• Tag Archives Grim Dawn
  • Grim Dawn: RoT Mod Revisited

    So despite my earlier comments I decided to take another character through the Reign of Terror Mod. An Assassin/Nightblade this time, as Assassin was one of my favorite D2 classes.

    My opinion regarding the lack of balance didn’t change in the early game; if anything it hardened due to how much more powerful Dragon Talon was compared to the other starting attack abilities. But then a funny thing happened after unlocking Claws of Thunder… all my memories of blazing through D2 insta-gibbing hoards of enemies with janky abilities came rushing back the moment it triggered.

    Like, the unbalanced builds and items are the entire point of the game. Strange how I forgot that.

    Just to properly compare, I also ran my Deceiver and Druid builds through Elite (after slightly revising them, different gun/boots for the former and components/devotions for the latter) to avoid looking at unmodded GD through nostalgia glasses. And ultimately I still like base GD a whole lot more: The enemy variety, class/build variety, (semi-) reactive quests, destructive environments, and the extreme amount of work that went into balancing all the various items and abilities against one another.

    Not sure now whether I want to drag my remaining six post-Normal builds through Elite, try out the RoT’s Barbarian class (one thing I loved about D2‘s Barbarian was that it could dual-wield 2H weapons), or try something ‘new’.

    Basically, I’ve reached the point where I can’t really theorycraft new builds without stepping on the toes of my existing ones. So I thought I might try out a sort of roguelike approach to the game. Essentially start a new Hardcore character, then pick the first class based on whatever abilities the first epic drop has and second class based on the abilities of the first legendary.

    Could be interesting… or could be aggravating. I think the most annoying part would be having to wait for level 50 (the point legendaries start dropping) to pick up the 2nd class, but then again it might give me a reason to use abilities and ability combos I normally wouldn’t. I guess we’ll see.


  • Grim Dawn: Reign of Terror Mod

    Some time back, either earlier this year or last year, I had the urge to replay Diablo II. So I did… only to find that compared to Grim Dawn there was just too much missing in the quality of life department. Flash-forward to this week where I discovered the Reign of Terror Mod, which aims to re-create the first two Diablo games.

    A goal it succeeds at remarkably well. Perhaps a bit too well.

    While there is indeed no need to deal with equipment repair, lack of consumable stacking, slow health/mana regen, nor lack of stash space or respec options while playing this Mod, some of D2‘s less pleasant aspects are still faithfully imported. Namely the issues of massively oversized maps full of trash mobs (particularly damning in Acts IV-VI) and Hero monsters being inexplicably surrounded by 6+ ‘Minions’ with 5-10 times the health of other enemies. There’s a damn good reason Maphack was a required utility when playing back in the day and it wouldn’t have hurt anything to scale down the map size by about a quarter.

    Annoyances aside I ended up hacking & slashing my way through Normal difficulty (unlike base Grim Dawn the Veteran option here is an actual hard mode option which should be avoided by new players) with a 50/50 Amazon-Arcanist combo. Ended up at level 55 with 33 Devotion points; Wraith, Candle, Quill, Chariot, Widow, and Vulture. Main skills being Lightning Strike, Elemental Exchange, Overload, Mental Alacrity, and Inner Focus, with Inner Sight and Valkyrie at half-max (including item bonuses). Elemental Balance, Sphere of Protection, Conversion, Arcane Will, Star Pact, Critical Strike, Retreat, Elemental Strike, and the Dodge line all at 1 point (pre-item bonuses).

    My biggest complaint, aside from the map size issue, ultimately ends up being a notable lack of balance. Once you get the Horadric Cube and can make your first level 20ish runeword weapon, basically every non-set drop becomes worthless; I used the Serenity Spear (a level 22 craftable item) straight through Baal, Diablo, and hoards of level 50+ monsters no problem. Attack/Defense ratings also seem to be out of wack. You basically need 1k in chapter II, 1500 in chapter IV and over 2k by the end of VI. Those are insane numbers for normal difficulty. Particularly considering you don’t have access to equipment augments here.

    To have any chance of hitting anything, you’ll have to rush your class’ base Attack-boosting or Defense-reducing skills (for me that was Overload and Inner Sight). That in turn puts a damper on your damage output and defense, making much of the early game a stop-go affair of blazing through most trash mobs only to suddenly get nearly 1HKO’d by a particular monster type or Hero pack (meanwhile main bosses are just massive damage sponges). Which brings me to a couple other legacy issues: Mana Burn and damage-immune enemies.

