In case you're like me and don't trust random internet guy giving donation link you can find the link on the main post for Grim Internals on the Grim Dawn forums. Link The OP's link is correct, though.
Going to steal a (long) quote from a now-retired GD player on this topic, as I've found it address the "issue" of Physique pretty well:
> To me attribute points are among the most arbitrary aspects of character building that only exist to fulfill gear requirements and offer minor stat boosts. Even if you were forced to spread your points out more between different attributes, do you think it would really have a meaningful difference? Just for the sake of experimenting I've tried dumping spare attribute points into spirit/cunning in the past and the game still played and felt virtually identical to a character with all spare points in physique. It wasn't quite as optimal on paper, but it's not as if it somehow bricked the character. If attribute points were fairly meaningful I might understand but as it stands they are a minor element of character building and I don't think changing them in a way that injects power creep is a good solution.
Physique isn't really too overpowered, nor Cunning/Spirit too weak. And really, would you really want to pause every level needing to spend a minute to decide where to place your attribute points? I'd personally prefer to get back to hacking and slashing as soon as possible rather than staring at a menu while I dwell on the meaning of life for my character.
Frankly I hope the attribute system is done away with in GD2. It doesn't add much at all and modern ARPGs (PoE/D3) handle your stats in other, less-direct manners (passive tree/automatically).
This is a green item. I have a item colour mod that colours the prefix and suffix names depending on their rarity. So the middle is the item and it's rarity (rare). The yellow prefix and suffix is the rarity of the prefix and suffix. The yellow means the suffix and prefix are uncommon variations. If the suffix was a common one instead of an uncommon one, you'd see a yellow pre-fix, green item rarity and white suffix. If you look at this item without the colour mod, it would just be 100% green.
Here's a link to the colour mod on the Grim Dawn forums:
1: With the crafting system you start building a loot pile on your first run through. lots of useful components and stuff to collect and unlock.
2: legendary items start dropping around level 50, very loot friendly
3: yes but with the faction system allows you to unlock more powerful mobs and monsters as you play through each difficulty.
4: Community is pretty good, lots of talk over at the main forums https://www.grimdawn.com/
and a handy little website for ya https://www.grimtools.com/
It's all going to be manual yeah? Unless you can parse the title somehow to point all the posts to the new one.
Because the old links: https://www.grimdawn.com/forums/showthread.php?t=82637
Look nothing like the new ones: https://forums.crateentertainment.com/t/birds-of-bysmiel-pet-occultist/49796
Since the post id isn't going to match up, and you can't GO to the old thread, you would have to a) derive the thread title from the build compendium thread itself, then do a search on the forum.
Not only that, the new forum formatting doesn't use the old BB code markdown, so all the posts are trashed.
What a mess. That really sucks for whoever is doing this. I do not envy you guys.
Here's a mechanics guide
And the official game guide. If you want to know something in particular just ask away
Steam only takes cuts for games bought from the Steam storefront. Psyonix could open their own store on their own website and sold Steam Keys and Steam wouldn't get a single penny from it. All awhile Psyonix has free access to all of these things from Steamworks.
I mean, companies literally exist for the sole fact of selling Steam Keys and Valve makes NO money from that. Have you heard of Humble Bundle, Greenmangaming, etc.? All of those places take their own cut based on selling free Steam Keys that developers give access to.
Again, developers still get all those juicy free tools, services, and frameworks to use in their game without Valve getting a dime. The only stipulation Valve puts on Steam Keys is that developers must sell them in an equal fashion. That just means you can't have any incentive like sales or making the prices much lower elsewhere to undercut the Steam Store.
Seems like a pretty fair deal to me, no? Yet hardly anyone knows that, and not enough developers take advantage of it. Just off the top of my head, Grim Dawn is one of the few games that actually sells the game directly on their site and get 100% profit from it (I know there is more, but not much).
In the end, Steam has done a hell of a lot for Psyonix, and almost every game on it's platform. There is a reason why big companies, such as Microsoft and EA, are back on the platform. More will come once Epic's money runs out, but that is another topic.
Load your char on grimtools/calc, tell us what you're trying to do and post it here. People will tell you what's wrong with it. But if you easily die I guess your resistances are very low.
BTW, following a end game build without understanding the game mechanics is a bad thing to do IMHO. I suggest reading these guides:
For the basics: https://www.grimdawn.com/guide/
Advanced stuff: https://forums.crateentertainment.com/t/malawiglenn-s-guide-on-game-mechanics-for-beginners/84347
Grim Dawn Item Assistent is the way to go if you don't want to have the ability to cheat.
Here's the link to the forums:
https://www.grimdawn.com/forums/showthread.php?t=35240
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Note that this mod is compatible with all updates so far. Installation informations are also given in the post.
https://www.grimdawn.com/guide/gameplay/combat.php
Please note that you can reduce phys damage with shield, phys % resistance, dmg % absorption and dmg absorption.
