Grim Dawn Alpha starts tomorrow

Part of the fun of the game but it is overwhelming at first. I usually look on the forums for builds and then tweak them to my style.
I'd recommend just focusing on one mastery until you get the hand of things. You can respec your points, but I think you are stuck with the masteries you choose.
You can respec your devotion points as well.

I'm going to start a cabalist(necro/occultist) focusing on a pet build.
I was playing with the inquisitor last night and it was fun, will pair him with shaman or demo mastery at some point.

GrimTools to play with builds.
 
It's definitely common for a player's first character or two to be pretty crappy when trying a new ARPG like Grim Dawn. If you're an ARPG veteran you'll probably identify a number of strong options pretty quickly and avoid nooby mistakes, but even so, each ARPG tends to have it's own quirks and special systems that will take time and investigation (often outside the game) to truly figure out. That's what makes finding a unique so fun since I immediately start thinking of how or if I could make use of it. If it's intriguing enough I might even start a new build right then.

Seeing what works and what doesn't is a huge part of the draw to these games for me, but I've seen others flat out refuse to play if they are forced to make a decision that's even semi-permanent. As such, I love trying out/leveling new builds, and the test is whether the build idea can survive and perform well in hardcore mode (not "is this the best build?"). For others, having to level even more than once is a huge chore, so not wanting to screw up their first ever character results in dislike for any system where the player has to commit to anything, and ultimately in players looking for a build guide to take out any guesswork.
 
Just figured I'd say, I've been tinkering with settings all afternoon trying to figure out why DX11 was slower than DX9.

Welp, it was because in DX9/Legacy GD I had AA set to 4x.

Lowered it to 2x in the DX11 client and SHAZAM!!

Good ol' 60 fps and no more occasional micro-stutter that has plagued GD since, well always.

So yeah, there actually is no performance issue with DX11. Apparently AA is just more demanding in the new client *shrugs
 
Anyone care to share their "things I wish I knew before I started" tips?

I just classed into Inquisitor for a dual wielding gunslinger build, and the skill tree is dizzying. And then I find out there's dual-classing. And then I find out there's this whole additional subset of stat modifiers on the Devotion screen.

Can you say "analysis paralysis" and "decision fatigue"?

Don't start with any builds that base their builds around "weapon damage".

That's pretty much my general for playing any ARPG, if possible. Not relying on weapon damage removes one obstacle in progression.

I have attempted many builds and classes and the only one that I made any progress is a Vitality Caster (Shaman/Occultist), and none of its primary skills uses weapon damage.
 
Shaman was added later on in the game kinda like how they just added a Necromacer.
 
Yeah, which you can see how little progress I have usually made in Grim Dawn until Shaman came around.

the Vitality caster had a balance between survivability (lots of skills that leech health) and independence from weapon damage (weapon mods matter more than weapon damage for this build), the characters I used to use were all either too squishy or kills too slowly.

Hell, I even abandoned a Primal strike based Shaman until I discovered the Vitality Caster, to date that's the only class I have made it all the way to ultimate capmpaign completion, the others didn't even make it out of normal/veteran campaign.
 
Def can't fault these cats for being lazy....

v1.0.2.1

To prevent quest progress issues which have been occuring for some users with out of date translation files, this patch resets the in-game language for all users to English. As soon as updated language files are posted by the community translators they will once again be available for download via the in game menu.


[Tech]
  • Stash user interface has been modified to be more clear.
  • Fixed Skeleton spawn number tracking for clients in multiplayer games.
  • Reap Spirit will now correctly spawn one pet at all ranks with the tooltip adjusted accordingly.
  • Fixed Drain Essence not having a line of sight check on main target.
  • Fixed a bug where the conversation window created graphical artifacts when color blind modes are enabled.
  • Fixed a bug where some in game text was missing, which in some instances could cause a crash.
  • Fixed an occasional crash when loading game resources.
  • Fixed a bug where target outlines would be rendered incorrectly for some objects.
  • Fixed a bug where fullscreen gamma had no effect in the DirectX11 renderer.
  • Fixed an issue where grass lighting was incorrect on "High" lighting setting.
  • Fixed a bug where community translations of expansion files would fail to override base game text.
  • Fixed a crash which could prevent DirectX 11 mode from starting.

[Mod Tools]
  • Asset Manager will now add additional build and source directories to Import Record, allowing modders to import expansion files. If using default paths, Additional Source Directories should be set to C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\mods\gdx1\ and Additional Browse Directories to C:\Program Files (x86)\Steam\steamapps\common\Grim Dawn\gdx1\

[Game]
  • Adjusted spawns for the Steelcap District Riftgate encounter
  • Fixed broken icon for the Revenge for the Fallen achievement
  • Increased drop rate of Order of Death's Vigil and Kymon's Chosen Monster Infrequent accessories to match drop rates of similar items from other enemies
  • Fixed the People of Malmouth bounty Bounty: Sanctuary being impossible to turn in
  • Fixed Embrace New Foes achievement being unobtainable. Unfortunately this fix is not retroactive.
  • Fixed an issue with Bounty: Chillpincer and Bounty: Vagarroth not spawning their respective targets. Both of these bounties should reset for any players currently on them.

