Seeking highly active, newb viable nightblade + CC build

Hello and thanks for reading.

I’m fairly new to Grim Dawn and have been messing about with the different classes for several weeks now, though because I suffer from terrible alt-itis, I’ve not progressed beyond the warden with any one.

What I have learned, through much early-game experimentation, is that I really enjoy nightblade as a base class. I prefer heavy melee, and really like ring of steel, shadow strike and phantasmal blades. I also prefer crowd control (CC) to heavy one-button nuke or passive (as in the player need do nothing) pet skills. Picture the quintessential motion-blur, whirling death assassin, dashing through the battlefield, slitting throats, throwing knives and dodging blows. This stereotype is well-known to all, and while not at all original, it’s what I’m looking for.

My only issue with the nightblades I’ve built to this point (recognizing here that L25 is not getting very far and experiencing a fully fleshed-out build) is I’m killing rather slowly and it’s a challenge to manage very crowded “screenfulls” of enemies (though I’ve had ample survivability to handle these eventually). Obviously, getting my killing power up would help, as would more, far-reaching CC. A nuke like Olexra’s flash freeze would also do the trick, but as I said above, running to the center of the screen and dropping a “kill 'em all” bomb is a thrill that wears off quickly.

Thoughts on a second class/build that would satisfy the above? I’m looking primarily for a build that I find fun (see above), not necessarily optimal, but at the same time I don’t want to gimp myself to the point that it’s not viable down the road.

Feedback, input, comments, suggestions would be greatly appreciated.

Thanks!

Welcome :slight_smile:

I think multiple alts is the best way to work it all out. Make them varied, make multiple with Nightblade/other and pick a skill or two to focus on each time.

I find this also keeps the game fresh by changing up playstyles.

I also happened to like Nightblade best and found cold/pierce (i.e. spellbreaker) or pierce/bleed (trickster) to be quite potent - ring of steel, dual blades line, Amarasta’s blade burst is good early. Shadow strike is mandatory, but you only need one or two points in it mostly

Poison based with Occultist is likely also very strong but I haven’t given that a solid go (got to lvl20 using poison/chaos).

Definitely focus on one-two damage types so things don’t slow down too much while you’re learning.

Upgrade phantasmal blades to Heart Seeker. You can now kill a lot of enemies when they are advancing in a single line. Kite and relocate yourself to get the most advantage. On a negative side, PB are energy bitches.

Seems like you would enjoy a more hybrid playstyle where you combine auto attacks and spells and swap weapons back and forth. You are versatile, you can brawl or stand back as needed, you are fairly mobile, and the gameplay never gets dull due to the sheer amount of skills and combos you have.

Saboteur (nightblade/pyromancer) has lot of flexibility, you can brawl with fire strike, pick a bunch of fire skills you like along the way, you move fast, you have some good defensive options, you can even swap between pistols daggers back and forth as you turn the whole screen on fire before dashing in for a quick stab

Blademaster (nightblade/soldier) hits hard, not as many cool skills as Saboteur, but fairly similar in playstyle if you don’t like the fire element. Also mobile, and you can juggle between dual wield and 1 hand + shield to trigger defensive stuff

Witchhunter (nightblade/occultist) can be played lotta different ways, a bit of focus is needed, poison is straightforward, vitality with phantasmal blade as your main attack is fancy and you can swap back and forth between weapons to dash in or stand back and throw knives

Then you have Spellbreaker if you prefer cold shenanigans, kinda like Saboteur but with cold and more dashes.

There are more ways to build your character but those are the ones that come to mind and are maybe a bit less straightforward and meta.

All excellent recommendations, thank you.

Specifically on phantasmal blades, I should have looked at the upgrades further down the line. While they’re potent, as essentially a single-target attack, they are limited, which the heart seeker option addresses.

Since fe2o3 raised (most of) the different multiclass combos, I’ll address my concerns about each in hopes that I’ll get more feedback that will negate my reservations and help me choose (please note that I’m well aware that I’m generalizing below, and basing my characterizations on limited, early-game play — effectively, I’m looking for holes to be punched in my concerns):

  • Blademaster: Soldier appears highly compatible with nightblade. It adds a sound measure of survivability along with hitting power. There’s the boost to physical damage and the possibility for complementary bleed skills. My reservation here is that soldier may not bring enough new to the table in terms of CC.

  • Trickster: It doesn’t take a genius to spot the obvious shared damage class here: bleeds. Devouring swarm is already potent. Toss savagery on top for some impressive stacking. Dual wielding with a fast attack will ensure that the nightblade keeps those savagery stacks up consistently. Shaman also contributes survivability and some CC. My reservation here is that I’ll be tossing devouring swarm so often this will feel less melee and more caster. I’m not that interested in using my melee purely as clean-up.