    Diablo II didn’t have an extensive resistance reduction system and featured enemies that were completely immune to particular types of damage. Grim Dawn in comparison does have a complex RR system which let’s you exclusively focus on one damage type above all others along with a ton of conversion abilities to support it. You could even say the entire game’s built around that concept. This Mod disregards that and includes the damage-immunes, which can result in even more momentum-killing tedium.

    And then there’s Mana Burn. Why would you faithfully re-create such a massively unbalanced aspect of the game? There’s no rhyme or reason behind which enemies have the ability, the player themselves can’t use it or defend against it, and quite a number of enemies inexplicably being immune to mana leech only compounds the issue. It’s thankfully not present in Act VI (the D1 re-creation), but that only makes the hassle of the previous chapters all the more galling.

    At this point I don’t think I’m going to replay it until the apparently intended (based on the ‘to-do’ list) item balance overhaul occurs. Possibly not even then since while it’s certainly better than the base Diablo II experience, it’s notably inferior to the base Grim Dawn experience. Honestly I’d probably like a Mod that balanced the D2 classes and items to match GD‘s content a whole lot more.


  • Yet More Grim Dawn

    Having noticed the 5th Challenge Dungeon had been added I decided to start playing again, bringing two new builds (though the Mage Hunter was long planned) up through Elite.

    After that came some re-speccing: Only minor changes were made to the Sentinel and Purifier (who both then completed Ultimate), but the Oppressor and Apostate went through a major revision. In the first case I came to the conclusion that a Defiler would make better use of dual Gargabol pistols (though I have yet to find one), while in the second the damage types/variety seemed extremely unfocused.

    Changes were also made to my Sorcerer, Commando, Tactician, Witchblade, Spellbreaker, Elementalist, & Templar concepts, while new concepts for a Trickster, Paladin, and Conjurer were drawn up. All of these builds, by-the-by, are available packaged together on the Guides page (or right here) with leveling guidelines written up for the ones I’ve actually used. There’s also a recently created list of all the various skills/items that can reduce resistances on the Guide page for those interested (and the Area Outline that’s been there forever has been updated). Those are all mainly for personal use though, since having to repeatedly search GrimTools‘ database is a pain, so don’t expect much/any polish.

    The question now is “What to do next?”. On the one hand I want to try out the Spellbreaker and Elementalist builds, on the other hand I still vaguely want to replay Greedfall, and on the third hand I think it might be a good idea to get the clutch of existing builds stuck at the end of Normal all up through Elite to free up some Stash space; max-level Legendaries/Epics are divided among seven characters, while the Stash holds Potions/Mandates/Universal sets, excess Component/Relics, two pages for mid-level Epics/Legendaries that universally increase class skills, and then the last two pages are devoted to double-rare rares and acting as a transfer space for newly found max-level Legendaries/Epics.

    Inventory Tetris is no joke.


  • Grim Dawn – Elite, Ultimate, & Hardcore

    Playing through the game in Elite difficulty is pretty much identical to Normal: Enemies have higher max levels (ranging from the high 60’s in Act 1 to low 90’s in Forgotten Gods), enemy HP is given a boost (generally only noticeable where bosses are concerned), the PC’s upper resistances (elemental, poison/acid, & piercing) take a 25% hit, and the item drop rate is notably improved (with some bosses dropping completely new items). Aside from the addition of two new smiths and a couple Devotion Shrines the maps and quests are completely identical (you do get the option of changing which factions you’re aligned with, but that choice is retroactive for the Kymon/Order, Outcast, and Barrowholm factions; return to Normal and your alliances will now match the Elite choices).

    Meaning there’s little point in playing through Normal once you have access to Elite… which is where Forgotton Gods comes back into the picture. One of the less obvious additions it makes to the game are a set of ‘Difficulty Merits’ which you can purchase from the new non-faction vendor (when playing on Elite/Ultimate) and then transfer to other characters. Not only do they automatically unlock the higher difficulty levels for that character along with all inventory bags, but they also grant the bonus skill/attribute points you’d normally get from certain quests on lower difficulties and, far more importantly, activate all fast-transit portals on lower difficulties as well. So once you get a single character through Act 1 Ultimate, all future characters can get a massive head start to cut out all the busywork in Normal:

    Make a new character, clear the Burial Cave to get access to your Stash, use the Ultimate Merit and pick up a +XP potion (sold by the Malmouth faction vendor at max reputation), jump into Ultimate difficulty and use the potion, talk to the gatekeeper and spirit guide for a massive amount of experience (wear the Explorer’s Hood for an additional boost), leave Ultimate and enter Elite, talk to the gatekeeper and spirit guide here for a less massive but still large amount of experience. You’ll now be level 18+ with several bonus skill/attribute points and full access to nearly all areas in Normal and Elite. From that point you can do a speed run of Normal, just focusing on the shrines and main quests to hopefully hit level 50 (the point Legendaries start dropping) before jumping into Elite and playing normally.

