Grim fate and Mythical Grim fate.

I tried this sword recently and found it lackluster.

  1. Its a sword with cunning requirement. As Pyromancer cunning is the last stat you want to put points intro.
  2. 0.3 metre area for thermite mine is a joke. I wasn’t sure that this modifier work unless I dual-wield them.
  3. On death procs are horrible.
  4. Its a sword, so a SoC focused dual-dmg type caster loose 200% of dmg increase by not wearing a caster weapon. And all other stuff that boost SoC usually don’t add a lot of fire dmg . Resulting in 1500% boost to main dmg types and pitiful dmg output. Heck, my SoC couldn’t kill white trash in one tick - something I`ve never experienced before:D
    Suggestions:
    1)Increase mine radius to 1.5 metre.
    2)Switch on-death proc to on hit proc.
  5. Increase %dmg to caster weapon level.

I agree on increasing thermite mine radius.

And it will be a good thing if crate can change this weapon to be a dagger instead. BTW, will it be too much work for them? Grim fate model is already small enough and looks like a dagger anyway.

But, fire sigil? Hmmm… Can it be as powerful as vitality sigil? Radaggan and valguur set has set a high bar of what sigil of consumption can do…

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Just add a new dagger that does what this us supposed to do and rework the sword to something else

ASide from % dmg and better conversion via otehr gear or something the weapon is fine.

Radius could be 0.5 instead of 0.3. You have to take into account that it’s 6x spread out mines creating a much wider radius so 1.5 while super effective it’s a bit much

Sword is whack af, not sure how can you build around it. It’s weak as a melee weapon, it’s weak as a caster’s dagger/scepter. Proc sucks, 0.3 bonus to mines is a joke, Fire SoC is meh idea to build around.

Imo, increase mines radius AND duration and maybe add summon limit and remove that useless proc and add +1 to Occultist skills and we might have something to build around.

This has lately been a major annoyance of mine with swords in general. I’ve actually had to invest attribute points in cunning a few times to equip beronath. Eww. Physique requirements on two handers by comparison are a complete joke. Wish some balancing was done there (watch physique reqs go up a ton next).

Best solution in my opinion.

I actually sometimes forget there are two handed weapons. I rarely drop them and only one of my characters use it (well, two now, but the other guy wields only a placeholder till it reaches 94).

Imo, two handed weapons (swords, maybe axes) should also require cunning. Like, ok, they’re heavy but you don’t wield a sword only when you can hold it in your arms. I mean, you could do that, but you end up cutting yourself all over your body (yes, adding realism to a game, what an idiot, right?). Also, 600 - 700 physique requirement is a “no requirement” requirement. I mean, you always end up with at least 600 physique (well actually 444, 662 or 1035 for caster, light, heavy armor respectively) no matter what, your armor needs that. And now, after I just checked, I see all two handed melee weapons require 627 physique… wow.

While any random sword has the same cunning requirement (510) as pistols, only rifles beating them (by maybe 40). I get that I need some finesse to wield a sword, but that much? It’s still a melee weapon.

Looking at the base stats we get from masteries, one handers should have the same requirement they have now, but two handers should easily require at least 900 physique. I mean, if they don’t need cunning at all, and we spend at max 10 points on spirit because of rings and amulet, they can easily require 900 or even 1000 - we’re not gonna get random cunning for nothing, right?

Also I don’t have any opinion on two handed ranged weapons. I don’t play ranged characters, but 40 increased requirement for these is just non-existent.

One further point, everyone nearly always uses hawk devotion, easy 15% reduction in requirement. A similar bonus for melee weapons in devotion… does not exist. Nice.

Wolverine offers -10% Physique/Cunning requirements to melee weapons on it’s last node.

It does - wolverine has a 10% cunning requirement reduction.

Personally I like the sword and the proc (tho it definitely would have been better as a dagger/wand)

Mythical Grim Fate is the only reason that I am using Sigil of Consumption on my Pyromancer.

Without Grim Fate, Sigil of Consumption is so weak on my Pyromancer(fire/chaos) that it is not even worth using.

The on death proc is nice when it happens but it is currently useless when fighting boss, nemesis or challenge boss.

I see that there is Corrupted Chaos Lifestealer DW in the build Compendium. DW for 2 x M Grim Fate. and also a S&B version.

The recommended build doesn’t use SoC, but many builds don’t use every single listed bonus on a weapon to full effect. It does focus heavily on mines.

Since it has made it into the compendium, one could argue that Grim Fate has seen more use that many other neglected high-tier weapons, simply from the guidance of a good build in the library.

(I’ve not used the build myself, though)

Edit: However, I’m not arguing against tweak ideas…there is always room for improvement on many items; it gives some ideas to the devs if they do look into tweaks.