[Itemization]
  • Magic-quality Suffixes with % Damage bonuses now boost both the flat damage and the dot equivalent (ex. a Suffix that previously increased % Fire damage now also increases % Burn damage). Magic Suffixes that boost only % dot damage can no longer drop.
  • Fixed base damage on the Ascendant Source (MI) to match its base % Damage bonuses
  • Fixed unusually low damage on Warden's Bulwark and Warden's Fortress at levels 82+
  • Fixed 3-Piece Set Bonus on The Runebinder Set to be 6% Offensive Ability instead of 6 Defensive Ability
  • Fixed Mythical Aetherreach granting -6% Energy Cost to Aether Ray instead of a flat -6
  • Fixed an issue with several Mythical Epic items not having more powerful skill procs/granted skills than their Default/Empowered versions
  • Epic - Luminari Regalia Set: swapped 8% Attack Speed and +2 to Inquisitor Skills set bonuses
  • Epic - Dreadwalker Set: swapped 8% Health and +2 to Necromancer Skills set bonuses
  • Legendary - Anderos' Amplifier: replaced +1 to Demolitionist Skills with +1 to Inquisitor Skills, reduced bonus to Artifact Handling to +2, increased bonus to Mortar Trap to +3
  • Legendary - Arcanum Sigillis: added +1 to Inquisitor Skills
  • Legendary - Deathbound Amethyst: corrected proc type to match the base game, it was accidentally reverted in Ashes of Malmouth
  • Legendary - Mythical Anderos' Amplifier: replaced +1 to Demolitionist Skills with +1 to Inquisitor Skills, reduced bonus to Artifact Handling to +2, reduced bonus to Rune of Kalastor to +1, increased bonus to Mortar Trap to +3, removed 4% Cooldown Reduction
  • Legendary - Mythical Arcanum Sigillis: added +1 to Inquisitor Skills
  • Legendary - Mythical Havoc: added +1 to Inquisitor Skills, reduced bonus to Deadly Aim to +2
  • Legendary - Mythical Valdun's Hat: increased Pierce damage on Granted Skill to 34-40
  • Legendary - Mythical Valdun's Jacket: added flat Pierce damage to Granted Skill, removed flat Pierce damage bonus from item
  • Legendary - Mythical Valdun's Rifle: increased Pierce damage
  • Legendary - Runebinder's Spellthrower: updated granted skill to function similarly to Savagery
  • Legendary - Valdun's Hat: increased Pierce damage on Granted Skill to 28-33
  • Legendary - Valdun's Jacket: added flat Pierce damage to Granted Skill, removed flat Pierce damage bonus from item
  • Legendary - Valdun's Rifle: increased Pierce damage
  • Legendary - Valdun's Betrayal Set: reduced Pierce bonus to 14-48
  • Legendary - Valdun's Treachery Set: reduced Pierce bonus to 14-36
  • Relic - Gluttony: added 20% Vitality Decay damage
  • Relic - Mortality: added 40% Vitality Decay damage
  • Relic - Torment: added 43% Vitality Decay damage
  • Component - Bladed Plating: reduced Offensive Ability to 22
  • Component - Living Armor: reduced Offensive Ability to 35
  • Component - Seal of Blades: increased Pierce damage and reduced Bleed damage on Granted Skill
  • Component - Seal of Corruption: increased damage on Granted Skill
  • Component - Seal of Might: replaced % Health with 160 Health
  • Component - Seal of Resonance: replaced % Health with 160 Health
  • Component - Ugdenbog Leather: reduced Defensve Ability to 22
  • Component - Unholy Inscription: added 15% Vitality Decay damage

[Class & Skills]
Devotion
  • Drain Essence can now be assigned to Tainted Eruption and Rumor
  • Reap Spirit can now be assigned to Hand of Ultos and Rumor
  • On Block Celestial Powers can now be assigned to the Arcanist Mastery's Arcane Will, Soldier Mastery's Fighting Spirit and Menhir's Will, and Inquisitor's Deadly Aim. Any assigned powers will have a chance to trigger while the respective buff is active.

Shaman
  • Fixed an issue with the Thorned Horror not casting its Emboldening Presence

Inquisitor
  • Ranged Expertise: reduced Pierce damage scaling with rank to 28 by rank 10, 75 by max ultimate rank

Necromancer
  • Siphon Souls: increased % Attack Damage Converted to Health to 24%
  • Sear Souls: increased % Damage Modifier penalty to -15%, added -10% Attack Damage Converted to Health penalty
  • Raise Skeleton: updated the way skeletons scale with their equipped weapons. Previously, their weapons represented a sizeable portion of their damage, which made the skill tooltip misleading for their actual damage and made their damage (particularly for archers) scale a bit too well in the early levels. We adjusted them so that the weapons now represent a negligible bonus and their damage is more predictable, their base damage has been scaled up with rank to compensate. In addition, Skeletons will no longer sometimes do partial Pierce damage due to having Pierce ratio sometimes appearing on their weapons. This has no impact on Skeletons benefiting from flat damage bonuses such as an auras. As this is a pretty dramatic change to the way their damage scales, we will continue to playtest and monitor this skill and may make further changes in the future to make sure their tuning is appropriate.
  • Updated aggression of ranged Skeleton summons to behave more like their melee counterparts
 
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Just got back into the game and started a new toon when the xpac came out. Just beat all of normal except Bastion of Chaos for the Outcast, still can't survive that at level 61. The xpac is pretty fun, the maps are a little bit huge for my personal taste though. I also had a little quest bugginess when I didn't know what I was doing started quests trying to help both the new factions. It fixed itself though.
 