    But what about Ultimate? I saw a lot of talk about how Ultimate was ‘the real game’, ‘totally different from Elite’ and so on, building it up to the point I was hesitant to try it. Turns out that was all bullshit. The difference between Ultimate and Elite is almost exactly the same as the difference between Elite and Normal, it’s just that your lower resistances (bleed, vitality, aether, chaos) take a 25% hit now as well and a set of unmarked bonus quests get added. As long as your resistances are near maxed and your total DPS (not weapon DPS, the total from all damage sources) is 40k+ you won’t have much/any trouble with Ultimate. As an example look at this character.

    That is certainly not endgame equipment and the damage output is pathetic and yet… I’ve been steamrolling Ultimate so far straight through Darius. The other character I’ve played in Ultimate with was the much earlier mentioned Purifier (slightly modified with FG additions), which breezed through Act 1 Ultimate annihilating everything in its path.

    But wait you say, why are you even bothering with that comparatively lackluster Warder? Because that’s a Hardcore character. While the Purifier may deal out insane amounts of damage, it’s less adept at taking insane amounts of damage. Since a single death means the end for a HC character, my attempt to grab the various related achievements by necessity was made with a heavily defense-focused build. And death can come at any time, even for a character that seems to have God Mode enabled while playing it.

    The Warder you see isn’t my first attempt at an HC run. It’s the second, with the first being a Shieldbreaker which died in Act 6 Elite. How, oh how did I manage to get such a theoretically unkillable build killed? Player error of course. In Mourndale I ran across Grava’Thul at level 88 and was promptly hit by his dispel attack. This being completely unexpected (I did not know there were two different Cthonic Nemesis enemies and had killed the first with no issues earlier) I was thrown into a state of shock and promptly fumbled around with the hotkey bars trying to reactivate the buffs (misclicking and deactivating the ones just reactivated) and was ultimately killed while trying to use a health potion which had not been bound to the secondary hotkey bar. Ironically, my first D3 hardcore character died in a similar manner.

    So yeah, that was totally my fault and not the build’s. The important lessons learned there were A) Keep essential modal buffs on the primary hotkey bar, B) Make sure the health potion is bound to the same key on the secondary hotkey bar, and C) Be extremely careful when engaging Nemesis monsters.

    As a bit of a post-script, an incidental lesson was learned while playing the Warder: Armor Piercing does not reduce enemy armor effectiveness as I had long assumed, instead it converts physical damage into piercing damage. Which depending on build may actually result in less damage being dealt.


  • Grim Dawn – Forgotten Gods

    Forgotten Gods is the second Grim Dawn expansion, being mostly notable for adding a number of new Devotion options along with a new class option. The Oathkeeper has a very Paladin-like feel to it and specializes in shields, fire (or alternately acid) damage, and adding retaliation damage to attack skills.

    So far I’ve played through Vanilla+Malmouth with 4 Oathkeeper blends (and through FG with 1):

    A Sentinel was the first, handily replacing my earlier concept of a retaliation build. Aegis of Menhir and Righteous Fervor are great and the Guardians are fantastic. Meanwhile, Ascension and Presence of Virtue (for this build anyway) offer a wonderful mix of offensive and defensive support. It’s practically a pure Oathkeeper, though the healing and added retaliation from Blood of Dreeg is not to be underestimated. At the moment (post-Malmouth, pre-FG) they look like this; note that I have to reset the Devotions because Dryad wasn’t as useful as I thought it would be.

    With storage space getting a bit tight at this point (1 extra tab isn’t really enough for an expansions’ worth of content) it seemed a good time to finally get rid of all the poison-focused gear I’d been collecting for some time now. So I decided to make a Venomblade Dervish (in contrast to the above, this is practically a pure Nightblade). While they certainly kill things quickly enough, they’re remarkably squishy and I think I’ll have to alter the Devotion setup to include Behemoth and maybe Chariot for some more health restoration; the Ancient Grove boss killed it more or less instantly with that multi-eruption thing it does.