  • Saboteur: This brings some intriguing diversity to the mix. But with that is an apparent lack of synergy. Saboteurs seem nearly all about fire, with some electricity thrown in. Nightblades are about pierce, bleed, cold…conspicuously not fire or electricity. If I spread the love around between classes, will I end up not specialized enough? Or will my “fire side” be so potent that it’ll seem foolish not to just dispense with melee and become a grenade-tossing caster instead? (The idea of throwing some pistol/gun ranged action in is appealing, though, fe2o3.)

  • Spellbreaker: Like the trickster, it’s not hard to see the common link here: cold. While arcanists boast a variety of damage types, they appear to be the one class that can partner up with nightblade on cold skills. They also offer some cool defense options like mirror of Ereoctes. That said, I wonder if they’re a good complement to melee. I fear like there are too many nukes on offer here to avoid, and I wouldn’t want melee to purely be an energy generator.

  • Witch Hunter: Again, we see particular compatibility with the nightblade in poison here. Some bleed too. Some nice CC skills that could pair nicely with nightblade, so consider me curious about this option. That said, there’s an awful lot of pet love in the occultist class that I wouldn’t make any use of. And blood of Dreeg appears so good that I can’t imagine not taking advantage of it. In which case I’d feel forced to steer clear of some of the nightblade skill that I really enjoy but possess no acid/poison component.

Choices and dilemmas.

Looking forward to further input. Thank you.

Hi there! I’m not a veteran player, in fact, I only have two characters, both of which are only in Elite, so anything I say should be taken with a grain of salt, little of it backed up by experience.

I play a lot the same way. My first character is a Spellbreaker(nightblade+arcanist), and though my build has been undergoing some serious issues lately(I made a help thread a while back), it’s clearing up better with the help of people here on the forum. I’ve also read a lot around the forums, and I can tell you now: the ‘nuke’ skills like Olexra’s and Devouring Swarm that simply wreck enemies at the points you’ve played dry up fast. As a noob, I only put one point in Olexra’s for my early levels and thought that it was basically useless until I looked around the forums and found out that it wasn’t. But it remains a good freeze that can make a screen full of nice blue ice sculptures. You can also put a single point in Callidor’s, even thought it doesn’t match your damage types, and a point in its transmuter(Wrath of Agrivix) for a good short-range knockdown spell that can throw heroes/bosses that aren’t immune to it around like ragdolls. Super fun to watch!

Trozan’s… well, again, my build is all sorts of messed up so I have no experience with it. But the Cold synergy is there, so you could use it like a target marker or a separate area-attack: throw it on a hero/boss/nemesis with a nice devotion skill like Elemental Storm(Rhowan’s Crown), then Shadow Strike to them for big damage output. I don’t know how much you’ve tested it, but in my meager experience Shadow Strike is a single-target nuke skill.

Again, I have no experience with either, but Witch Hunter looks to be lots of fun with the poison synergy. You can plain ignore the pet skills because they don’t pertain to your playstyle and put more points where you want to put them. Maxing out both Masteries seems to leave me with very few points to put into skills. And Trickster, you yourself explained the upsides and Devouring Swarm is only go-to until level 40-45, at which point you can respec out of it and get some nice bumps in other skills. You don’t even need to use it honestly, Nightblade is simply awesome on its own.

Finally, there’s a legendary item called Warpfire which converts a large percent of Cold damage to Fire damage. If you get a high-level character and find one, you could make a Saboteur build that uses it to great effect when that character has enough levels to use it. Also, like I mentioned with the Spellbreaker, the Demolitionist CC skills look great as target markers that you can attach devotion skills to, for extra effect when throwing them around, and then wrecking everything they hit in quick succession.

Masteries are more flexible than you think for several reasons.

I’ll use Saboteur as an example.

1- Skills and auto attacks have more synergy past the damage type. If you dual wield and you use fire strike, fire strike will strike up to twice or thrice as often as it would otherwise or once per stab. When you dual wield and you land an auto attack, you have 33% chance to stab with your left weapon, 33% chance to stab with your right weapon, and 33% chance to stab with both weapons. And some skills down the Dual Blade skin line also trigger multiple stabs per attack, and each one of those stabs will be a fire strike hit.

2- You can wield all sorts of weapons, from physical weapon that mostly deal physical damage (maces, clubs, swords, axes) to magical weapons that only deal magical damage (scepters, daggers…), to mixed weapons that deal some physical damage and some magical damage either from a flat modifier or from conversion physical to magical. It’s possible to dual wield some fire weapons that way.