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Long list of uncompleted quests this DLC is amazing all all for 15.00 It's like Grim Dawn 2 this DLC lots of eye candy luckily we had a high level Tank to help carry us though this who knew how to do the quest before. There is this cave and every enemy looks like Diablo but super big still haven't got into Malmouth I'm in the sewers now think I'll play offline now see how stuff scales to my character.
 
"This patch will address many reported issues, whether that’s concerning loot,"

That is what interest me the most. I'm getting to the point where I remember why I stop playing. Hundreds of hours in the game and crap drops. A little weight to the rolls for a greater chance at some class gear would be nice. Even the high end quest that reward a purple would be helpful if it was for your class. I don't need a full set to drop in a couple days, but after hundreds of hours and my sixth pair of wyrmscale boots :rage:
 
Hundreds of hours in the game and crap drops. A little weight to the rolls for a greater chance at some class gear would be nice. Even the high end quest that reward a purple would be helpful if it was for your class. I don't need a full set to drop in a couple days, but after hundreds of hours and my sixth pair of wyrmscale boots :rage:

Eh, I don't think the RNG is thatttt bad.

If you remember Titan Quest, farming was THE name of the game.

Now that, was bad, even with the fan-made RNG fixes etc.
 
Patch 1.0.4.0

Once again, too big to post!!

"Another massive update has arrived. This one is very much Crucible themed, but everybody has something to look forward to!

Along with two new arenas and the introduction of Ashes of Malmouth enemies to the Crucible, you can also now enjoy two brand new Monster Infrequents and an absolutely massive list of improvements and balance changes to the game overall."

http://www.grimdawn.com/forums/showthread.php?t=66289
 
Patch 1.0.4.0

Once again, too big to post!!

"Another massive update has arrived. This one is very much Crucible themed, but everybody has something to look forward to!

Along with two new arenas and the introduction of Ashes of Malmouth enemies to the Crucible, you can also now enjoy two brand new Monster Infrequents and an absolutely massive list of improvements and balance changes to the game overall."

http://www.grimdawn.com/forums/showthread.php?t=66289

  • Reduced amount of Ugdenbloom required for crafting Components
  • Relics: updated the following Blueprints to be easier to craft: Bladesworn Talisman, Corruption, Fervor, Fortitude, Glacier, Gluttony, Guile, Gunslinger's Talisman, Haunt, Hysteria, Inferno, Mistborn Talisman, Rampage, Sanctuary, Specter, Storm, Terror
Thank goodness. I got back into the game after 1.0.3 but quit again because I felt like all I was doing was farming serrated spikes, Ugdenbloom, and Kilrian's shattered souls. I hope they changed the other two as well as the Ugdenblooms, haven't had a chance to log in yet.
 
I'm still at the edge of the Ashes of Malmouth dlc the end area is big and boring with all those broken houses. I like the humanoid NPCs to fight not really a fan of the trash mobs.

The pacing in Titan quest is so much better then Grim Dawn where everything just charges you nicer ai in Titan Quest.
 
Grim Dawn Version 1.0.5.0 released.
http://www.grimdawn.com/forums/showthread.php?t=68582


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Grim Dawn Version 1.0.5.0
The latest major update for Grim Dawn is now live!

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See below for the latest extensive list of changes and improvements for all your Grim Dawn needs:


V1.0.5.0

[Major New Features]
  • A new roguelike dungeon: the Ancient Grove, has been added in Ugdenbog. Once the haven of the beast god Mogdrogen, this sacred place has become tainted by the corrupting presence of the Aetherials and the Chthonians. Venture inside and face off against grave new dangers, and powerful unique rewards.
  • Featured within the Ancient Grove are 4 new Monster Infrequents, 2 new Unique items and a new Mythical Relic Blueprint for you to hunt down from its 6 new bosses and mini-bosses, including one special spawn that appears only on Ultimate difficulty!
  • Chest Loot Tables have been revised to generate less equipment, but the equipment that does drop is far more likely to be of Rare quality. Also increased the drop rate of Components and Potions from chests. These changes include Boss/Hero Loot Orbs.

[Crucible]
  • Adjusted spawn positions in the Crucible of the Legion so that enemies arrive inside the arena faster.
  • Reduced monster Offensive Ability scaling at all waves and difficulties.
  • Reduced monster Health/Damage scaling at waves 151+ on all difficulties.
  • Multiple Kubacabra's can no longer spawn in the same wave.
  • Reduced intensity of Wraith debuffs.
  • % Health Reduction effects on auras have been disabled. The Sickened Mutator remains unchanged.
  • Reduced the % Offensive Ability granted by the Brutal Mutator.
  • Achievements for reaching certain player levels or crafting can now be completed within the Crucible.

[Tech]
  • Fixed Attribute Points Spent values on the Character Sheet after using a Reset Attributes potion.
  • Fixed not being to interact with the Quest Reward window when it was directly over the player inventory UI.
  • Fixed channeled skills becoming stuck when rapidly starting and stopping a channeled skill with a controller.
  • Fixed Lore Notes not displaying properly at max UI scale.
  • Fixed bug with auto combining components while holding one on the cursor.
  • Fixed Firestrike's skill modifiers incorrectly adding damage on the character sheet when a shield was equipped.
  • (Gamepad) Interactive objects now require the player to face them. This should alleviate issues when fighting enemies near dungeon entrances.
  • (Gamepad) NPCs now have a lower interactive priority while the player is in combat.