    Becoming somewhat focused on the Corruption of Gargabol pistol while scrolling through the item database the next character ended up being a gunslinger Oppressor. I had forgotten how effective dual pistols were at efficiently killing things and anything that survives the barrage gets a Bone Harvest to the face. The build was a lot of fun before the recent patch that changed the Terrify effect to Confusion, and will probably be even better now.

    Which brings us to the fourth character, a Cyclone Archon, the only one I’ve so far taken through the FG storyline content. Vire’s Might and Eye of Reckoning are both pretty great and synergize well; rush into the middle of a hoard, pop Ascension if it’s a hero/boss, and just start spinning around. It’s such an effective tactic at melting enemies that I’ve often forgotten I even have Wind Spirit. Briarthorn on the other hand is more of a mixed bag. Against most stuff it serves as a perfectly fine damage boost, but against things with AOE death effects (Malmouth’s aetherials for instance) it just dies constantly and the points may be better off in Presence of Virtue.

    And what’s that storyline content like? Well, the first half is much like Act 2 visually with an assortment of mostly Beast-faction enemies; dinosaurs, grobles, basilisks, beetles, scorpion-men, gryphons (fat harpies). There are also a few undead (basically just larger zombies) and some ‘Eldrich Spirits’ (repurposed wendigo spirits), which serve as the new enemy faction. The second half in contrast is much more unique visually (lava-flavored interior ruins aside), being mostly populated by Eldrich-faction creatures (poison-flavored Bysmiel mongrels, reskinned ryloks, stuff that looks like the animats from Pillars of Eternity) including re-designed Kymon enemies who prefer fire magic and crossbows to their earlier rifle/lightning setup.

    Though it forces you to side with one of the three new factions, doing so does not make the others hostile (all the choice does is change which series of quests you get offered). So there’s no reason not to side with a different faction in each difficulty level (for bounties stick to the Sister Crimson and Brother Segarius ones). You can do the Shattered Realm content immediately or wait until after everything else is finished, and I suggest the latter to make things as smooth as possible. Even then however it’s not really worth going past the 5th Shard with any builds that can’t quickly dish out a ton of damage (the Archon build above at level 72 cleared the 1st-25th Shards without notable issue… although the levels with floor hazards were a pain).

    So is the expansion worth buying? Depends on how much you like the Oathkeeper, want/need the new Devotion options, and if you’re interested in the new class of movement abilities (which, granted, fill a much needed mobility hole). If you just want more storyline areas to explore though it’ll probably end up quite disappointing (particularly when compared to Malmouth).


  • Grim Dawn

    I’ve now been playing this game for the last month or so, and have gotten nine characters through the default game content (and one of those through the expansion content). The simplest way to describe it is: Titan Quest with a Diablo aesthetic.

    It’s a bit easier than Titan Quest though (you won’t have to worry about certain enemies being completely immune to your damage type) and seems to have a smaller pool of items. There’s some added complexity however in the form of the Devotion system, which allows you to enhance your base class combination in a ton of different ways and can inspire builds all on its own, and a few small roleplaying aspects in regards to the quests. So it’s a bit of a toss up which game is ‘better’, but I’m leaning toward this one because damage-immune enemies are a pain.

    The characters I’ve used so far are almost evenly split between builds I found on the official forums and ones I was inspired to make based on certain endgame items or Devotions. I’ll list them similar to how I did the Titan Quest ones earlier, in order of Act 4 completion (or close to it; the ordering of the middle few might be off):

    The first one to complete the normal game was not the first character I created, as the order was switched around for faction reputation-related reasons. I basically made them because I wanted a Retaliation build similar to the Templar I used in TQ without the annoyance of having to wait for enemies to kill themselves. So I focused on Piercing, Bleeding, and Physical damage centered around the Counterstrike and Circle of Slaughter abilities with Retaliation damage as a secondary. In retrospect this was not ideal and, despite the fact that they managed to complete the expansion content without issue (the old belt/amulet/gloves were just switched out), I’m going to respec it before heading into Elite as a more Bladedancer-ish build. I may end up re-purposing the retaliation aspects into a more fitting class combo.

    Next was the second character I created, an Apostate. It came about from both being impressed by how powerful the Skeletons were and simply wanting to do something with this particular combo. While it’s a straight-forward pet build and the pets are fabulous at killing stuff already, I realized while playing some other characters that it would be better off trading most of the gun-based skills for the resistance reduction and defense of Spectral Wrath (since the Skeletons do Vitality damage), so now the desired end result looks like this.

