Brilliant! can’t wait!
…
These weapons are really aesthetically and cosmetically beautiful and also still fit within the theme and style of Grim Dawn.
I do still maintain that Staves would offer the artists some really amazing opportunities to create aesthetically interesting designs within Grim Dawn. For whatever reason, the decision has been made to move away from that weapon class.
Well done on the recent releases and I look forward to the future!
Syn
Looks really awesome. Casters really have been lacking and this looks like the boost we need. I hope they roll with plenty of offensive ability and cunning to make up a bit for going heavy spirit.
Yeeessssss!!!
Looks like I’m going to have to rework my Witch-hunter build.
Again.
Friday it is! I can’t wait.
Of course with my luck, I’ll get a full-time job that’ll start on Thursday.
Melee weapons that don’t deal any physical damage?!
Anyway, I’d rather go ranged than melee with a Warlock. As others have said, we could have some caster guns and crossbows too.
Don’t think physical damage should penetrate armor since we already have pierce damage and weapons that already have % pierce. The caster weapons shown have no % pierce.
Shield shouldn’t have magical damage unless they have the affixes or are an epic/legendary item. They aren’t meant to be caster items.
weapons with pierce have much lower damage than without. Caster weapons have 100% magical damage. So 100% of thier damage can ignore armor. So thier damage should be lower than current swords with 30% piercing damage.
Shields is not caster item. This is defense item. But it have offense capabilities. We have already spectral shield which inflicts vitality damage. I hope we will see more such MIs. For example, Nightblade needs shield with cold damage (because of Lethal Gambit). Fire shield will more suit Fire strike command. And so on. Because they added magical weapon such changes become needed too.
But I thought more and decided that physical+fire commando anyway is better than pure fire (because of fire resistance mobs). Nightblade can live with dual caster weapons. So nvm.
I just cannot understand why this weapons are melee. Because they are useless like melee weapons in many cases. Just fancy looking things in the hands. They could made ability to dual focus and this was the same.
Wait, who said B21 is on Friday? That’s news to me
Wishful thinking or misread something, I’m guessing
They said early October but never a specific day. We’ll see before too much longer im sure.
Please…
stop the juicing…
I can’t resist reading the section and worse it makes the wait for updates even more unbearable. gawd
Ternion used base weapon damage from the staff and also changed effect depending on the damage element, at least that is how I remember it. This at least meant that a caster could get weapon upgrades as the levels progressed. With the way things are planned casters will only get weapon upgrades when the weapon has more +% element damage or a bit more cast speed.
Looking at Chillheart Sceptre I see a melee build weapon not a Caster weapon. Correct me if I’m wrong but only the +%cold damage and cast speed will effect the casters spell damage. The Nights Chill bonus gives a bit of minus cold resist but still is more cold/melee orientated. The Coldsnap proc you have to get yourself hit which is exactly NOT what a caster wants. So out of the six affixes on the weapon (base cold damage,cold damage,+%CD,CS,+NC and the proc) only two are really useful for a caster(+%CD and CS). For a cold melee build all apart from cast speed would be useful. To get the most out of the weapon, a caster would have to hit with it
These weapons will open up some fun new elemental melee builds for sure but looking at the three examples shown they look more like new specialised MELEE weapons.
You could use it with Frenetic Throw build for example of a not melee build. Any skill that has weapon damage will benefit from it like Dreeg’s Evil Eye for an example that magical spells can get weapon damage too.
Also no matter how ranged you build your character you’re gonna still get hit, the skill will have plenty of opportunities to activate and it seems to have quite a large radius too.
Except Fiendblood Spellblade is a pet item. Emblerclaw is used by the Hellhound. Health/Energy is for survival same with the defensive ability.
Chillheart would be useful with phantasmal blades or other cold related skills and then using blade barrier will proc the ability - follow it up with Ring of Frost and then make your getaway.
Ternion uses % weapon damage and buffs the elemental damage. It did not change the effect.
GD has many weapon damage % skills. So not sure why you would only get weapon upgrades from the weapon, not skills.
Looking at Chillheart Sceptre I see a melee build weapon not a Caster weapon.
I see an elemental build weapon which can also be used by a meleer, unlike TQs wands.
I am thinking Arcanist + Nightblade. Using the Arcanist skill to boost spells while at low health and some of the Nightblade skills to mitigate damage. Also dual wielding those weapons looks fun.
Any weapon can be used for the skills with weapon damage % skills and surely the weapon with the highest damage would benefit you more than these caster weapons.
Maybe it’s just me then but I think it’s a shame that rather than try to do something new to make caster weapons unique they have just removed the one thing that made them unique, the ranged attack. For example, Sceptres could throw a short range projectile instead of doing a standard melee hit, this is just off the top of my head to show what maybe could be done.
No matter which way you look at it they are just melee weapons with a base ele damage rather than phys. I for one was hoping that casters would get something unique and we just didn’t get it.
Maybe somebody that understands the math could post an example wielding a poison scepter for a DEE build with Solael’s Witchfire and how the non-physical base damage gets into the %weapon damage of DEE and then amplified by the %Poison from SW.
I assume that these weapons are going to kick ass in the hands of casters that do not use LMB-attack, but instead cast spells. You just have to find the right one.
Thats what im talking about. Crate, u rocks!
Now waiting to try it out.
I assume that these weapons are going to kick ass in the hands of casters that do not use LMB-attack, but instead cast spells. You just have to find the right one.
Ampifying damage by modifers is not main problem. Also I suppose we will not see scepters with poison damage same as burn damage.
Main problem is armor. When you have weapon which inflicts physical damage its damage is reduced by armor. But this damage for caster is so low that it will be almost fully absorbed by armor. Only small portion (20 or 25% I do not know exactly) will pass. When your skill inflicts only 15% damage of weapon resulting damage becomes insignificant. 3% of starting damage? what?
Caster weapons will make starting damage of the weapon more valuable.