3- Each mastery is self sufficient to some degree and has access to at least a) damage skills b) supportive skills. It’s possible to focus on your first mastery for its damage skills and only use your second mastery support skills, or vice versa, or have a mix of two where you pick damage and support skills here and there. Back to Saboteur, one way to play it would be to use nightblade for its ability to dual wield, its support and mobility skills and invest into Demolitionist for all the damage stuff, pushing towards physical and fire (fire strike and some other skills deal half physical damage half fire damage btw) Another way to play it would be the opposite where you invest into Demolintionist for its support skills, its defensive options and invest into Nightblade for the damage. And another option would be a mixed bag of the two, pushing towards some multi elements attacks (there is a flavour of the month tri-elements saboteur on the guides class skills sub forum for example)

You have lotta options. I think a better way to approach the question is to focus on the kind of damage and visual effect you would like to see on the screen, or look for skills that you like and would like to incorporate into your build, and build around that.

I didn’t include Trickster above despite it being my first and best character (I completed gladiator crucible with her) because while there are again several ways to play it (lightning anyone?), if you go the bleeding route (and there are again several ways to play around that damage type too, I personally play it with a 2 handed axe) you’ll for the most part left click stuff to death with the occasional devouring swarm and phantasmal blade to trigger devotions + totem at your feet to keep you alive, which I think was a bit different to what you had in mind. Although now that I think of it, Blademaster doesn’t have that many skills to play around either, but you still have the option to carry a shield and swapping weapons back and forth gives you more stuff to do and think about.

Just for help, here’s my current spellbreaker:

An older Trickster build (died lvl 63 :frowning: )

You can see they’re still quite active, even with the close to OP TSS skill…

Well, I got a Spellbreaker at level 84 that is tuned to cold and frostburn damage and I can’t say that the style of play necessary for that character is boring; quite the opposite.

I’m basically dashing through the battlefield with Shadow Strike, freezing half a screen full of enemies with Olexra’s, freezing enemies near me with Ring of Frost, cutting, slicing, slitting with dual-wield melee attacks, again and again freezing enemies with a multitude of devastating cold-based area attacks… I find that character to be pretty dynamic.
Olexra’s is not a a nuke, it doesn’t do enough damage; it’s primarilly CC and debuffs. Shadow Strike on the other hand is an extremely potent nuke, one of great use to me with that character because of it’s lack of tankyness.
That’s also why I make heavy use of Blade Barrier and Mirror of Ereoctes to avoid devastating attacks, requiring just the right timing.
Or in other words - if I’m not concentrated, the character dies easily, it needs much more skill to survive than many other characters that I have played.
Even if you would go that route though there would be many options to make your character distinct from mine, for example making it more tanky.

So, if you like a dynamic style of play with lots of action where you are rewarded for your skill and punished for a lack thereof, a cold-based Spellbreaker might still be the right thing for you.

This is brilliant stuff. Exactly what I was/am looking for — really helpful insights from folks who have progressed far further into the game than me. Fascinating that a skill like OFF, which simply screen clears up through the Warden, falls off (no pun intended, but I’ll take it) so dramatically.

This line from fe2o3 resonated: “I think a better way to approach the question is to focus on the kind of damage and visual effect you would like to see on the screen, or look for skills that you like and would like to incorporate into your build, and build around that.”

So, in that spirit… You’ve collectively hit on more than a few options that I could potentially add to my current favorites, so now I’m curious how I could combine most of (recognizing that not everything is possible to accommodate into a viable build)…

  • Dual wield melee
  • Shadow Strike
  • Ring of Steel
  • Phantasmal Blades
  • Speed buffs (any kind)

…with (one or several of the following)

  • Weapon switching [to gun/pistol(s)]
  • Knockdowns (particularly enjoyable CC)
  • Slows (like Curse of Frailty or Grasping Vines)
  • Self-actuated (as in not auto) short-duration shields/invulnerability (like Mirror of Ereocles)

Basically, as space-time mogul described, I’d love to build a character that is extremely effective played well, and dead if not.

If you’ve got further input, please keep it coming. I can use all the direction I can get.

Thank you.

Oh, and any thoughts about nightblades and related hybrids and ability points would be greatly appreciated. So many builds seem to rely solely on physique, but this also isn’t something the game just lets you respec.

Sounds like a Saboteur would be perfect for you. You might be a bit strapped for skill points and unable to get Phantasmal Blades, but that would hopefully be made up for with some cool bomb-throwing with lots of CC being spread around or concentrated on bosses/heroes. Spellbreaker could also work, but just looking over the skills for Saboteur I think that fits what you want best.

