Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Just a few things that caught a piece of my mind:
- Blade Trap doesn't work against bosses, most heroes and the toughest commoners;
- Blade Spirit is quite weak on Ultimate unless you heavily invest into it with a Demonslayer's set;
- Devouring Swarm is possibly the skill with the highest amount of Resistance Reduction in the game (for Vitality and Bleeding);
- Fire Strike hits pretty hard on the right build, and even though it's the modifier I like the least on melee builds, it's totally my top pick on any ranged guy;
- Shaman is arguably one of the tankiest masteries in the game, I would place it 3rd after Soldier and Inquisitor.
Just to make it clear, I'm not attacking you. At the beginning everyone sees things from a different perspective.
That said, the secondary class mostly depends on what you want your build to be.
From your post you seem to want a pet while still dealing damage yourself, and that's pretty much a no-go on Ultimate, although possible on Normal (and to a lower degree on Elite, I guess). Nightblade offers absolutely nothing to pets, unless you go the Winter King + Heart of the Mountain route, which still isn't particularly good. Trickster would be the class, but I wouldn't suggest it on vanilla.
Occultist combined with Shaman or Demo is probably your best bet at a pet build on vanilla, but don't expect to deal much damage yourself (your pets, on the other hand, can deal a real lot of damage).
If you want to go the ranged route, and deal damage yourself, you would do best giving up on pets. On a Shaman ranged build, your best secondary classes are Demo and Soldier. Demo if you want to go full elemental/lightning damage, Soldier if you want to go physical or be tankier. If you go for Soldier, I would totally suggest going for a rifle.
Nightblade is pretty bad as ranged on vanilla, but I suppose you could keep going with Phantasmal Blades, which are pretty great. For that purpose, I would suggest Arcanist (for cold PB) or Occultist/Shaman (for vitality/bleeding PB).
With a Trickster (Shaman+Nightblade) you can also consider going melee lightning dualwield. As weird as it may seem, Savagery is pretty damn good when combined with Nightblade's WPS (Belgothian's Shears, Execution, etc...), and you can easily get x2 Stormhearts (you get 1 for each character on Ultimate difficulty).
I'm only planning on using pets to tank. They don't have to do a lot of damage. In most other ARPGs I would be fine ditching the pet and going pure ranged but this game has severe problems with invisible damage mechanics and most AoEs (referred to in WoW as "the bad") aren't telegraphed with clearly visible warning areas on the ground.
I also know blade trap is nerfed on "difficult" enemies. Usually it has heavily decreased duration on elites and most bosses are thoroughly immune to the immobilize. I use it to stop large packs of melee trash.
For a shaman/demolitionist lightning ranged character: how do I fix the lousy levels of self-healing? Both classes only have a regen bonus on the baseline, then shamans have the devouring swarm (low damage and lower regeneration) and the largely broken wendigo totem. I would also need a briarthorn able to tank everything competently.
General rule of thumb for what build I'm going for: ranged + pet tank (or some other form of heavy mitigation) + heavy self-healing = win
I generally don't like melee builds in ARPGs, simply because it effectively prevents dodging most of the time.
Almost every other ARPG I know of has serious problems with melee having it much more difficult than ranged. Even on Diablo III, melee characters have a built-in buff where they take 30% decreased damage across the board (compared to ranged) and they had problems with low survivability anyway the last time I checked.
Only ARPG I know of where you can truly play a melee build into extreme-level endgame and have viable survivability is Chronicon, which I suggest that everyone here get if they don't have it already. Be warned: you might enjoy it so much that you quit Grim Dawn outright for the next 2 months.
1. Pet survivability is also determined by pet stats, so without investment, they aren't going to tank for you either. Pet stats are for more than just pet damage.
2. If you're finding that melee isn't survivable, then you just screwed up your build, plain and simple. Post more details about your build and the people here can help you git gud.
By abandoning the idea, that you *absolutely* need self-heal. Out of all the masteries only 3 have it (not counting wendigo) and the occu one is mostly used for OA boost and maybe poison resist, the healing is a nice side-effect. You have constitution, potions, devotions, life-steal (which is a good way to self heal), for most builds that's more than enough
I would also appreciate a mod that does free respecs and mastery point refunds since it doesn't make sense to have mastery refund costs on a game that's supposedly about creative character builds.
In short, you're asking for another ARPG.
I don't know what your beef with GD classes is, but they're pretty fine as they are. Probably you have to get to know them a bit more, get used to them, find some gear, discover the synergies between the masteries.
Don't be another one of those guys who played a Defiler for 5 hours and then came to the forums to complain about how unbalanced the game is.
Nightblade is indeed very squishy. Even with lifesteal you can end up dead quite fast. Seems very item dependant and hard to build properly.
Damage is so hight, you can make anything work with it:
Soldier - for cold or bleed or build
Arcanyst - for cold build dual whield
Shaman - cold, bleed 2 handed
Occultist - for poison or chaos / vitality dual wield.
I don't recommend nightblade for beginner as it seems hardest to play without good items.
Shaman however can manage pretty well, especially combined with inquisitor. Other options could work as well. Like mentioned otherwise.
* You can respec mastery points in expansion, but not change class.
If you really need to, there is a save editor available
I won't be getting the expansions for the new classes either. No further investment until existing issues are fixed.
So far, Grim Dawn has been one giant reminder of how good D3 is.
It's intended to "stay true to Crate's vision" (maintain the original themes for characters the way the devs envisioned), puts "Fun > Balance), and rebalances around stats and skills first instead of forcing people to build around items.
Most importantly, it makes the difficulty more "fair". The first thing is that it appears to make the game "easier" simply because Ultimate builds aren't as restrictive (more things are viable - exactly what I asked for). The mod description specifically mentions it improves the quality of "bad" things and throws in further quality-of-life changes.
More amusing: the Cornucopia project writers "know this will disappoint many of you who like a challenge." Good. Elitist salt is best salt.
"A stat wall is not the most interesting form of challenge. Having to have ~80% in the majority of your resists, or 10k+ Health, or 2k+ OA to feel even remotely comfortable in Ultimate is not a good feeling, it just feels forced upon us.
Challenge is more fun in the form of enemy mechanics: Reflect mobs with visual indicators of when not to attack, mobs that heal tanky dangerous mobs, mobs and traps with curses and debuffs, enemy tactics, dodge-able damage, etc. A stat wall is definitely necessary, but we think it's currently too steep.
" Exactly. tl;dr; these guys are going all-out and fixing every bad design flaw in favor of mechanics that are actually fun, fair, and skill-based.
Other balance features: making non-tanky builds more viable in Ultimate.
What do you consider "fundamentally mechanically broken"? Because that would mean the game is unplayable.
Translation: I am bad at Grim Dawn and I don't want to accept that I am doing something wrong.
Most likely, especially when saying that D3 is good.