
no need to get adcth from items, the werewolf skill feral claws already has it in built in the skill modifier voracity.

no need to get adcth from items, the werewolf skill feral claws already has it in built in the skill modifier voracity.
They do, it is callaed patch 1.1.9.8
EDIT: Its Something with the 65Lvl bosses while character have 60 - some math Imho break there ive done easily 2 bosses which 1 hits me with spells.
Well if you have toon that already have all maxed stats in the trees also use items that are for Class there are pretty decent and you get 1 w hit out of screen that you cant react even - this is not skill issue but balance issue with a game that are mostly focused on. Why do even level scalling exist on campaign playthrough with easier modes? Its not fun at all that you need to level up then you get much more harder enemy Boss after that and no place to gear up more. You must start higher difficulty from the 1 quest find easier bosses to get items to complete content on lower difficulty its absurd. Game punish you and you cannot do anything about that. Its because its instagib mechanics that are stupid for a game based on items and skill trees. Also stats reset is not possibile without Item .Another absurd while other methods are open. I will make the full tank and Boss will be heal faster than i will be able to reduce their HP. Lifesteal and critical damages shouldnt exist on that type of games cause they remove balance. I can accept resistances but its also method that just waste player time to find a gear to compete with enemy type that uses this damage to thrill Your experience. Its zero skill in meaning. Cause you dooes not have opportunity to fight if you will not find specifics items that have stats which allow you to start a fight
EDIT - fun fact at mine 61 level boss get 66 and didnt do any instagibs… and was super easy to shred , so there are some issues with scalling on certaing levels
game trolls me cause i wanted to show you how it 1hits
Berserker is excellent, but it seems to me that the werewolf lacketh conversion of physical to damage to health
If am nae missing something…
please check what happens on 60 lvl toons when bosses get 65 levels - i get mostly one hit spell hits and on 61 while they get 66 easily encounter them. Anastakeria in Fort Ikon Some First Dungeon Boss in AoM - or it just 1.3.0.4 -5 that fixes that . Thanks You in Advance!
What is that?
I’m obviously joking!
10% (in your screenshot)
Voracity, 2nd node in Werewolf

put more points into then? ![]()
feels like you two/GIJW are talking past eachother ![]()
Strange, i didnae see it yet
Maybe it’s bad translation in Russian. Just checked. I meant not health "sucking :))) I meant the conversion of physical damage to health damage.
there is no such thing?
do you mean vitality damage? (it’s not health dmg/the same as health) Mythical Ravager's Bite - Legendary One-Handed Axe - Grim Dawn Item Database
vitality resist icon ![]()
You mean life steal right?
Attack damage converted to health and lifesteal are the same thing in GD.
Like others have said, werewolf is by default the best leech tank in the game due to a lot of free leech on Voracity. You need 0 lifesteal on weapons, just damage.
If you feel like you leech not enough, don’t try to get more leech, just get more damage instead…
This is a little confusing. The point that I was trying to make is that I find it easier to level up with a higher adcth than the minimum. Level 44 example Berserker, Level 44 (GD 1.3.0.0) - Grim Dawn Build Calculator
-yellow vampiric ring
-green vampiric amulet
-blue headhunter trophy belt
-ghoul constellation
-fox constellation
It’s possible to level up with a different build but I wanted to share my personal experience with a higher adcth amount because so far it’s worked really well, and OP was complaining that berseker “struggles tremendously when facing mini-bosses and bosses” which, with my build, I haven’t struggled (1 exception was at level 40 with the arkovian undead boss who was level 50).
nothing wrong with that, point GIJW was making was just you’re doubling ADCTH “needlesly”,
you’re stacking 34% lifesteal on items, which would be fine for a normal/non wolf build to get uber sustain;
but wolf you can get the same amount of lifesteal with 12 points, and thus dont’ have to also spend gear on it, and can focus in pure dmg/defence “non lifesteal whatever you want” and effectively double dip/still get the lifesteal for free +x boost (greed or otherwise)
While I agree with almost all of this, I think there is something that gets overlooked about the berserker, and it kinda ties-in to this.
For all the similarities in the playstyle provided by the wereforms, Onslaught feels to me like one of the most diverse playstyle you can have in Grim Dawn.
Granted, if you define it on the more macro level, it is just as samey as the others (lots of small hits, then big hit)
But otherwise, making skills from other masteries play different is in itself a lot of diversity rolled into one.