    The first created (which in turn inspired the one above) was one which had a very detailed and well written-up post on the forums; a Cabalist build centered around Ravenous Earth. While that was quite effective, I liked the look of the melee-variation better and so built my iteration in that direction. To give you an idea of how good this build is, it actually looked like it had a shot at killing Mogdrogen’s Avatar in Act 4 at under level 60 (I got him to ~60% health before I messed up and died).

    The Deceiver build I used was inspired by the Abomination Devotion. That’s it. I saw that constellation’s abilities and wanted something that would be effective with it and so theory-crafted this end result. I also thought up a second, Flamethrower-centric build for the class combo… but I don’t think I’m ever going to actually play it.

    Another forum build I liked happened to be a Cadence-centered Deathknight, though I thought it might ultimately work better with Beronath’s Shard. I finished Act 4 with it before I found the Shard’s blueprint though, so my version is currently more in-line with the original (note that the weapon is from the Blademaster’s Act 6 run and I was using a nearly as effective Soulsplitter in Act 3). What stands out most about this build, besides the insane Cadence-damage output, is that Spectral Wrath alone passively massacres most of the enemies that attack you.

    The Spellbinder came about simply because I found a ton of gear that enhanced both Aether and Vitality damage. Although ultimately I want this character to make use of Drain Essence, without the Uroboruuk gear it just doesn’t do enough damage. Replicating Missile and Devastation are enough to wreck enemies though, so that’s fine for now. If it doesn’t work out I’ve got an alternate Devotion setup and an idea for a Diviner version as well (though that would probably be a bit too similar to the Apostate).

    Near the end came a Reaper, which was one of the forums’ ones I modified. While far more effective against undead than a similar character I used in TQ, those enemies do tend to survive longer than others against the massive amounts of cold damage this Bone harvest-focused build can dish out.

    The penultimate character was also a build I found on the forums, for a Crucible-decimating Purifier. I have not actually tried Crucible yet, but I figured I should have a character that can handle it. Regardless, they currently look like this and do indeed lay waste to large swathes of enemies.

    Last was a Druid. At first this was meant to be a dual-wielder, and I in fact did play through nearly all the game up to this point dual-wielding (using the relevant Relics), but ultimately the reliance on Critical Hits along with how otherwise unhelpful the necessary Relics were to the build’s theme made me do a slight re-calibration into a more conventional caster setup. You may notice I have both Savagery and Shard of Beronath. This is intentional. Originally I just had the Shard, but then thought… why not alternate the two and have both? So I did and stuff just melts.

    And that’s all the ones I’ve played so far (though I do have vague ideas for a Witch Hunter, Commando, Trickster, Magehunter, and Elementalist, along with a Tactician designed for a Hardcore playthough). You may have noticed that most of them make use of the classes provided by the Ashes of Malmouth expansion and so I obviously suggest picking that up along with the base game. While the classes alone are great, the two additional Acts it adds are sizable and add quite a bit of content.

    I’ll close this with some tips (I kind of want to write up a mini-walkthrough of some sort):

    • Aura damage (e.g. Night’s Chill or Spectral Wrath) will trigger equipment ‘On Attack’ effects.
    • Shift-clicking in the Stash screen drastically speeds things up.
    • Keep all your components and monster parts in the Shared Stash for ease-of-use across characters.
    • Not every destructible item highlights; furniture for instance.
      • Bookshelves in particular are worth destroying if you want to collect all the Lore.
    • Most choices have only minor differences.
      • The Act 1 Cultist Saboteur quest, Act 3 faction choice, and Act 4 Aetherial Witch quest being notable exceptions.
    • Siding with Kymion in Act 3 is the only way to fully explore every map.
    • While you can visit East Marsh and the lower levels of the Steps of Torment in Act 2, it’s most efficient to save them for Act 4.
      • Same for Port Valbury in Act 3.
    • There’s no reason not to play with Veteran Mode enabled (unless you’re playing some kind of Duelist gimmick build).
    • Expect to reach level 60 by the end of the default game content (Normal+Veteran), and level 70 by the end of the expansion.
      • Devotion Point totals for the above are 28 and 33.
    • Different Acts have different enemy concentrations.
      • The Act 2 areas are the only place to find Cronley enemies and also have the highest concentration of Undead.
      • Act 3 has a ton of Beasts along with a great Aetherial farming area in Port Valbury.
      • Act 5 is also full of Beasts.
      • Act 4 (and to a lesser extent 6) is the best place for Chthonics.
      • Act 6 is the only place to find Aetherial Vanguard.