Long time lurker here. I’m getting close to 2000 hours of Grim Dawn and there is one thing that always bothered me: there is not a default attack for every damage type.
After learning about the new classes for the expansion, I was pretty hyped and hoping for at least one new default attack that covers one of those missing damage types (for me that’s chaos, vitality, aether and acid/poison). Of course there is DEE for poison/acid/vit and PRM for aether, but they are casts, not attacks.
I checked out grim tools to see the new skills, but was quite disappointed that there is no default attack that covers the above mentioned damage types. Especially, I was hoping for a poison/acid default attack for Necro.
Did I maybe miss something? Are there other options that I might have overlooked? And let me know what you think
The developers have stated that they want to make default attack replacers independent of masteries. There will be more default attack replacers in the expansion, but they will be on items and components instead.
-Don’t just go off of mastery skills. Skills added via by equipment or components can still be decent, for example - Shard of Beronath. We won’t know everything until the expansion is released.
-If there were one default weapon attack for focused on every damage type spread amongst the masteries, there would be around 9 skill lines? Maybe less as certain ones can be multipurpose (i.e. Fire Strike can act as Fire, Lightning, there’s some Chaos or Physical as well in there).
-There doesn’t need to be a default weapon attack heavily focused on every damage type. For one thing, there are many options for conversion. For example, this means that you can create multiple builds around converting Cadence’s Physical damage to any other damage types or Fire Strike’s Chaos to Aether etc… and who knows what other options the expansion will bring with items :p.
-Finally, you don’t necessarily need a default weapon attack to do X damage to build a character doing Y damage around it due to the fact you can stack flat damage and/or WPSes over default weapon attacks. Sure, Fire builds using Fire Strike or Lightning/Bleed builds using Savagery are going to be stronger but it still doesn’t mean it isn’t impossible to use other damage types. For an example, take a look at Chthon’s Ranger of Dreeg.
Pure damage weapons (that aren’t implements) are also not half bad for skills with high % weapon damage and there’s likely to be more of them than Vortex of Souls in the expansion as one has already been shown off in streams.
Either Zantai or Grava mentioned on the streams that there will be a few new AA replacers in items/components.
Also, from the new weapons that were shown you can see the average % of conversion on weapons has also gone up from 30% to something ~40%.
But yeah, I really hope we’ll get Chaos, Aether, Vitality and other AA replacers.
But they never did it in practice.
It’s the same like when someone said “I’d look into slow effects”, and up to current date player got his total speed cut at half in at least 50% of his time in fights.
Default attack replacers are build enablers and they have to be separate from external sources (items/components), as it’s build limiting and pigeonholds players into certain gear setups.
IMO default attack replacers belong to the masteries, and need to be more “neutral”, in a difference of what OP states. But just an enabler, damage further multiplied by gear/support skills, rather than the mastery itself. There are already enough sources for it.
I guess I’ve stated it a couple of times, but obviously the trend is to balance the classes within certain masteries. Pigeonholding. Or maybe easier to balance. Who knows.
Meanwhile, I’m dreaming of my melee based chaos warlock.
I’m going to be on the lookout for skill modifiers on items (fully converting one damage type to another), since it seems this will provide what I’m looking for. However, it would be quite a pain in the ass having to level a character to 85+ just to get the build going - talking about empowered legendaries here.
While skills provided by components are nice, I agree that they limit your build options. Also I tried to make shard of beronath work, but found it to be far inferior in comparison to other default attacks - I could be wrong though. Well, I just have to wait and see what the expansions brings. I keep my fingers crossed.
Still extremely hyped for the expansion :rolleyes:
Transmuted Dreegs is essentially Cadence with Poison/Acid burst on a timer instead of a counter. Same with Doom Bolt.
hellcat, I think it is very reasonable to have attack replacers on weapon components as long as the requirements are not too restrictive. Component caster skills at the moment are too restrictive at times(ammo heavy, cause all casters should use guns apparently).
Chaos melee? Why not Doom Bolt and chaos strike? Seems like you have the basis of that build right there. Bigger problem is tanking melee with a sack of feathers for defense and a mediocre to hit/crit. That is just a natural restriction of the class combo and items to fully mitigate it would break the game.
Could i call this as spoiler?
Because at this point in time, such a conversion can not be obtained at all, such as the only thing that gives a conversion of this kind - it’s the cowl of the venomblade, and even with them we got 30%, not 100%
Because CD makes it not viable. Hell, even consistent chaos APS builds are not much viable atm, like FS pyromancers (mostly due to certain fraction resists and poor supports; a good “void-touched of the abyss” weapon is like hitting the lottery; you are mostly restricted to a single relatively decent leg dagger).
My opinion is any single class should have its own “neutral” attack replacer within, it provides amazing options of cross-class combos.
By “neutral” I mean a general purpose AOE enabler.