[Game]
  • One Shot Chests now always drop loot of at least Rare quality.
  • Removed baseline % Chance to Deflect Projectiles from monsters, with a few rare exceptions such as immobile enemies and ghosts.
  • Reduced baseline monster Pierce Resist on Elite/Ultimate difficulty.
  • The Undergrowth's Devotion Shrine has been moved to the Ancient Grove dungeon, before the door which requires a Skeleton Key.
  • Archmage Aleksander no longer spawns in the Malmouth Outskirts, the Burning Cellar or the Malmouth Sewers. Such places are beneath him.
  • Various Void Rift attacks now only apply their Fumble debuff for 1s after leaving them, rather than 2s.
  • Boris, Master of the Pit now always spawns with at least one of his Monster Infrequent axes, to compensate for him having a chance to spawn.
  • Reduced number of targets for Bounty: Cronley's Ascended to 3. This change may cause your bounty to reset.
  • Added 2 missing lore notes to the Barrowholm Cellar

[Itemization]
  • Epic - Cowl of the Blind Assassin: replaced % Physical damage with % Bleed damage
  • Epic - Mythical Cowl of the Blind Assassin: replaced % Physical/Internal Trauma damage with % Bleed damage
  • Epic - The Arcane Tempest Set: increased % Weapon damage and Number of Targets on granted skill
  • Faction - Aetherbolt Pendant: increased Lightning damage modifier for Aether Ray to 45
  • Faction - Blazerush: replaced bonus to Deadly Momentum with +3 to Shattering Blast, increased % Weapon damage modifier for Grenado to 70% and for Upheaval to 60%
  • Faction - Heart of Malmouth: increased % Elemental Resist Reduction modifier for Word of Pain to 12%
  • Faction - Hex Launcher: increased Aether damage modifier for Drain Essence to 45
  • Faction - Hexflame: added 10% Crit damage modifier for Call of the Grave
  • Faction - Howl of the Wendigo: increased Vitality damage modifier for Blade Arc to 60, increased Bleed damage modifier for Siphon Souls to 100
  • Faction - The Desolator: increased % Weapon damage modifier for Bursting Round to 55%
  • Faction - Witch Moon: increased Pierce damage modifier for Rune of Hagarrad to 120, added 40 Cold damage modifier for Ring of Steel
  • Monster Infrequent - Fleshwarped Tome: increased Aether Damage modifier for Albrecht's Aether Ray to 66
  • Monster Infrequent - Grava'Thul's Leggings: replaced bonuses to Searing Light and Word of Agony with Agonizing Flames and Death Sentence
  • Monster Infrequent - Grava'Thul's Legguards: replaced bonus to Absolute Zero with bonus to Elemental Balance
  • Monster Infrequent - Ugdenbog Chillstrife: reduced % Cold Resist modifier for Veil of Shadows to 7% and increased Cold damage modifier for it to 65
  • Monster Infrequent - Ugdenbog Flamestrife: increased Fire damage modifier for Flames of Ignaffar to 44, replaced % Reduced Target's Damage modifier for it with a 15% Attack Speed Reduction modifier
  • Monster Infrequent - Rylok Crest: replaced % Defensive Ability with flat Defensive Ability
  • Monster Infrequent - Rylok Mark: replaced % Defensive Ability with flat Defensive Ability
  • Component - Frozen Heart: added 21% Petrify Resist
  • Component - Mark of Illusions: increased Defensive Ability to 18
  • Component - Runebound Topaz: replaced % Defensive Ability with 52 Defensive Ability
  • Component - Seal of Corruption: replaced % Offensive Ability with 44 Offensive Ability
  • Component - Seal of Destruction: added 20% Weapon damage to granted skill and increased its Electrocute damage, reduced Energy Cost
  • Component - Seal of Shadows: granted skill now throws a short range boomerang projectile, values adjusted accordingly. Replaced % Attack Speed with % Cast Speed.
  • Component - Seal of Skies: added 40% Weapon damage and Electrocute damage to granted skill, reduced Energy Cost
  • Component - Seal of the Night: replaced % Offensive Ability with 44 Offensive Ability
  • Component - Seal of the Void: replaced % Cast Speed with % Attack Speed
  • Component - Vengeful Wraith: increased % Frostburn Duration to 30% and Offensive Ability to 10
  • Rare Prefix - Destroyer's (Focus): replaced % Cold Resist with % Physical Resist
  • Rare Prefix - Devastating: replaced % Fire Resist with % Elemental Resist
  • Rare Prefix - Glacial (Focus): replaced % Fire Resist with % Physical Resist
  • Rare Prefix - Hoarfrost (Shield): replaced % Cold Resist with % Physical Resist
  • Rare Prefix - Infernal (Shield): replaced % Fire Resist with % Physical Resist
  • Rare Prefix - Supercharged: replaced % Lightning Resist with % Elemental Resist
  • Rare Prefix - Tempest: replaced % Lightning Resist with % Elemental Resist
  • Rare Prefix - Thunderstruck (Focus): replaced % Lightning Resist with % Physical Resist
  • Rare Suffix - Amarasta's Flurry: replaced % Pierce Resist with % Chaos Resist
  • Rare Suffix - Hurricane (Shield): replaced % Lightning Resist with % Attack Speed
  • Rare Suffix - Shattering (Shield): replaced % Cold Resist with Cold damage
  • Rare Suffix - Slith (Ring): replaced % Poison Resist with % Pierce Resist
  • Rare Suffix - Torrents (Shield): replaced % Lightning Resist with Offensive Ability
  • Rare Suffix - Wildfire (Shield): replaced % Lightning Resist with % Elemental Resist and replaced % Fire Resist with % Attack Speed
  • Relic - Bysmiel's Domination: increased Chaos damage for pets on the skill proc
  • Relic - Ignaffar's Combustion: added % Chaos damage bonus, skill proc now also reduces % Chaos Resist
  • Crafting: added two new blueprints that convert Battered Shells to Frozen Hearts, and vice-versa, with the addition of a Polished Emerald.
 