Grim Dawn defense is really interesting because their is so many layer.
As an aside to themir81's excellent example, it's important to try to maintain a decent armor level in every slot.
When you get hit, the location (armor slot) is randomly selected. So if you have 100 armor on your head and 1000 armor on your chest, you're going to notice that some hits (i.e. on the head) are going to do a lot more damage than others.
The exact chances (from the official page are:
Head: 15%
Shoulders: 15%
Torso: 26%
Arms: 12%
Legs: 20%
Feet: 12%
(belts I believe are treated as an armor bonus, you can't get hit there and their armor value is added to all slots)
I would begin by looking through the game guide which was made by the devs and gives you a lot of basic info you may find helpful upon starting.
If the explanations there are not in-depth enough for your liking, one of the users here recently finished a comprehensive guide called GRIM CONSPECTUS which provides a detailed explanation on most aspects of the game. It's made for beginners in particular so it should be a helpful resource for your first playthrough.
edit: just want to clarify that what /u/Farazon94 said is also correct, you don't necessarily need to read up on the game in order to play and understand it. GD is a lot more forgiving and intuitive than PoE and although there are some important things that aren't obvious to new players (like armor absorption or how to plan your devotions for example) you will likely pick up everything you need to thrive naturally as you play the game.
Just wanted to pop in to say that you can make pet builds with other classes besides those 3.
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A few of mine for example: https://www.grimdawn.com/forums/member.php?u=53127
Arguably the most fun way to play is just to try out a few skills, see what feels fun and then create a build around that. You can make just about anything work.
Still, if you want to have a pre-created build, here you go.
This thread suggests that flat damage on default attack skills (i.e. Savagery) stack additively with WPS while %weapon damage stacks multiplicatively.
It contains several different functions which modify/improve the game's UX: loot autopickup and better highlighting; realtime DPS meters for damage dealt and taken, broken down by resistance type; cooldown meters for any effects with a time; an option to teleport to arbitrary locations; monster health bars; etc.
Full info here: https://www.grimdawn.com/forums/showthread.php?t=53629
Look at the build compendiums here: https://www.grimdawn.com/forums/forumdisplay.php?f=17
Find a skill somewhere in there or an archetype that you enjoy and go from there! You can respec everything except which masteries you have so feel free to experiment.
The information is contained in a file called GrimInternals.ini, which can be found in the Grim Dawn game folder.
The information you need to make changes to this file is explained in the Q&A by Darkstalix for Grim Internals.
My favorite atm is a dual wield cold reaper. Shadow strike -> Amarasta's Blade burst -> Bone Harvest -> Ring of Steel.
Geared with some Deathmarked pieces from lvl75+. Theres also an interesting Poison build I wanna try here: https://www.grimdawn.com/forums/showthread.php?t=61191
I think (and hope that I'm wrong) that there's some disconnect here and the devs don't consider the forced map rotations a bug - I think it was intentionally designed.
If you watch the recent livestream with SoFech playing act 4, notice how he rotates the camera at least every few seconds. It reminds me of how over-the-shoulder games like Elder Scrolls or Neverwinter work, where the point of view makes it so that the camera always faces forward.
Obviously, there are some issues when translating this to an isometric perspective. The camera isn't automatically rotated by mouse movement, so it's much more laborious to play the way SoFech does. And there's not a sense of "in front" vs "behind" the way there is in first person or over-the-shoulder views that makes free camera angles an integral feature in the first place.
I think it's possible that for every fast travel point, someone went through and found the angle the world looks nicest at and set it as the starting default. It wasn't considered an annoyance because they figured players would be constantly rotating their camera during gameplay anyways.
But as an ARPG player I personally am used to, and would prefer, not having to touch the camera at all, especially to get my bearings. I think Grim Dawn says it best in its feature list: "Controllable Camera Rotation enhances the three-dimensionality of the world and gameplay while levels are still designed so that players are not forced to rotate the camera."
Anyways, I share people's frustration with the map rotation but I'm worried that many of us players are framing this issue as a bug - some piece of code not working as intended that could have been caught with more testing - when I think there's evidence it is a deliberate design perhaps arising from misunderstanding the genre's audience.
From the game guide:
> As you travel across Cairn, you will encounter creatures, and humans, that are equipped with weapons and armor. Unlike most games though, when your foe is slain, they will drop their valuable gear for you to collect. Frequently, the items are of poor quality and will disintegrate so as not to clutter the screen, but sometimes you may find yourself facing off against a murderous outlaw carrying a sword that sparks with lightning. That is when you know you are in for a serious fight.
