[1.2.1.6] Pimp My Build - 6 Mortar Purifier (SR 32-34, Cruc 150-170 7:50) No pharma/buffs [vid]

I’ve been away from GD for a while but am back and working on improving some of my old builds before throwing myself into FoA (or at least 1.3!). I dusted off my old 6 Mortar Purifier build and tried to make it better in the “new” Shattered Realm, surprising myself by getting to SR 32 quite easily with the old build at the first attempt.

I have made some tweaks, brought in a bit more -RR and physical resistance (22% is a bit better than the old 2%, right?) - now it can handle up to SR 34 easily (but SR 35 not so much) and the Crucible 150-170 time is now down under 8 minutes (as long as you avoid Benn Jarr from trapping you under Aleksander’s blue rock from the sky on 170 anyway…).

Screenshot 2026-02-10 204745

BUT!

I feel that the community knows better than I how to improve an elemental build, so I’m throwing it out to the geniuses out there: Pimp My Build!

Grim Tools
Video: SR 32-33
Video: Cruci 150-170

What I have tried:

  1. Healing Rain and more armour - lost too much damage
  2. Retalliation - not effective enough
  3. Different gear to bring up the Fire damage and phys resist (current build), but it loses Runefather’s Gem which I felt had some impact, eg Mortar Trap @ 26 etc)

Go wild, folks! Any feedback or assistance is welcome. I do want to keep the mortar count at 6, mind you.
And thank you!

What do you want to improve in your build though? Damage, sustain, being one shotted?

I feel the damage is a bit low (though it’s hard to judge since the character screen doesn’t calculate a DPS stat for the Mortars even if I bind it to a mouse button) and the build definitely has the occasional “where did my health go?” moments, yes. Sustain seems reasonable as it has a lot of armour, healing and health over time recovery. Maybe it could really benefit from more DR, for eg, but not really sure how to do that.

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Needs serious rework to be fair :

  • fire modifiers are too low
  • skill tree is very butchered with some controversial choices like Skipping Fire touch but add half baked Rune of Kalastor and low rank seal
  • Yellow pathing to get Targo on a caster also bad call immo
  • Silvercore bolts serve better than this seals , since they got massive buff last patches
  • Hyrian and Phoenix offers more survival ability than Targo which again in caster setup is not optimal at all
  • Offensive ability have to be pushed cause every Inquisitor is crit dependent
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For defense (and maybe for damage then too because you could be staying still more) maybe adding more devos that actually do sth: Purifier, Level 100 (GD 1.2.1.6) - Grim Dawn Build Calculator

  • Crab
  • Turtle
  • Hyriam (confuse)

so 3 devo procs added, none lost but Meteor changed to Magi. % damage improved. Otherwise I tried to keep stats and your skill points the same. I’d need change items to do some more changes. I put Solael’s Witchfire on Kalastor because it’s kinda bad on Seal I think.

Targo’s 1600 more Armor, 12% Health good resistances for 5 points (in my devo). Totally worth it.

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Thanks to both RSoomak and tqFan for great ideas to work with. I’ll respond to both in this post.

@RSoomak

  • fire modifiers are too low

This is true. The original build only ran around +1700% Fire before bringing in Iskandras and Invoker partial sets. “Back in the day”, the target for a build was to reach 2000% in one’s damage type, so I was fairly pleased that I managed to get there with the mods, and then add more -RR (Eldritch Fire was not part of the original build either). Again, the damage output is still too low so clearly this was not enough and perhaps I am too satisfied with just “hitting some ancient benchmarks”.

  • skill tree is very butchered with some controversial choices like Skipping Fire touch but add half baked Rune of Kalastor and low rank seal
  • Offensive ability have to be pushed cause every Inquisitor is crit dependent

In my defense, Rune of Kalastor was part of the meme that created the build in the first place (and I ran dual Vine rings that I had painfully farmed from Vinelton). It could be better. As for Fire Touched, to be honest I don’t really understand it. Yes, there is an extra 100% Fire at the softcap, but my OA is well north of 3200 when everything is up and I get a free -200 enemy DA from Horn of Gandarr thanks to Codex of Truths. I was never convinced this made “enough” difference in theory so never thought to push these stats. Obviously, I’ve not exactly created a build that runs SR40 nor does a sub 5:00 crucible, so I clearly still have a lot to learn. :sweat_smile:

  • Yellow pathing to get Targo on a caster also bad call immo

I have to disagree with this. Shield Wall, and through it access to 4500+ armour with decent uptime, is one of the key reasons this build could facetank SR75/6 despite only having 2% physical resistance. The build wants to stand still on a Seal because mortars don’t track moving targets very well, and I don’t see how you achieve that with a “base” armour of under 3k.

  • Silvercore bolts serve better than this seals , since they got massive buff last patches

I did not know this! I have missed a few patches of active play, and will absolutely examine these! Mainly have the seals for resistances anyway…

  • Hyrian and Phoenix offers more survival ability than Targo which again in caster setup is not optimal at all

While I like Hyrian, I’m on the fence about Phoenix, tbh. When I played with just adding defensive layers, both these came into the build and I couldn’t tell much difference between the variant that had Phoenix compared with the one that didn’t. I’ve tried Phoenix a few times in the past and never came away thinking, “Yeah, that’s just what I needed.” This is the complete opposite of my feelings on Targo.

@tqFan

  • Crab
  • Turtle

In the back of my mind I considered trying to re-organise the pathing to work Turtle in, but never considered Crab as well. That’s a LOT of “shielding”. You are right though: the build wants to stand still and while it does a pretty good job of it there are many situations where it has to flee and all the DPS goes out the window.

Meteor → Magi

This I never considered. Is the damage comparable? Losing a 5% OA node also seems like a big deal. Doesn’t mean I’m not going to try it!

I put Solael’s Witchfire on Kalastor because it’s kinda bad on Seal I think.

Hmm, wouldn’t this be worse, though? Active seals attack at a similar rate to the recharge of Eldrich Fire, so I expect they will hit more enemies as they arrive (I try to stand on the edge of a seal and then “paint” them around me - emphasis on “try” cos I just button mash a lot as well lol). By contrast, the Rune has a recharge of 4 seconds, same as the uptime of Eldritch Fire, which means I’m only hitting 1 set of things every 4s rather than having at least 1 enemy always debuffed. My understanding of this mechanic can absolutely be questioned though!

In the meantime, I’ve also come to believe that I should equip Wyrmscale Footguards as they bring some OA/DA, and solve issues I have with elemental resistances on the actual gear (as opposed to the overly optimistic view Grim Tools presents).

You guys have given me a lot to chew on, that’s for sure. I may be a while before I return with feedback on how the changes have gone.

Huge thanks to both of you!

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