Legendary Items
  • Aegis of the Legion Set: increased damage on the granted skill, increased % Shield Damage Blocked to 33%
  • Beacon of the Winter's Veil: increased % Frostburn Duration to 120%
  • Black Flame Covenant Set: increased % Damage Modifier on granted skill to 15%
  • Black Scorch Covenant Set: increased % Damage Modifier on granted skill to 18%. Bonuses/Skill Modifiers to Necromancer skills on this set and its pieces have been replaced with bonuses to Inquisitor skills focused on Word of Pain and Flames of Ignaffar.
  • Mythical Blade of the Black Flame: increased Chaos damage modifier for Albrecht's Aether Ray to 55 and added a matching modifier for Flames of Ignaffar
  • Blood Sigil of Ch'thon: added 24% Elemental Resist, removed % Fire Resist
  • Celestial Stone of Halakor: added % Vitality/Vitality Decay damage
  • Chestguard of Justice: added 32% Elemental Resist, removed % Fire and % Cold Resists
  • Conduit of Arcane Whispers: Albrecht's Aether Ray version now grants an 18% Weapon damage modifier instead of an Aether damage modifier.
  • Conduit of Eldritch Whispers: fixed an issue with skill modifiers not applying for the Summon Hellhound version
  • Conduit of Night Whispers: Shadow Strike version now also has a 30% of Pierce dealt as Aether modifier.
  • Conduit of Runic Whispers: Flames of Ignaffar version now grants an 18% Weapon damage modifier instead of a Fire damage modifier.
  • Conduit of Undying Whispers: Drain Essence version now grants an 18% Weapon damage modifier instead of a Vitality damage modifier.
  • Conduit of Wild Whispers: fixed an issue with skill modifiers not applying for the Summon Briarthorn version
  • Covenant of the Three: added 22% Elemental Resist, removed % Lightning Resist
  • Deathmark's Shadow Set: increased % Pierce Resist to 40%, increased damage dealt by the granted skill
  • Mythical Deathmarked Claw: increased % Attack Speed to 14%, increased Cold damage modifier for Whirling Death to 80
  • Mythical Deathmarked Decapitator: increased % Attack Speed to 14%
  • Mythical Deathmarked Jacket: added 23% Aether Resist, removed % Pierce Resist
  • Mythical Deathmarked Shoulderguard: increased % Elemental Resist to 33%, reduced % Pierce Resist to 14%
  • Deception of Dreeg Set: added 50% chance on Crit to activate Secrets of the Guardian. Replaced % Poison damage modifier for Dreeg's Evil Eye with a 25 Acid damage modifier.
  • Demonslayer's Hat: added 24% Elemental Resist, removed % Fire Resist
  • Demonslayer's Jacket: added 24% Poison Resist, removed % Cold Resist
  • Devil's Cage Hauberk: added 15% Bleed Resist
  • Direwolf Crest: increased % Aether Resist to 28%, reduced % Pierce Resist to 12%
  • Earthshatter Treads: increased Defensive Ability to 70, added 22% Chaos Resist, removed % Pierce Resist
  • Eldritch Gaze: added 28% Aether Resist, removed % Poison Resist
  • Farath's Cube: increased Cold damage modifier for Flames of Ignaffar to 66
  • Fateweaver's Leggings: added 18% Elemental Resist, removed % Lightning Resist
  • Frostdread Cuirass: added 15% Bleed Resist, increased % Cold Resist to 50%. Added % Cold damage and Frostburn duration bonuses to granted skill.
  • Hellforged Legplates: added 20% Poison Resist
  • Invoker's Elements Set: increased Offensive Ability bonus to 70, added 40 Defensive Ability bonus
  • Invoker's Blaze: added +1 to Arcanist Skills, reduced bonus to Panetti's Replicating Missile to +2
  • Invoker's Shard: added 2 Energy Regen
  • Invoker's Will Set: increased Offensive Ability bonus to 100, added 80 Defensive Ability bonus
  • Mythical Invoker's Blaze: added +1 to Arcanist Skills, reduced bonus to Panetti's Replicating Missile to +2
  • Mythical Invoker's Shard: added 2.2 Energy Regen
  • Justicar Guard Set: corrected skill proc having the same damage as the lower level version of this set
  • Korvoran's Chestguard: added 25% Vitality Resist, reduced % Pierce Resist to 15%
  • Mad Queen's Claw: increased % Crit damage to 12% and Offensive Ability to 60, increased damage on the skill proc and added a % Crit damage bonus to it
  • Mark of Ulzuin: added 30 Fire damage modifier for Albrecht's Aether Ray
  • Mask of Infernal Truth: added 12% Elemental Resist
  • Mythical Abyssal Mask: increaesed Vitality damage modifier for Drain Essence to 60
  • Mythical Beacon of the Winter's Veil: increased % Frostburn Duration to 120%
  • Mythical Beastcaller's Talisman: fixed an issue where the pet skill modifiers were not applying, fixed missing Physical damage bonuses for pets
  • Mythical Black Scourge: increased damage dealt by summoned pets
  • Mythical Blood Sigil of Ch'thon: added 27% Elemental Resist, removed % Fire Resist
  • Mythical Bonescavenger's Deathgrips: added % Cold/Frostburn damage
  • Mythical Celestial Stone of Halakor: added % Vitality/Vitality Decay damage
  • Mythical Chestguard of Justice: added 35% Elemental Resist, removed % Fire and % Cold Resists
  • Mythical Covenant of the Three: added 24% Elemental Resist, removed % Lightning Resist
  • Mythical Deathbound Amethyst: increased % Vitality dealt as Cold modifier for Drain Essence to 45%. Increased % Vitality dealt as Cold modifier for Phantasmal Blades to 33% and replaced its Vitality Decay modifier with a Frostburn modifier.
  • Mythical Demonslayer's Hat: added 28% Elemental Resist, removed % Fire Resist
  • Mythical Demonslayer's Jacket: added 28% Poison Resist, removed % Cold Resist
  • Mythical Devil's Cage Hauberk: added 15% Bleed Resist
  • Mythical Dread Knight's Legplates: corrected skill proc having the same damage as the lower level version of this item
  • Mythical Direwolf Crest: increased % Aether Resist to 32%, reduced % Pierce Resist to 15%
  • Mythical Earthshatter Treads: increased Defensive Ability to 90, added 24% Chaos Resist, removed % Pierce Resist
  • Mythical Eldritch Gaze: added 30% Aether Resist, removed % Poison Resist
  • Mythical Essence of the Grim Dawn: increased AEther damage modifier for Albrecht's Aether Ray to 60