> While the challenge may be greater, so is the reward. When you defeat this insidious lowlife, he will also drop his ill-gained Unique item. What this boils down to is that enemies can carry powerful equipment that can seriously boost their potential while also previewing to you the deadly arsenal soon to be at your disposal.
> This can also really change up how you approach a fight. If a boss spawns with a weapon that burns mana, you might suddenly find yourself low on precious energy. Likewise, an enemy wearing a ring that provides high resistances might boost their survivability against your selection of spells. The possibilities are as limitless as the combinations of loot in Grim Dawn.
Leveling your first character you pretty much just want to look out for good bonuses to your primary damage type, along with stuff like OA/DA and defensive stats (physique/health/resistances). The majority of the items you loot will be more or less useless to you, but even a green item with good affixes for your character can be a big boost to your damage, so keep an eye out.
The most popular mods are:
Grim Internals, which does a whole bunch of things but most importantly has auto-pickup and lets you see enemy health bars at all times
ItemFilter, which color codes stats and affixes so it's easier to tell what's what
GD Item Assistant, which solves all your stash problems by letting you export items to an external stash with unlimited space that you can filter and search. To answer your last question you can use this to keep every epic/legendary item you ever find, it really is that good.
To add, any -% RR will stack and can add to negative. %RR and Flat RR doesnt stack, only pick the highest for each of them, but together all 3 will work along side.
https://www.grimdawn.com/forums/showthread.php?p=251347#post251347
There's a mod that shows you affix colors which makes finding an upgrade more easy: https://www.grimdawn.com/forums/showpost.php?p=718407&postcount=142
Not 100% sure if it works after the patch tho.
Yeah I'd guess its upwards of 99% old links. If the link has "https://www.grimdawn.com/forums/showthread" in it its an old one the new adress starts with "https://forums.crateentertainment.com/t/" for threads.
very strong 2h shaman build that can do ravager: https://www.grimtools.com/calc/4NOAjoPV
there is a post on the forum for it as well: https://www.grimdawn.com/forums/showthread.php?t=73354
https://www.grimdawn.com/forums/showthread.php?t=78880 Here you go chief. This is a very similar build to the one I'm dabbling with and it's really simple to use. Hit them with WoP, and then Storm Box any big dudes. Run around with the lightning tether attached to the big bois and everyone will just crumble before you. Max out WoP early on and get the elemental seekers bound to it (from your devotions) and it's sooo powerful
I saw this two days ago. I was on a thread with a bunch of pages and was manually changing the &page=x
to jump to specific pages. When I was done I chopped off the end of the URL so it was just https://www.grimdawn.com/forums
. It redirected me to https://www.grimdawn.com/forums/index.php
and that's when I saw that hacked page, but refreshing took me back to the usual forums page. Even when I tried manually going to index.php
it bounced me back to https://www.grimdawn.com/forums
.
I didn't know about the previous hack so when I searched and saw it was from a few weeks back I assumed it was some caching issue and I was seeing the old hack again. Looks like they got in then too but it was quickly squashed.
This is one of the best Death Knight build guides out there - I'm sure you could adjust your build to start following the guide. I hope it helps!
Ctrl+F your mastery ("Oathkeeper" and look at the builds for the combinations you're interested in. They show what's possible.
Here's the forum post.
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It's a super cool mod, although currently a work in progress, that can make the game feel like it's completely new but with all of the things that still keep Grim Dawn Great.
As a Shaman probably the easiest leveling option open to you is two handed Primal Strike. There's a few good sub-classes for that, but Demolitionist probably has the most flexible options at end-game with Shaman. There's a good starter build guide for it here: https://www.grimdawn.com/forums/showthread.php?t=66518 The guide is from pre-Forgotten Gods I believe, but everything in it is still accurate, you may just need to take a look through the options in the Forgotten Gods vendors to see if there's anything better.
I think you are on the right track. Make sure you don’t stop investing in defensive abilities.
I’d recommend reading through this guide for specific tips https://www.grimdawn.com/forums/showthread.php?t=83690
This build has a devotion order and is relatively tanky. It's a lightning aether ray so finding upgrades pre-bis will be easy.
Ultimate nemesis viable. Chooses Occultist for curse of frailty for resistance pen and a solid heal. For tankier AAR builds, Inquis is probably your best option.
https://www.grimdawn.com/forums/showthread.php?t=83338
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This is the build guide I am following, with a few changes. I'm still working on the venomblade set but its fairly strong already and a lot of fun.
I have a Forcewave Commando which is technically a physical damage caster. I also have a Gutripper Warder Otherwise, no, I love melee in GD and don't really have anything like you asked.
