Range of my ranged characters

  1. The dw build has a small armor loss, the 2h has a slight gain (because of the higher physical res)
    3b) Some would surely say the builds have extensive DA … :wink:
  2. See @Gnomish_Inquisition reply - and for your final build, it will also depend on the rolls of the gear - so a slight adjustment of augments is surely sensible (e.g. considering the 2h build - slightly above average rolls will easily allow you to change one of the +chaos or +pierce res augments to aether - even now, one +vitality res could be changed to aether). For the campaign, the values should be fine either way.
  3. Yes, the 2h build was not that point starved and therefore getting 5% racial for one point looked fine

Importance of resist reduction: Will depend on the damage type, while it is always important (as it is a damage gain), the average resistance value is different (some damage types are more [e.g. vitality] resisted than other [e.g. chaos]). Resist reduction is however only a part of the puzzle, e.g., I have levelled a chaos build with no native resist reduction (so only the devotion stuff was available) - and it was fine - the build could even complete SR 65/66 (Lokarr however was a pain).

If you wouldn’t mind,
look on all other builds, they are covered in first 9 posts of this thread.

I have been told that if the build has less than 2600 OA and DA, it is a badly designed build… Or better said, it is a Ultimate unplayable build

Chaos builds - I think you would love those two of mine. -69% / -73% Chaos RR + -20% Chaos RR per 2 secs + -15 ALL RES RR for 3 secs. To be honest I am proud about them. I hope they will do spledid… (Ninth post of this thread)…

OA - a value of ~2850 is enough for most content, a higher value is sensible if a build has high critical damage multiplier (and / or damage over time ) or needs critical hits (e.g. assassin’s mark) - or if Celestials are the intended target.

DA is currently considered as not so important - and you will find ranged end game builds with a DA value of 2300 - 2500 (but the value needed depends on all available layers of defense).

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Depends on the enemy you’re facing. Gravathul and Benjarr would gladly oneshot you with too low chaos res overcaps (38). Going against Mad Queen without 38 pierce and vitality res overcap is a suicide. Kaisan and Sentinel would gladly punish you for low acid res overcap.And so on. The only res you dont have to overcap by 35+ is bleed, especially if you have some flat damage absorb (inquisitor’s seal, etc.).

no, only if you have serious gaps elsewhere, i know this because i (and others) exactly don’t prioritize high chaos res, and still do fine against those enemies

no, and i can state this as fact since i rarely do so, and yet deal with her fine, her gimmick is not high resist overcap related, and as such is easily handled without when you know that gimmick,
likewise how having high resist overcap can easily still get you killed against her if you aren’t aware of her gimmick

again no

yep, and so and so forth on the line of BS stated as if fact,
meanwhile most of builds ever posted for endgame exactly deal with these without worry and have rarely gone to any extreme lengths to prioritize and raise said resist that high
again, nice to haves, not mandatory - not even remotely mandatory, and varies from build to build depending on which other defences have avail, healing, and ofc what content aiming at, if wanting to do Cruci with buffs and banners vs naked, or sr 65 vs 75 or 95 or just campaign content/world nemesis/dungeons

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This time, the armor loss is rather high - but this is the price for more damage (and damage is the best defense - what is death, cannot harm you). Even quicker “playing around” than with the fire builds, so likely there is still quite some room to optimize them further.

Warlock, Level 100 (GD 1.1.9.7) - Grim Dawn Build Calculator (dw)

Warlock, Level 100 (GD 1.1.9.7) - Grim Dawn Build Calculator (2h)

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Thank you, @The_Coyote :slight_smile:

  1. Consecrated Blade (30% phys to chaos) - you removed it to have points in Overload? I thought the conversion is working in my advance … What Overload offers for this build, is OA… :slight_smile:
  2. The Armor Rating is low, like I had it in the very first draft of those builds and I can tell you - it was a pure glass cannon…

I will have to adjust the very first contribution in this thread that I tried to create the chars not to be extremely squishy / glass cannon…

  1. You have not that much physical damage to be converted - so the point here went elsewhere (you builds need critical hit for proc - so the higher OA is not lost - check the ring and 2h weapon). Also allowed to reinvest some cunning points in other attributes
  2. Could be true - the armor loss will be feelable, the higher damage and attack damage converted to health should however bring another layer of substain (as long as you can kill stuff). If it is enough - dunno. But if a build is squishy / glass canon depends on a lot of factors, the armor value is only one aspect.