So I feel like berserker can be excused (at least in part) for the relative samey-ness of the rest of it’s offerings.
Yes, unless you play the 2 dedicated wereforms, the berserker IS a support class, but it can support other classes in a very unique way.
I think we (collectively) have not yet explored the myriads possible ways that onslaught can be played. So calling the class “boring” when we have yet to see a single Onslaught-Callidor’s tempest, or Onslaught-Vire’s might (for example) build post feels premature.
At L75+, if you slap on a Seal of Blades to your weapon, that’s an additional 5% life leach and it boosts pierce damage to boot. WIN WIN. Yeah, Werewolf is a life drinker. I have 24% life leach on my Werewolf and I’m not counting Voracity either, or Wendigo Totem when I plop that puppy on the ground. I can even stand in the Underking’s aoe/ground dot and barely lose life while I am attacking. Same with Kubakabra (sp) too, at least on elite mode. I just need to boost my resist to freeze and stun. That’s the Werewolf’s kryptonite.
At L100, dinged yesterday morning, I would be death free if it wasn’t for agressive gameplay and messing with Mogdrogen… twice. I know, with patience, and the basic kiting/hit and run tactic, I can whittle Moggy down to death. At the time I was still in quest mode and not building for end game goodness. Next time I face him, I SHALL GIVE HIM A DEATH!!!
Werezerker is a lot of fun and I am already thinking about leveling a chaos version.
Not just the werewolf. I’m levelling a bleed+chaos zerker and already achieved 30% healing effects at lvl 84 without trying hard. Equipment and devotions alone can carry an onslaught zerker. No Seal of Blades either, for obvious reasons.
Yes, thx. It’s vitality. So, the necro aura, which doth back damage to monsters hath vitality and ether damage in the same time. So, if one my item converteth vitality to phys. and an other item converteth ether to phys., will be the both damage tipes converted to phys.?
yes, as long as it’s global conversion you can convert Spectral Wrath to any dmg type you wish.
Foreword
I suffer from spasms in my hands, if I use them too extensively, if I play any video game. In Grim Dawn, I can’t play piano builds, but I do like / love playing “minimalist style”. Minimalist style means playing the game using max 5 buttons to press [LMB / RMB + 3 other buttons].
Berserker skills (review)
Implements of War - DW enabler, bleed dmg booster.
Bloodfangs - WPS, you grab it, if you need / want WPS, the dmg type doesn’t matter that much, has passthrough.
Avalanche - WPS, you grab it, if you need / wants WPS, the dmg type doesn’t matter that much, no passthrough.
Leap + Fault Line - jumping skill, if you will.
Rallying Cry + Impulse + Frenzied Cry - Pneumatic Burst, Blood of Dreeg or Word of Renewal sibling skill, Frenzied Cry is DW enabler and cooldown reducer, I would prefer it over Bloodfangs for DW enablement.
Bonechilling Cry - War Cry sibling skill, RR is always a nice thing, but be careful, BonCry doesn’t debuff enemies where you point the cursor (like Curse of Frailty does), it creates a circular “poof” around you, so it debuffs those who came too close to you.
Bloodborne - an exclusive aura - if it fits, you use it, or skip it.
Onslaught + Open Wounds + Endless Rage + Covenant of Ch’thon - DAR, generating stacks, which need to be “released / unleashed” by another skill with cooldown. The best way is to have a list of skills able to release the stacks and if you find an item skill, just try it and see.Q1, Q2, Q3 Covenant of Ch’thon converts cold into chaos dmg.
Amatok’s Pact + Bloodfrenzy + Icebound - an aura, which combines dmg boosting (like Solael’s Witchfire) with stat boosting (like Mogdrogen’s Pact) Q4.
Heart of Asterkarn - an exclusive aura - if it fits, you use it, or skip it.
Werewolf + Voracity + Recklessness + Blight of Ch’thon - an transformation skill into a werewolf, which affects not only the visual, but also available gameplay of the char, not every skill can be used in this form*****. Blight of Ch’thon converts the werewolf from pierce-bleed into chaos-bleed.
Wereraven + Glacial Talons + Everwinter + Talons of Ch’thon - an transformation skill into a wereraven, which affects not only the visual, but also available gameplay of the char, not every skill can be used in this form******. Talons of Ch’thon converts the wereraven from cold-pierce into chaos-pierce.
Form of the Beast - passive bonuses when being in the “Wereforms”.
Battle Surge - sibling skill to Deadly Aim, but this one is designed to heal you.