I'm playing pure retaliation warlord and it's extremely strong (SR70 done but I'm pretty sure I can do 75 and also killed Callagadra and did gladiator crucible 170). Here is the build guide I followed. Make sure to look at his updated grim tools with higher offensive ability and not the 100% block one. But I don't know about adding aegis to it, sorry.
Uhhhh I dont use that but using Grim Internals should do that.
I also recommend Grim Dawn Item Assistant for basically an infinite stash so you can be a hoarder like me.
Those are the 3 mods I personally use (including Grimarillion), and yeah, Grim Internals does a LOT of things, from healthbars over yourself / enemies, to DPS calcs / seeing what types of damage are hitting you (lightning/chaos/etc), auto-picking up components, auto-picking up rares if you need some quick iron...
LOT of good options and tweaks there all adjustable.
Sorry, really dont know anything about PeopleAreLazy, but this will at least pick up components if PAL doesnt work in a way you can figure out or get advice from someone else here who knows it.
If you have 5 wps skills at 20% chance, each attack will proc one of them. An attack can only proc one wps skill, not multiple.
If the total of wps skills is above 100%, you still cannot proc more than one skill for an attack. The chances are lowered equally until it reaches 100% again
Use this for reference: https://www.grimdawn.com/forums/showthread.php?t=81945
No double dipping. Flat damage adds up first, then conversions from the skill tree happen and then anything not already converted happens from other source(ie. gear). After conversion comes +% increases.
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damage on weapons only applies to the weapon.
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Here's the game guide section on damage: https://www.grimdawn.com/guide/gameplay/combat.php
I play a Lightning 2H Vindicator that leans hard on how busted Ugdenbog Sparkthrowers are and shreds lightning resist. About to enter Ultimate and I've died like... twice? Mostly from resistance issues. It's the most fun build I've messed with yet. Here's the build. https://www.grimdawn.com/forums/showthread.php?t=66166
https://www.grimdawn.com/forums/showthread.php?t=83318
This guy done this as blademaster, facetanking even.
But what you say yeah, Callagadra is a bad boss for caster.
I tryd it once with my Aegis build and it was very painfully to kite here, just one time to throw and then run and wait till the CD is rdy again, took him to 20% and from nowhere he one shottet me.
The Shaman has lightning fun with 2-handed weapons! What Shaman Combo Class appeals to you?
For building, just listen to the game! The Devs give you everything you need to be successful for what is to come.
EX: You'll soon notice groups of drops for certain classes at level thresholds. But each class is on different "tracks" of gains, usually related to what is to come. At least the first half. It gets more complicated, but you'll have it under control (heh) by then.
Fun, right?!!
Yes, I'm sure about the level cap. From the official description of AoM:
> Level Cap Increased to 100 – Reach for ever greater power with an increased level cap of 100 and an increased Devotion cap of 55!
Only AoM changes the cap; FG keeps it at 100.
True on Nemesis bosses; I usually just think of them as part of campaign runs, but you can target-farm them.
So a lot of this comes down to engine design. If an engine implemented live animation editing, it could be made to work along those lines. As far as I know, Grim Dawn does not have the ability to modify animations on the fly - all it does is use pre-prepared animations and particle effects.
As far as I know, every skill is linked to a specific animation or set of animations. The animation(s) can then only be changed by another skill, and even then only to another specific animation (note: skill modifiers in your skill tree or on items count as skills under the hood). It might be possible to use scripting to add/remove a hidden skill to/from the player when 100% conversion is detected, but that would still require making thousands of animations and would be very clumsy to program.
As to why it's designed this way, you'd have to ask the developers to know for sure, but I'd imagine some combination of in-game performance and developer ease of use. Having to modify animations for all your skills on the fly could be a significant performance hit, and any new system that would do this would have to play nice with the existing systems. Remember, with conversion, your global item-based conversions won't take place on a skill that's already been converted, therefore you'd need the animation change to also know.
In the end, I'm sure the devs could implement it, but it would probably require changing how animations are handled, which probably isn't worth their time right now. Or maybe it could be easier, and I'm somewhat wrong. I've only got access to the dev tools that come with the game install, and while that does give access to all the game's data, only the devs have the actual engine source code which could make all of this way easier than I think.
I've seen a Necromancer build that can get very far as a single build.
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https://www.grimdawn.com/forums/showthread.php?t=84476
(credit and thanks to /u/MayaGD)
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The forums are undergoing maintenance now, so maybe check back later.
Apparently the Matchmaker took a dive.
https://www.grimdawn.com/forums/showthread.php?p=752064#post752064
Me and a friend of mine have the same problem you have currently so I would guess the Matchmaker is not yet online again.
Faction gear are the green items, the blueprints/patterns are not Faction gear. Typically, these faction gear items are better than most items of the same color. You would want to aim for Faction gear that gives +3 to your core abilities. Keep in mind that not all abilities are worth to over-level, because some of them scale poorly.