[edit: And if you look at your armor - always keep the physical resistance in mind - the effective difference between the fire dw and chaos dw build is lower than the sheet difference, as the chaos build has a higher physical resistance: 2693/0.81 = 3324.7 vs 1969/0.67 = 2938.8]

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IMO, Aether res overcap is even LESS “mandatory”, because you can just drink a cheap +25% resist potion from Malmouth Resistance faction every time you deal with any Aetherial enemies.

As for the rest - IDK, i had a hard time against some bosses without overcapping certain resistances. And not only in SR (Crucible doesnt even count as you can just slap an Ulo buff). Morgoneth, for example, gave a hard time to some of my characters even with proper vitality res overcap, and he deals cold/physical vitality damage and inflicts 33 RR (=need 33 overcap). Of course, chasing 30-40 res overcap at all costs isnt worth it ether, and physical defences (armor/resist) are very important too. But since i often use MI’s in my builds, i have a plenty of leeway to get resistances. Never understtod those who tries to fit epics/legendaries into every possible slot, even if they arent really strong for their build.

normally that’s not how people plan their builds, that they have to rely on consumes etc, much less when it can be fixed but also more so->

^drinking elixirs would equally apply to that, except for pierce since it doesn’t have a potion, but all the others do

guarantee you it’s not because you didn’t have specifically the fixed amount of overcap, but because of Morgo’s specific gimmick that already makes him baseline tough for many builds compared to most other bosses, even Nemesis, he cheats, twice,
one of the worst experiences against Morgo is probably a weapon attacker lightning build with either lowish single target dmg (like primal strike) or greedy setup where only took bare minimum lifesteal “because it works against other content”, but morgo just makes that rougher
add on top of that his arena and RNG magi shade spawn and it makes for a decent build check, one i rate higher than ex Lokarr, he’s potentially simply just that tough

but like i said before, a good example of certain resist not being prioritized that high is simply going browsing in other builds, top 20 recently posted is a good example, with lots of builds with those 3-4 res low or under the “avg advice”,
regular build compendium might be getting a bit old but probably still lots of builds in there with similar resist priority theme or lack thereof, unless maybe it’s Alex’s - iirc even Ford’s well balanced builds sometimes cuts some of those 3 resist a little lower too

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If you are just building for yourself, then that’s a valid opinion.

But if you are designing a guide or a build suggestion, imho it is typically more helpful to either:

  • show an MI in the build with the most basic or no prefixes/affixes or a legendary and let the player use the best found MI - if something better drops.
  • or state that the MIs are fantasy and recommend either grimtools conjuration or a rediculous amount of grinding in order to get the MI.

Many of the top builds are designed around the fantasy concept and this is not practical for most players, especially self-found.

And also, Builds that don’t have specific leveling guides - and even those that do - often level using a completely different gear or skill layout. Until they can find gear that can really enable the original intent.

just to bring the thread back on topic

https://www.grimtools.com/calc/b28rdlGZ (closer to your concept - even if another shoulder is used)

Tactician, Level 100 (GD 1.1.9.7) - Grim Dawn Build Calculator (“classical” Cadence / War Cry Warborn)

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IDK, those buildmakers claim they farm Crucible, SR, etc, but when i try to repeat their feats with similar builds i fail miserably. Not every time, of course, but once in a while. IMO they’re way too offensive with a little leeway for any mistake or lag.

