought and played this tonight. It's not a spiritual succesor, it's literally Titan Quest in every way except setting and the cool Path of Exile style secondary skill tree. Good game though. I feel like the game artists read too many Warhammer Fantasy books on mushrooms though.
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# ? Jan 5, 2016 12:25 |
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Larry Parrish posted:Me and my main man Black Baby Goku bought and played this tonight. It's not a spiritual succesor, it's literally Titan Quest in every way except setting and the cool Path of Exile style secondary skill tree. Good game though. I feel like the game artists read too many Warhammer Fantasy books on mushrooms though. poo poo, Grim Dawn could've been Warhammer Fantasy if the End Times fizzled out halfway through.
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# ? Jan 5, 2016 12:27 |
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Infinity Gaia posted:The maps are absolutely not randomized, barring some occasional boulders changing place. It's a love/hate kinda feature. Ah. Well it's sort of a double-edged sword. As I'm on my first playthrough the maps feel really awesome, detailed and leaps and bounds ahead of randomized stuff. In the long run running same old maps over and over is probably going to suck though. Been playing a demo/soldier (commando) with heavy emphasis on hard default attack and chucking canister bombs and it's hella fun. I got no idea what to do with devotions though. Kraken seems really good for a rifle dude like that so working on that one, but I got no idea what I should aim towards after that.
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# ? Jan 5, 2016 16:56 |
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I think Order is a good devotion path for soldier-based classes. You get a huge resistance weakener in Assassin's Mark and two big regen talents with Dryad + Tip the Scales.
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# ? Jan 5, 2016 17:03 |
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I find that the best bet for Devotion paths is to rush a proc that works for your damage types asap for extra AoE and to get it leveling, and then really focus on resists. Tsunami and Assassin's blade are both good choices if they work for your build. Working towards Empyrion's Blessing is a huge defensive buff and you absolutely need good resists in as many things as possible to make any progress for the higher difficulties. I also like Viper situationally, it gives a really nice -25 elemental resistance shred on all of your attacks and gives you some energy leech which helps out a lot early game. All that being said, the devotion system is a cool layer of customization but I'm gonna hunt down grab all 50 shrines on one character and then as soon as a save editor comes out (probably with the official release) all subsequent characters are gonna have their devotion points cheated in because it's already getting tedious even running new characters through act 1 and also having to hold onto random components forever in case you need them to purify a shrine an act from now.
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# ? Jan 5, 2016 18:44 |
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Im putting my Devotion into resists and regen because I'm playing a pure Arcanist who just explodes packs with a few energy bolts so whatever.
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# ? Jan 5, 2016 18:46 |
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So I've played this game loads since the early versions and also TQ loads which has basically the same mechanics, so if anyone needs critique on builds or whatever, feel free to ask. There is nothing about this game I don't know. I've also done a few streams recently, mostly of Ultimate, while answering questions where relevant: http://www.twitch.tv/hashtagmash/profile You can go here to watch back the last couple of streams or read the text on the right for more basic pointers for GD. Here's a good rule of thumb though: Soldier and Arcanist are the two strongest trees, so having at least one of them is not a bad idea. Demo/Occultist are the only two trees without good defensive steroids, so you shouldn't combine those two trees. Each of the other four classes have one must-have defensive skill if you have that mastery: Soldier: Military Conditioning Arcanist: Maiven's Sphere of Protection Nightblade: Shadow Dance (passive buff off of Pneumatic Burst) Shaman: Heart of the Wild (passive buff off of Mogdrogen's Pact) For beginners, stacking two of these classes is a good way to ensure your character will be endgame viable. How to build a character 1. Pick one skill that will do the majority of your damage. Almost every damage skill in the game can be used for this. 2. Pick one type of damage (physical/cold/acid/poison/bleed/pierce/etc) that you will be doing with that skill. Some skills only have one damage type, others use % weapon damage and can gain other types as a result, others again have multiple damage types built in. As a rule of thumb, you want to have only one damage type so you can scale properly. One exception is elemental damages (cold, fire, lightning, but not their damage over type versions frostburn/whatever/whatever) where a decent amount of gear caters to all three at once. 3. If your skill has a % weapon damage ratio on it, it will scale with flat damage bonuses from your gear and other skills and Devotion. In this case, you can stack flat bonuses to increase the base damage of the skill before multipliers. Otherwise your source of scaling is +% damage to that skill. 