Here's an example of an extremely outdated build: https://www.grimdawn.com/forums/showthread.php?t=67346
Majority of the items are Faction greens.
This is not true. According to Zantai here pets have their own health and resistance which does not scale with player stats. They do, however, generally have 88+% resistance to everything, if they aren't outright invulnerable.
There are maps here for lots of different farming materials , check out the Ugdenbloom routes . Pretty sure this is the routes I used , was a while ago now :) https://www.grimdawn.com/forums/showthread.php?t=79036
Yes. That and the refreshing stock means you can harvest a lot of BPs in one sitting. Got this from a thread on the GD forums (still down). I believe it's https://www.grimdawn.com/forums/showthread.php?t=68720, for when it's back up.
You can follow this guide: https://www.grimdawn.com/forums/showthread.php?t=83690
But while it will be successful in Normal/Vet, the BM only truly comes alive at Level 94 with access to the build-defining gear.
I switched over to this: https://www.grimdawn.com/forums/showthread.php?t=83561
I enjoy it a lot more. In ultimate it takes some kiting to make it happen (it has been for me at least). Just hit 84 last night so still need to look my build over and adjust components for resistances.
https://www.grimdawn.com/forums/showthread.php?t=83052
Don't feel bad. You enjoyed doing it your way until you hit a wall. One learns, and in time you'll be able to build your own weird thing and make it work.
Might want to check out this thread.
It goes into detail of this little program here.
Here's an interesting build that uses the Spellbinder chassis with a lot of elemental to aether conversion, using TSS and Devastation as the main damage sources. Take a look: https://www.grimdawn.com/forums/showthread.php?t=72077
In my opinion, lightning and elemental based builds tend to look the flashiest. There are several beginner builds on the forum by Requinix that take you through the leveling process, explaining why they picked what they did using self-found gear. I'm linking two of their examples and then you can scroll to the bottom of the post and see their "other builds" section if neither of these look flashy enough.
https://www.grimdawn.com/forums/showthread.php?t=83342 https://www.grimdawn.com/forums/showthread.php?t=84013
If you want play pet build, i don't think Death Knight is good choice, Soldier don't have any skill benefit pets.
You can follow this page, it also have a lot pet build: https://www.grimdawn.com/forums/forumdisplay.php?f=17
Just a quick scan of the build compendiums on the official forums I came across this. Looks like it's a Blademaster build oriented towards newbies.
No impact for me. I also use GD Item Assistant, and that works fine aswell. I still strongly recommend you backup your saves.
How to backup saves: https://www.grimdawn.com/forums/showthread.php?t=20752
https://www.grimdawn.com/forums/showthread.php?t=62930
Don’t know if this helps you out or not but thought I would share it. Also this:
https://www.grimdawn.com/forums/showthread.php?t=54661
Enjoy!
just looked for the deathknight build and fouind this:
https://www.grimdawn.com/forums/printthread.php?t=74487
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i still think it will not be to your satisfaction completely, but what you are searching for is something i don't know if it even exists (not native english speaker)
As a general rule you should be fine using what you find, buy from faction vendors or craft. The gear shown for the build is optimised for endgame content such as high level crucible/shattered realm and superbosses, so as long as you keep the appropriate damage bonuses and your resistances in mind you should be sine for storyline content.
Having said that, I would avoid any builds marked G4 or G5 in the Build compendium. I is also worth noting the the "spoilers" box under "Builds for beginners" contains builds designed for Taken on a budget.
You can take a look at grimtools as others have suggested, but you will need to know a bit about the game before a lot of it makes sense/you can determine what skills you would want to combine. In general, you'll want to pick one or two primary damage skills - one for single target, one for AOE - and then look at complementary support skills. Skills that increase the damage type you're using, or reduce the enemy's resistance to that damage type or help with regen are all good places to start.
You could also look at the build compendiums for Forgotten Gods or Ashes of Malmouth (just because people are still creating them for Ashes of Malmouth). I'm not saying you should follow these exactly, especially since most are incredibly gear dependent, but it at least gives you an idea of the different roles that the mastery combinations can take.
The problem with "describing" a mastery combination is that there can be so many variations. A Druid can easily setup a kite- and nuke-heavy build like Trozan's Sky Shard, or a melee build like Savagery + Primal Strike. A Ritualist could go melee with Vitality or Aether damage, ranged caster, or pet summoner.
>ocus on ST/WD and get RoH later on?