  • Mythical Fateweaver's Leggings: added 20% Elemental Resist, removed % Lightning Resist
  • Mythical Frostdread Cuirass: added 18% Bleed Resist, increased % Cold Resist to 70%. Added % Cold damage and Frostburn duration bonuses to granted skill.
  • Mythical Hellforged Legplates: added 22% Poison Resist
  • Mythical Korvoran's Chestguard: added 28% Vitality Resist, reduced % Pierce Resist to 18%
  • Mythical Mad Queen's Claw: increased % Crit damage to 12% and Offensive Ability to 90, increased damage on the skill proc and added a % Crit damage bonus to it. Added 30% Crit damage modifier for Whirling Death
  • Mythical Markovian's Stratagem: added 15% chance on Block to cast Retribution, removed modifiers for Menhir's Will
  • Mythical Mask of Infernal Truth: added 15% Elemental Resist
  • Mythical Outcast's Secret: added 15% Bleed Resist
  • Mythical Pagar's Betrayal: added 50 Chaos damage and 80 Burn damage / 3s modifiers for Flames of Ignaffar
  • Mythical Riftwarped Grasp: increased Vitality damage modifier for Drain Essence to 50
  • Mythical Screams of the Aether: added 16% Chaos Resist, reduced % Aether Resist to 16%
  • Mythical Sigil of the Bear King: added 25% Elemental Resist, reduced Pierce Resist to 15%
  • Mythical Skull of Gul'Amash: increased Vitality Decay damage modifier for Drain Essence to 100
  • Mythical Spiritbinder's Glyph: added % Elemental damage
  • Mythical Stormcage Legguards: increased Defensive Ability to 50
  • Mythical Stormseer Sapphire: increased Lightning damage modifier for Albrecht's Aether Ray to 8-115, replaced bonus to Storm Touched with +3 to Raging Tempest, increased % Attack Speed and % Cast Speed bonuses to 7%
  • Mythical Stormtitan Treads: added 20% Elemental Resist and 20% Poison Resist, removed % Lightning Resist
  • Mythical Titan Pauldrons: added % Poison Resist to the granted skill, but reduced the % Pierce Resist
  • Mythical Untouchable: reduced Defensive Ability to 152
  • Mythical Vestments of Agrivix: added 40 Offensive Ability
  • Mythical Vigar's Hunger: increased Vitality damage modifier for Drain Essence to 50
  • Mythical Voidmancer's Cord: added % Lightning/Electrocute damage
  • Mythical Wildblood Crusher: added 50 Vitality damage modifier for Grasping Vines and a 40 Vitality damage modifier for Devouring Swarm
  • Nightclaw: increased % Attack Speed to 16%, added Pierce damage bonus
  • Outcast's Secret: added 12% Bleed Resist
  • Scepter of Malmouth: increased Vitality damage modifier for Flames of Ignaffar to 66
  • Screams of the Aether: added 14% Chaos Resist, reduced % Aether Resist to 14%
  • Sigil of the Bear King: added 22% Elemental Resist, reduced Pierce Resist to 15%
  • Spiritbinder's Glyph: added % Elemental damage
  • Stormcage Legguards: increased Defensive Ability to 38
  • Stormtitan Treads: added 18% Elemental Resist and 18% Poison Resist, removed % Lightning Resist
  • The Cataclysm Set: increased proc's activation chance to 100% and reduced its cooldown to 1.5s
  • The Deathmark Set: increased % Pierce Resist to 30%
  • Deathmarked Jacket: added 21% Aether Resist, removed % Pierce Resist
  • Deathmarked Shoulderguard: increased % Elemental Resist to 30%, reduced % Pierce Resist to 12%
  • The Mageslayer Set: added 60 Burn/Electrocute/Frostburn / 3s modifiers for Flames of Ignaffar
  • Mageslayer's Hood: added 40 Elemental damage modifier for Flames of Ignaffar
  • Mageslayer's Armguard: increased Elemental damage modifier for Flames of Ignaffar to 72
  • The Runebinder Set: replaced Pierce damage bonus with Elemental damage
  • Runebinder's Hat: reduced Fire damage bonus for Rune of Kalastor to 90
  • Runebinder's Gem: reduced Cold damage bonus for Rune of Hagarrad to 90
  • The Sacred Balance Set: increased damage and reduced cooldown on the skill proc, replaced bonuses to Amarasta's Blade Burst and Fire Strike with +1 to Nightblade and Demolitionist Skills
  • Nex: added 15% Aether Resist, removed % Cold Resist
  • Ortus: added 15% Chaos Resist, removed % Fire Resist
  • The Sacred Harmony Set: increased damage and reduced cooldown on the skill proc, replaced bonuses to Amarasta's Blade Burst and Fire Strike with +1 to Nightblade and Demolitionist Skills
  • Mythical Nex: added 18% Aether Resist, removed % Cold Resist
  • Mythical Ortus: added 18% Chaos Resist, removed % Fire Resist
  • The Untouchable: reduced Defensive Ability to 125
  • Titan Pauldrons: added % Poison Resist to the granted skill, but reduced the % Pierce Resist
  • Ultos' Storm Set: increased % Lightning Resist to 50%
  • Ultos' Spaulders: added 24% Bleed Resist, removed % Lightning Resist
  • Ultos' Tempest Set: increased % Lightning Resist to 60%
  • Mythical Ultos' Spaulders: added 26% Bleed Resist, removed % Lightning Resist
  • Ulzuin's Avatar Set: increased % Physical Resist to 8%
  • Ulzuin's Infernal Avatar Set: increased % Physical Resist to 12%, added missing % Electrocute damage bonus and increased damage on the skill proc
  • Mythical Heart of Ulzuin: increased Fire damage modifier for Vindictive Flame to 140-200 and added 80 Burn damage / 2s modifier for it
  • Uroboruuk's Guise Set: added 4% Offensive Ability bonus, increased Aether damage modifier for Drain Essence to 90
  • Uroboruuk's Effigy: increased % Cast Speed to 14%, increased % Attack Damage Converted to Health modifier for Drain Essence to 6%
  • Valguur's Hunger Set: added 50 Vitality damage and +1 Summon Limit modifiers for Storm Totem and -1s Cooldown modifier for Siphon Souls, replaced bonus to Wendigo Totem with +3 to Storm Totem. Swapped the 3-piece bonus to Siphon Souls with the 4-piece bonus for Sigil of Consumption.
  • Valguur's Raiment: replaced bonus to Blood Pact with +2 to Storm Totem
  • Valguur's Touch: replaced bonus to Wendigo Totem with +2 to Storm Totem
  • Vestments of Agrivix: added 33 Offensive Ability
  • Wildheart Vanguard: added 90 Bleed damage / 1s modifier for Devouring Swarm