They might just have better-than-normal rolls on their gear and have higher resistances in the game than grimtools shows you. Not to mention some of them use near-impossible to get double-rare MI (at least, impossible with exactly those mods), and it’s impossible to follow them to the letter.

This reply is for the user @BOG exclusively, or is it a suggestion for me, as a topic founder as well?

Let me ask, @The_Coyote one crucial thing…

Are my concepts correct, just need to be refined here and there, in the terms of gear or skillpoint distribution, or they are not that good and you have a hard time to improve my builds, because they are “wrong” by the basis…?

Both, I suppose. If your builds are intended as guides, then you should consider minimizing the affix/suffix. Or you can comment on the particular affixes and how hard they are to find…and why the affixes are as such - if you don’t want to try to juggle a higher-chance drop or just the plain MI into the build.

I haven’t looked that close at your affixes, so it may not be a issue here.

For example, it’s pretty common in a guide that has crafted boots with affixes to explain why the boots are needed: resistances, regen, armor, etc.

A MI by itself, is self-explanatory for the conversions or skill boosts. But affixes are not: ie, are you just boosting damage and such… or is this necessary to cover a deficiency of some sort. And if it does cover a gap, then the reader has to find a very similar MI combo, unless augments can be easily juggled for flexibility.

And if there are multiple MIs that have restricted affix needs, this make the build pretty hard to complete without a lot of grind.

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Depends, first, I must get the concept - which is not guaranteed. I try however to follow the idea I see in the build and not provide a complete different one just using the same class combo (the exception was the warborn tactician).

In the cases so far, imho, there were only relative minor adjustment. You currently just gave a bit too much weight to resistances and high armor (and weapon, ring and amulett augments provide quite some flat damage which you neglected therefore), and a little bit to less weight to damage and resist reduction. The rest is only playing around to fix the holes which were created in the process - so that the build still (ahem: somehow) follows the outlined required build characteristics.

for me i think the ideas are fine, they are just all executed the same way, which means the same little flaw carries over to all your builds (mentioned this in the other thread you made)
not taking certain RR aside, because i legit can understand not wanting to play with ex Devouring Swarm as weapon attacker, Thermite mines in general, or to some extend Wind Devils too
the main issue present is your tendency, or maybe rather desire/“mantra” to max every skill you do take, regardless if it’s a skill worth maxing, which then leaves you short other good skills
i get that looks nice neat and tidy to only have X amount of skills and it so happens to be X is equally maxed across the board, but it loses rather big on not just the overall efficiency side, but also leaves you short stuff that could be monumentally helpful to your build, specially with the concept you then have in mind potentially
one thing is not liking 1pt wonders, but still maxing a skill that’s maybe not actually good after the 1pt, just takes away from another skill you could maybe have maxed, that would actually be good or worthwhile more than 1pt wonder - tho 1pt wonders really shouldn’t be dismissed in Grim Dawn, there is some tremendously good ones

Yes, I’ll ditto this. There has been a lot of suggestions and encouragement for Crate to evolve some of these one-point wonders or certain break-points - and in fact some have been tweaked in the last many updates but…

There are still quite a few that remain. So you are not alone in taking issue with it, but it is important to know for more efficient building. Often you’ll note these on the second or later pass of a build, and might miss it on the first glance.

Or someone helpful can point it out. There’s always something to tweak in this game, which is part of the challenge.

For example, when reading this thread I noticed The_Coyote suggested putting points from Solael’s Witchfire transmuter elsewhere because there is not a lot of physical. And I had just briefly thrown together a build suggestion a while ago on another thread with a similar issue. Which made me think that if I were to play it, I would probably move those points and some others elsewhere. (My quick-build habit is to put skills in that node).

If my builds use greens / MIs, the key to prefixes and suffixes (affixes in general) is:

  1. boost the desired damage type
  2. (optional) add some skillpoints to the skills which are used.

So Ugdenbog Bilelauncher has poison / acid affixes and if possible, points added to skills which the builds use.