ROH is taken late , late game once i got + skills to extra points, also , credit should be given to Malawiglenn on the forums. He has been of immense help to me and very very patient because I felt i asked him stupid noob questions many times. Please check out his forum builds ( He has excellent budget builds , that require basic green gear)
https://www.grimdawn.com/forums/showthread.php?t=81210 -->This link will give you a basic overview for levelling
I hate to be the bearer of bad news, but Bonemonger is getting an additional stat in the new update, where %30 Elemental is converted to Aether. (Source: https://www.grimdawn.com/forums/showthread.php?t=83490) I can't help but feel you could find another set that would benefit your build more.
I tend to go all in on the theme of a build, and I currently have 2 theory crafted ideas.
https://www.grimtools.com/calc/m236MzYN Sadly this Oppressor doesn't hit as hard as I'd like him to, somewhat due to the fact I haven't gotten a good scepter just yet, only a mediocre one at best.
My other is an Apostate; https://www.grimtools.com/calc/lNkowrbN Sadly I don't have the weapon required to make this work, so I can't give any useful feedback on it.
Warlock *IS* the glass cannon combo imo. Crowd control, resistances, and move speed are going to be super important to protect yourself, but its best defense is it's strong offense. To protect yourself for when you are going to get hit, Mirror of Ereoctes and Maiven's Sphere of Protection should keep you alive for a couple hits. Curse of Frailty is a great slow and debuff if applicable. Thankfully, now that Spirit and Cunning give some HP, it's more sustainable than it was before. Here's a build compendium for Warlock ideas, https://www.grimdawn.com/forums/showthread.php?p=679741#post679741. Feel free to come back if you have any other questions.
DA, +HP, and health regen on gear and components will help a lot.
The Official Game Guide:
> At the end of the Crucible, you earn an extra chest based on your final score, so maintaining a high multiplier is beneficial to maximizing your loot.
It only affects one chest, just like the timer in SR only affects one chest.
Most folks have pointed out that the the first expansion definitely upped the ante because of the level cap raise and that most builds since then are based completely around this idea. BUT, that said, the forums still has an old archive of all the various Build Compendiums. This one in particular is just the base game from fairly early on. https://www.grimdawn.com/forums/showthread.php?t=48165 (it's stickied on the front page) You could also look for VI, VII, VIII and IX with a search. That should at least help you start steering in the right direction. I do think as a first build though, lots of folk will recommend having Soldier as one of your Masteries because it's one of the easiest to get a feel for the game with.
Your current build as such is so far away from being able to fight ravager. Ur offensive/defensive ability is hugely lacking, along with very low amount of resist reduction. Since the build seems to be focused on lightning u should be getting widow to further up the amount of resist reduction that u have.
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In terms of equipment u should probably decide on how ur want to approach your build. U might want to optimize around one of the lightning sets for shaman. For example, if u're going with ultos u could look for builds like these:
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Here is a Ritualist build that seems to fit what you are looking for. The main character facetanks everything while the pets bring the damage, requires pretty specific gearing though but you could probably make it work with less than ideal gear.
So, wanna know a secret? Crate, is like 13-15 people. Crate Entertainment was originally founded from some of the members of Iron Lore, who made Titan Quest. THQ went under, and Medierra got permission to use the engine. He made a Kickstarter that blew up because of the game's reputation. And Medierra passion project got turned into a full length game. It sold so well in this dried market that they made 2 expansions and an arena DLC.
And it's weird to say this, but from dawn's expansions are EXPANSIONS. Their website even has an image to show how much is crammed into the game. Their patch notes are too big to put on steam and they had to extend the character limit on their forums. And at this point, they finally got the game on Xbox... And it's almost 6 years old. It doesn't feel like it at all though.
Nope. https://www.grimdawn.com/guide/gameplay/combat/#q21
The order of events for Conversion is as follows: Base Skill > Skill Modifiers > Conversion on the Skill or Transmuter > Conversion on Equipment and Buffs > Equipment, Auras and Passives
I recommend hitting the official game guide first:
https://www.grimdawn.com/guide/
Then Grimtools.com has abundant resources.
If that doesn't answer what I'm looking for, googling:
"Grim Dawn xyz site:forums.crateentertainment.com"
will usually find an existing discussion on the official forums.
> How does exactly damage absorption work ? ... The absorbed amount depends on armor or resistances ?
I'm not sure about all of this, but Crate's official guide indicates that damage absorption is applied after armor and resistances.
>These are clearly beginners build and play guides.
No, those are clickbait craps.
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> post yours so we can learn.
The devs have their own guide for the game: https://www.grimdawn.com/guide/
Grim Dawn does have some obscure stats that you need to understand if you want to play on the highest level. But I do enjoy a good learning curve. I guess not everyone likes having to do research outside the game. Understandable. Anyway, here's the official game guide that should explain all the mechanics.
The discord is also very active and full of people willing to help out newbies, check it out.
>So you keep your character and gear and game starts from the beginning again?
Exactly
>Is elite way way harder than veteran?
Yes
> Do you lose resists?