[Class & Skills]
Devotion
  • Amatok: increased Frostburn Duration to 50%
  • Anvil: added 30 Armor and 8 Internal Trauma damage / 5s
  • Falcon: added 35 Health and 8 Offensive Ability
  • Hammer: added 10 Internal Trauma damage / 5s and 30% Internal Trauma Duration
  • Kraken: increased % All damage by 50%, added 360 Health, removed % Physical damage bonuses
  • Rattosh: added 50% Vitality Decay Duration
  • Staff of Rattosh: increased Primordial Affinity granted to 3
  • Typhos, the Jailor of Souls: increased Ascendant Affinity granted to 3
  • Arcane Currents: increased Duration to 4.5s
  • Eldritch Fire: increased % Chaos Resist Reduction to -35% by max rank
  • Guardian's Gaze: added Acid damage
  • Mark of Rattosh: increased Aether and Vitality damage scaling with rank. Increased % Vitality Resist Reduction to -25% by max rank.
  • Targo's Hammer: increased % Chance of activation to 33%, increased base % Weapon damage by 3% and base % Internal Trauma damage bonus by 50%
  • Tip the Scales: increased Vitality damage scaling with rank

Soldier
  • Discord: now also grants an Elemental damage bonus
  • Squad Tactics: added % Cast Speed bonus equal to % Attack Speed
  • Terrify: now also reduces Energy Cost

Demolitionist
  • Concussive Bomb: reduced % Damage Modifier penalty to -25%
  • Ulzuin's Wrath: chance of % Attack Speed Reduction/Knockdown now scales up to 100% by rank 12 and both effects now occur when triggered rather than a chance of either, increased % Attack Speed Reduction scaling at ultimate ranks to 44% by max ultimate rank. Added Electrocute damage.

Occultist
  • Terrifying Gaze: chance to Fear/Stun now scales with rank, starting at 5% scaling up to 14% by rank 12, 18% by max ultimate rank. Added Vitality damage bonus.