Untamed Rage - sibling skill to Arcane Will, but it won’t heal you, it gives you a few seconds of more survavibility and crot chance during the attack.
Winds of Asterkarn + Hailstorm - a “must-standing” spell (like AAR), making a circle around you, which damages enemies who comes into the circular shape of the skill
Berserker skills - impressions, woes and questions
Implements of War - for Onslaughters or anyone who wants DW or bleed dmg.
Bloodfangs - the better of the Berserker’s two WPS, passthrough is nice for gunners.
Avalanche - I feel this WPS kinda slowing the attacking performance of a build, passthrough is missing by default.
Leap - I don’t like to jump, I consider it to be a risky movement type, you can jump into monster groups, which can be dangerous.
Rallying Cry - I would say a must for any Berserker, no matter if there is any sibling skill within the second mastery or not.
Bonechilling Cry - Core debuffer of Berserkers, another must for them, BonCry usage differs a bit from Curse of Frailty!
Bloodborne - if you don’t deal pierce, chaos or bleed dmg, you wouldn’t pick it, would you? Maybe for the crit dmg, but I doubt it very much.
Onslaught - Default Attack Replacer, but also stack skill.
Question 1: Is Onslaught worth picking just for the “DAR” part only? As a DAR, is it strong enough?
Question 2: Or the “DAR” part of it is minor, compared to the Stacks and you wouldn’t pick it just as a DAR?
Question 3: I have seen “Open Wounds” is not maxed within the builds, but I do see there is a damage redux (DR) - this would make me to at least softcap it, right?
Woe: If you want to use Onslaught with the stacks, you need to pick another skill, which alows you to “consume” the Onslaught Stacks. For me, it means one extra button to press, so I am not a fan of the “Stacks” part of the skill.
Amatok’s Pact - If you are a cold build, max it, for godness sake.
Question 4: If you are not a cold build, I would still max the Bloodfrenzy, because of attack and casting speed and you could invest some points in Icebound, if acid res and vitality res are desperately needed, hm?
Heart of Asterkarn - If you are a cold build, max it. If you are not skip it, unless in desperate need of Offensive Ability.
Werewolf - Tired of playing a petmancer? Become your own pet!
Question 5: I am confused now, because I haven’t seen a list yet, which skills are working with it, and which are not?
Wereraven - Tired of playing a petmancer? Become your own pet!
Question 6: I am confused now, because I haven’t seen a list yet, which skills are working with it, and which are not?
Form of the beast - if you are Were-anything, max it. If you are not, skip it.
Battle Surge - you need to crit to activate this healing skill. Invest some points, the question is, how many. I would do 7/12 (restored 11% health x3 secs). Don’t forget, it is a condition skill and healer, so the cooldown parts starts when the skill finished its job.
Untamed Rage - again, condition skill, so the cooldown starts when the skill finished. I would invest 6/12 or 12/12 if you have spare points.
Winds of Asterkarn - looks good on paper, but the maneuvring and usage of the skill is “debatable” at least.
Woe: While AAR, Flames of Ignafar or Drain Essence are beams, and the player decies, where to aim them, the “circular” logic of Winds of Asterkarn moves the decision from player to monsters. Who comes first, get some first and that’s something I feel potentially very dangerous, especially because you need to stand still and wait a bit unless the full area potential of the skil is reached.
Conclusion:
Berserker mastery is very much like a “swedish table”, it has “a bit of everything for everyone”, but most profitable are cold, bleeding, piercing and chaos builds. Some skills are mandatory, I would say, for any Berserker (Rallying Cry, Bonechilling Cry to some extent, Battle Surge and Untamed Rage). Onslaught is a controversial skill for me, because I miss the potential of it, if “Stacks” are not used. And because the Stacks can’t be unleashed by debuffs, pets, non-cooldown skills or procs’ skills, it means I am obliged to pick a skill to do the “unleashing”.
Two quick notes about exclusive auras for Berserker.
Bloodborne is great for those who (dealing corresponding damage) wants more offensive approach (crit dmg bonus). Those, who wants more defensive approach, I would suggest Possession (disrupt res and dmg absorb).
Heart of Asterkarn is equal (OA bonus) to Stormcaller’s Pact (crit dmg and stun res), and HoA is better than Star Pact.
If you are a cold build, you definitely want Berserker as a one mastery, because you will get one cold aura for free (compared to other mastery combinations, supporting cold dmg).