Yes. You get -25% of the first row. Which is Fire, Frost, Lightning, Acid/Poison and Pierce.
>Better loot?
To quote the official game guide: <em>As you gain levels, you will start to see better equipment, including Legendary Items, which will almost never drop on Normal Difficulty.</em>
Fair I just had a long read and appears there's always been complaints about MP being too hard and then nowadays too easy.
I couldn't find any specific string but on the game modding guide on the Multiplayer Quest section is a bit about scripts related to hosted multiplayer games. If you give that a read it should give you a basic idea.
Bear in mind if you do make an adjusment related to the health scaling it will be a mod so you'll need GDStash to copy/transfer your chars from Vanilla to modded.
https://www.grimdawn.com/guide/game-settings/modding/ the modding guide is here.
You could also go on the crate entertainment forum and ask for assistance btw! The community manager /u/Zantai is quite active both here and on the forum, but posting on the modding forum can allow others to help out too!
Best of luck and hopefully you can figure it out!
Veteran definitely increases monster power to some degree:
> Veteran mode increases the challenge on Normal difficulty by making monsters stronger and tougher. You will also encounter an increased number of spawns, with a noticeable increase in the spawn rate of champion and hero monsters.
Official game guide:
https://www.grimdawn.com/guide/
If you want to go blind read that, for now, and play, you'll learn in progress. Don't worry about allocating points on wrong skills, respeccing here is cheap and easily accessible.
Can you please tell me which exactly is the page for the modding tools you are looking for? Where did you find a link to that page?
You might be able to find the page that was lost in the void in some web archive site or something.
From the site you linked if you go to "Game Guide" and then select "Modding" at the bottom right you get here where you can find 2 links that are working fine.
I think that everything you need for modding will be in that page or in the game installation folder itself.
It's very clear if you zoom in on his model.
The official game guide should help, but I don't think it's quite what you're asking for. https://www.grimdawn.com/guide/
For survivability, get your resistances up. I've skimped on some while leveling depending on what's in the area, like having low poison resist when nothing around deals poison damage, but it's still tough without strong defensive buffs.
For damage, try not to go in too many directions with skills or items. Pick a damage type, try to get additional flat damage of that type, and then % damage bonuses. Also look for anything that lowers enemy resistances, including devotions.
Always happy to help! Like /u/whensmahvelFGC mentioned there is a NPC in town that allow you to reallocate both Devotion and Skill points for a pretty modest fee. Attribute points (Physique, Cunning, Spirit) are also possible to reset, but not as easily as with Skill or Devotion points since you need a potion that you can get either from quests or as a rare drop later in the game. But still, if you make a decision you are unhappy with, the possibility to retool your character is there.
As for Hardcore, it depends on your tolerance for frustration haha. As with any ARPG, when new there are certain enemies or situations that will surprise you and that can often lead to a death. If you are OK with that, then go for it.
Another important stat that I neglected to mention was Armor and Armor Absorption. Both are very important for all characters. Exactly how it works and why it matters you can read about here. But as a general rule of thumb you want your Armor Absorption (checkable by hovering over the Armor stat on your character screen) to be at least 90% in my opinion. Usually when I rescue the Blacksmith in Act 1 I craft two Scaled Hides and put them on my gear, it will boost your survivability quite a bit.
If you have any other questions, feel free to ask!
Doing story quests gets you faction rep faster than grinding enemies or doing bounties, so if your goal is to get rep as efficiently as possible, you should just move on to Elite and skip grinding.
The reason you might want to do some grinding now would be if you need something that requires Honored rep to purchase. For instance, if you don't have enough gear to max out your resists with the Elite penalty, you might want to grind Honored in a couple factions so you can buy jewelry augments, which could make the difference.
Remember to buy writs once you hit Honored; they make the grind to Revered much more tolerable.
As for FG, up to you. If you're trying to rush max level as fast as possible, it's probably most efficient to just do the first two quests (unlocks movement runes), then skip the rest of FG and go into elite. But it's also fun to just do all the story content your first time through for the sake of the experience.
Core attributes? Here -- https://www.grimdawn.com/guide/character/character-basics/
I took my time, read some, played some, read some more, played a few different characters, read some sections over. There's a lot of information, but then the game is kind of deep on stats, resistances, interactions, synergies, and so on.
Blood Boil won't help with the healing because it adds exclusively DoT, and DoT can't leech. From the game guide:
> only the direct damage is considered for life steal. Damage over Time, such as Bleed or Poison, does not trigger it.
However, upgrade nodes in general do get included in the damage that is considered for ADCtH. If Blood Boil had flat, non-DoT damage on it, that would work for healing you. The Decomposition node does increase the amount of healing you receive when using Drain Essence, for instance.