4. Offensive Ability is the best offensive stat in the game for 90% of all characters. You'll want some source of it. Arcanist and Soldier have strong buffs for it that you'll want to take and Nightblade gets a lot through their high cunning. If you're not one of those, look for bonuses in Devotion and gear with good OA. 5. There are many passive skills that "proc" off default attacks, mostly in Soldier, Shaman and Nightblade. Default attacks are: default weapon attack, Fire Strike (Demo), Cadence (Soldier), Savagery (Shaman), Troll Rage (Mistborn Talisman Relic) and the Shard of Beronath weapon component skill. If you run procs, that should be the key point of your build and you should generally have one of the special default attacks as well. Cadence is bad with procs unless you have points to max it out, for reasons. 6. Put enough points into Physique to wear the armor you need to wear and be decently tanky. Remember that you get a lot of physique from taking points in masteries. Noone needs more than 1000 physique total at max level unless you're playing on hardcore. If you're not a Soldier, 800 should be the upper limit. Put the rest into Spirit if you do magic damage or Cunning if you do non-magic damage. Cunning boosts your damage from Physical, Pierce, Bleeding and Internal Trauma. Spirit boosts everything else. 7. For Devotion: Early on, put points in whatever give immediate boosts, ideally aoe damage procs, you're going to respec anyway. Once you're at 30+ points collected: Pick one or two outer ring constellations that will be your primary goals. You can pick two if they share requirements to a degree. Plan the rest of your build around getting out to those. Some good early constellations include: Hawk, Compass. A good mid-level constellation that basically becomes mandatory to all builds on Ultimate is Targo the Builder (just the middle 2 points). If anyone needs build advice, plan it out on grimcalc and drop a link and I'll tell you how to fix it The Mash fucked around with this message at 19:16 on Jan 5, 2016 |
# ? Jan 5, 2016 19:12 |
this game owns really hard
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# ? Jan 5, 2016 19:15 |
I really like my Demolitionist but I don't think he is going to scale to the higher difficulties so I'm probably going to make a Soldier
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# ? Jan 5, 2016 19:17 |
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Three things that should be added to the OP 1. There is a button that will auto combine and stack all the components located to the left above a character inventory screen. 2. There is a loot level filter that is to the left of the health bar. It should be a little Grey triangle with stars in it. Click on it to only show progressive higher levels of loot. 3. Its not complete but there are Grim Dawn maps of the first 3 acts: http://maps.grimdawn.es/ There game is amazing and at first I wish it was Titans Quest 2 setting wise Create Entertainment did make their own unique world that really started to appreciate after it was flushed out a bit more.
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# ? Jan 5, 2016 19:19 |
BexGu posted:Three things that should be added to the OP god drat it
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# ? Jan 5, 2016 19:22 |
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Eonwe posted:god drat it I know right?!?! Its like the biggest upgrade Crate could have made over Titans Quest that was the most requested. Also does it seem more special monster appear in Veteran compared to normal difficultly? Oh yeah, scan the walls for cracks. There are a ton of secrets hidden behind fake walls. BexGu fucked around with this message at 19:30 on Jan 5, 2016 |
# ? Jan 5, 2016 19:27 |
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Eonwe posted:I really like my Demolitionist but I don't think he is going to scale to the higher difficulties so I'm probably going to make a Soldier You realize you can have two masteries, right? Demo/Soldier is a perfectly viable combination BexGu posted:Also does it seem more special monster appear in Veteran compared to normal difficultly? Yes, that is one of the main reasons why you'd play on Veteran in the first place. Generally, Veteran is a remnant of every patch prior to B29, where Normal was the only difficulty available, and they had to give us some way to up the difficulty a bit to keep us interested. Now, you forget all about it existing in the first place as soon as you move into Elite and Ultimate.
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# ? Jan 5, 2016 19:29 |
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BexGu posted:I know right?!?! Its like the biggest upgrade Crate could have made over Titans Quest that was the most requested. There definitely is. Veteran amps up the special spawns and amount of monsters.
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# ? Jan 5, 2016 19:29 |
The Mash posted:You realize you can have two masteries, right? Demo/Soldier is a perfectly viable combination yes, I took Occultist not knowing better, I don't really like that choice
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# ? Jan 5, 2016 19:37 |
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# ? May 6, 2024 04:14 |
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Eonwe posted:yes, I took Occultist not knowing better, I don't really like that choice Yeah you've made it a little bit harder for yourself. It can probably still work though, you can use Curse of Frailty and it's modifier out of Occultist to buff your fire damage greatly.
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# ? Jan 5, 2016 19:39 |