Nightblade
  • Dual Blades: increased % Pierce/Cold damage scaling at ultimate ranks to 105% to be consistent with other similar passives
  • Ring of Steel: increased base % Weapon damage to 80%

Arcanist
  • Manifestation: now also grants an Elemental damage bonus for pets
  • Mental Alacrity: % Energy Cost Reduction now scales to 20% by rank 10, 30% by max ultimate rank. Added Energy bonus.
  • Overload: updated damage such that all 3 dots last 3 seconds
  • Supercharged: added % Crit damage bonus

Shaman
  • Primal Bond: increased % Crit damage for pets scaling with rank to 33% by rank 12, 60% by max ultimate rank

Inquisitor
  • Allagast's Arcane Net: added a 10% Damage Modifier.
  • Aura of Censure: added % Reduced Target's Damage
  • Chilling Rounds: fixed missing values for % Weapon damage. Scaling with rank adjusted to match intended results, a minor shift that results in no change in damage at max ultimate rank.
  • Flames of Ignaffar: increased Fire damage scaling at ranks 13-16
  • Intensify: increased Lightning damage scaling at ranks 9+
  • Tainted Flame: added a 10% Damage Modifier.

Necromancer
  • Drain Essence: increased Aether damage scaling at ranks 11-16
  • Decomposition: increased Vitality damage scaling with rank
  • Gravechill: increased % Damage Modifier to 25%
  • Ill Omen: increased damage scaling with rank
  • Necrotic Edge: fixed an issue where this skill would not strike with both weapons when dual wielding melee weapons on a female character.
  • Reap Spirit: reduced Energy Cost, increased Vitality Decay damage scaling with rank, increased Wraith damage scaling with rank
  • Siphon Souls: increased speed of cast animation by 10%
 
I might have to give this another go.

Am I okay restarting with the base game? Or should I buy any expansions.
 
I still hit a wall around lvl 35 or so where I just get bored with this game.

I can't put my finger on why exactly.... It might be bc I've played so many of these type of games that it becomes fairly easy to demolish everything in my path. It might be the lack of character recognizability in the story.
 
Looks like I'm going to have to fire this game up again. I haven't played it since it was early access, I believe. The updates and content just seems to awesome to pass up giving a shot. Also good to know I won't have to commit to purchasing the first expansions until I beat the base game!
 
Looks like I'm going to have to fire this game up again. I haven't played it since it was early access, I believe. The updates and content just seems to awesome to pass up giving a shot. Also good to know I won't have to commit to purchasing the first expansions until I beat the base game!

Expansion is worth it for the new masteries alone, IMO. Necromancer was very fun if you like summoner builds.
 
I still hit a wall around lvl 35 or so where I just get bored with this game.

I can't put my finger on why exactly.... It might be bc I've played so many of these type of games that it becomes fairly easy to demolish everything in my path. It might be the lack of character recognizability in the story.

I feel the same way. I don't know if I even made it that far before I hit the wall and lost interest. I may just be tired of the lootstick and builds.
 
Good looking out!

And, for those that are complaining the game is too easy: play it on Veteran difficulty!!

Normal is for.... well, normies heh
 
I like it so far. Level 35 nightblade/occultist build. My only complaints is there isn't a single thing I like about the world map... It's just plain awful. Then there is the constant guessing where some quest objectives are; last thing I did today before getting utterly burned out was a bounty which failed to mention where to find my targets - after going through maybe 9 or 10 rift gates and roaming did I find them - not exactly a fun thing to do (roam around looking for a few specific things). You'd think a bounty or a quest given by someone in the know would have a clue where to find them and tell you. Combat, skills system, crafting, itemization - dig it all. The way quests and the world map is done - big thumbs down for me. But can I complain for spending $7? I can quit now and say I got my money's worth.
 
I like it so far. Level 35 nightblade/occultist build. My only complaints is there isn't a single thing I like about the world map... It's just plain awful. Then there is the constant guessing where some quest objectives are; last thing I did today before getting utterly burned out was a bounty which failed to mention where to find my targets - after going through maybe 9 or 10 rift gates and roaming did I find them - not exactly a fun thing to do (roam around looking for a few specific things). You'd think a bounty or a quest given by someone in the know would have a clue where to find them and tell you. Combat, skills system, crafting, itemization - dig it all. The way quests and the world map is done - big thumbs down for me. But can I complain for spending $7? I can quit now and say I got my money's worth.

The quests will usually tell you which zone to find your objective. Which quest are you talking about with rift gates?
 
Some of the bounties do have randomness associated with them as to finding the targets - don't waste time on them as are not part of the game's primary questlines, they are there so you can raise your reputation with factions easier. Skip them until end game, and only do them then if you feel the need to grind some reputation.
 
Finally finished the main campaign and while the game is not bad, I got the same complaints as above, finding some of those quest objectives is a royal pita, to much corridor type content on the map, bit more open would have helped in that regard.

And for me the same complaint as in almost all ARPG's, if you don't get decent loot, it get's pretty damn tedious, but maybe I just don't get the mechanics correctly in this case, gear with more cunning then I had was as good as non existent, if it had some at all.
 
Finally finished the main campaign and while the game is not bad, I got the same complaints as above, finding some of those quest objectives is a royal pita, to much corridor type content on the map, bit more open would have helped in that regard.

And for me the same complaint as in almost all ARPG's, if you don't get decent loot, it get's pretty damn tedious, but maybe I just don't get the mechanics correctly in this case, gear with more cunning then I had was as good as non existent, if it had some at all.

It's important to not ignore putting points into your mastery otherwise you'll miss critical stats to wear your gear. Realistically, you should put 1 point into mastery at just about every level.
 
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