They come in different colors to reflect the kind of damage they do, but loot piñatas all have the same form: https://www.grimdawn.com/wp-content/uploads/sites/3/2020/01/Shrine_Totem01.gif
The glowing loot orbs are, I think, a way Crate keeps monstrous piles of loot from obscuring players' screens while there's more monster-killing to be done. You'll note you only get the orbs when you've been killing a cluster of mobs.
https://www.grimdawn.com/guide/
You can click on Ashes and FG at top left and it breaks it down what it gives you per expansion.
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If at ALL possible get the definitive edition. TRUST me, its worth every penny and then some. I have 1k hours in Path of Exile, but haven't gone back in a couple years because of Grim Dawn.
Plainly stated in the official grim dawn game guide.
>Percent of Attack Damage Converted to Health is a form of life steal available in Grim Dawn. It functions differently depending on whether you find it on equipment or on a skill. When on equipment, life steal applies only to your weapon attacks. If you use a skill with % Weapon Damage, the life steal applies as if you attacked with your weapon, scaling with the % Weapon damage. In either case, only the direct damage is considered for life steal. Damage over Time, such as Bleed or Poison, does not trigger it.
>When found on a skill, Percent of Attack Damage Converted to Health applies to all of that skill’s direct damage.
Not all of this is 100% on topic with the buff question, but hopefully helpful!
grimtools.com has most of what you'll want. Build calculator, item list, affix list, monsters, map.
grimdawn.com has some explanations of game mechanics if you want to start thinking about theory crafting.
I kind of recommend you just dive headfirst into Grim Dawn. It's not like D2 or PoE where you can make an irrevocably terrible character so feel free to experiment within the game and learn as you go.
Generally speaking resists are very important in Elite and Ultimate difficulty and you probably want to try to focus your build around 2 damage types.
WPS isn't an "official" term (the game guide calls them "Passively Activated Weapon Skills," and the tooltip on Tremor just refers to them as "effects such as Markovian's Advantage"), so there's not really a canonical truth here; people can use WPS to mean whatever they want. The commonly-linked guides I've seen, like this one and malawiglenn's, if he ever undeletes it, say "Weapon Pool Skills," though.
https://www.grimdawn.com/guide/gameplay/combat/#q04
Take note that this is FG included and updated.
And by the way, this definitely does do something. My Briarthorn has no direct life steal yet, but he occasionally heals because my weapon has 4% life steal on it, and some of his skills use weapon damage.
Grim Dawn is a great example of the middle of the ground between POE and Greater Rifts.
When i play GD i have a hard time at first adjusting to the speed of the game, then i feel myself more relaxed than when i play POE.
Rare/Unique monsters actually fight back and have a decent HP pool, you don't have full screen aoes/projectiles. I play it on and off during POE league breaks and it is a great single player experience, i wish GGG could copy certain things from them for sure.
Take hero monsters for example There are more than just "sub phys" auras. While bloodlines/rares are interesting, i can't help but feel like they are wasted, because you don't really care about their affixes unless it has an on death effect.
The above is just the rundown of how to calculate the target's final resistances after reduction (which aren't affected by % Absorption), not the full rundown of all damage reduction stats. You can find the order of operations for overall damage reduction in the game guide.
Such things usually happen out of habbit. Two abbreviations hardly constitutes speaking in riddles. At least Takenmdown is trying to help.
If it bothers you, why not offer an explanation with some context and perhaps a link to useful resources?
when i did it she was on the north east side of the mourndale map, may be a bug :(.
where to report?
a dev might even see it here, or you can go to the crate website https://www.grimdawn.com/
they have a bug reporting forum section
> If I understand you correctly, you want to convert Lightning -> Vitality and then Vitality -> Acid? Unless I'm mistaken, that is not possible (link). To get an acid Primal Strike you would have to convert Lightning -> Acid directly.
Yeah someone else pointed that out as well. It's a bummer... the Rotgheist set will convert Primal Strike's damage to Vitality, but I have additional sources of conversion. Which one will happen first? The build isn't dead, yet, I think if I can just convert physical and elemental damage to Acid as long as that happens before the Rotgheist set conversion takes place? Geez.. this is confusing.
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> This usually means locating the -resistance constellation and building your devotions around that.
Good tip. Will try and do that.
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> From what I can tell, none of your two chosen classes is capable of reducing enemy acid resist either, which forces you to rely on items and devotions instead.
Oathkeeper Guardians can be converted with a skill modifier so they reduce Acid&Poison and Vitality Resistances, instead of Fire and Physical. But as you've said, the more the better.
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> The points below the soft cap generally give the most value per point, and points above the soft cap usually start seeing diminishing returns.
I wasn't aware there's a soft cap! Thanks a lot for pointing that out! This will help a lot. :)