There are plenty of Demolitionist- and Arcanist-supporting ranged weapons out there, though if you intend to dual-wield pistols I would hold that off until you’re higher level. If you want to use ranged, use two-handers to start out with. Demolitionist has a huge variety of spells with CC effects, and Arcanist has Callidor’s with its transmuter(WoA) along with OFF. Demolitionist gets a nice attack speed slow+fumbles, and Arcanist has Mirror(while Nightblade has Blade Barrier in both!) and Nullification, aka the 1-point wonder enemy buff removal button.

For a Saboteur, depending on your preference, an elemental damage focus or pierce damage focus looks viable, and for Spellbreaker there’s the amazing cold damage focus. If you’re looking to control your survivability, juggling the many CC effects of the Saboteur with keeping your damage output up looks enticing. With a Spellbreaker, well, someone somewhere managed to stack CDR to get Mirror every 6 seconds, making it a timing game combined with the cooldown-requiring OFF+CT(WoA). I’d suggest making a couple more characters, see which one works out best for you.

Also, yeah, investing into Physique is a must. It’s your health, defensive ability, and more. For Spellbreaker especially(the class combo that gets the least physique out of Masteries) it’s extremely important for not dying. You usually want to save a few points to invest in Spirit or Cunning for gear requirements, but the meta(and best way to not die) is to invest most of your points into Physique. I made the mistake of putting points into Cunning and Spirit when I didn’t need them with my first character, thus losing that bonus later into the game. Another part of it was taking purely offensive devotions; even the best players might find themselves needing Giant’s Blood or Turtle Shell every now and again.

To complicate things further, the skills you selected can be used for their utility, for their damage or both (shadow strike is a dash and a nuke, ring of steel can serve as a freeze/stun/fumble defensive option and a aoe nuke)

Phantasmal Blade is a bit of an edge case, it’s either all or nothing. The skill has a transmuter that you take or don’t take, if you take it, you have a spammable skill that will act as your main attack for most of the game, if you don’t take it, you have a mediocre nuke, okay to trigger devotions.

Imo, if we go with the idea that you wanna use those skills for their damage and that you don’t wanna spam phantasmal blade, and that you like high risk high reward gameplay (you can’t die playing Trickster, Wendigo Totem is op), I would go with

a) BladeMaster (physical/pierce/bleeding/trauma/something), hits hard, 2 dashes (one is a knockdown) mobile, possibility to swap weapons to a shield for a clutch save > (warrior rogue)

b) WitchHunter (poison mostly/cold/something), multiple slows, debuffs, shadow strike becomes a nuke, can kite around if needed, good synergy with the dual blade skill line with the skill Nidallas Hidden Hand, dunno about swapping weapons, maybe 2 pistols/rifle to kite or an off hand for energy regeneration > (rogue)

c) SpellBreaker (cold mostly/pierce/something), multiple nukes, freezes, shadow strike still a nuke, okay synergy with the final dual blade skill Execution, possibility to turn Maiven Sphere on and off as you wish, dunno about weapon swap you won’t need energy regeneration, maybe like WitchHunter, pistols/rifle to trigger Amarasta Blade Burst’s follow up skill Lethal Assault (good poison/cold damage boost) before dashing in. > (mage rogue)

Again, information- and insight-packed answers. Thank you both — you’ve given me much to think about.

I’ll start with this. Last night I started a pure nightblade from scratch and leveled him to 13. Hardly high, I know, but because I only put a single point in select skills and transmuters (Dual Blades, Phantasmal Blades + Heart Seeker, Pneumatic Burst + Breath of Belgothian, Shadow Strike, Ring of Steel + Ring of Frost and Blade Barrier), I brought the char to 25 mastery level. Not knowing exactly where this character is going, I used none of my attribute points (12 unused) and didn’t mess with devotions either.

Of course, I also added Slam and Lightning Nova to the mix through components.

This is not something I’ve done previously: either gone past 10 as a pure nightblade or principally focusing on mastery level rather than dumping points into single skills.

And it was the most fun and satisfying character I’ve played thus far (again, acknowledging that L13 is barely dipping into the game). The mix of active skills was extremely satisfying, just as I’d thought. Certainly more than any nightblade hybrid I’ve built thus far (and I have relatively low-level (under L25) versions of Blademaster, Trickster and Spellbreaker).

I was able to speed about the screen taking out tougher foes with Shadow Strike and Slam. I could neutralize close-combat groups with Ring of Steel and Lightning Nova. I had mainly single-target ranged damage in Phantasmal Blades (think shuriken). And Pneumatic Burst and Blade Barrier got me through the bosses.

I know most of these skills won’t scale and behave late-game as they do early-game, but it was near perfect in terms of gameplay for me. Even though I’ve now been over this same Grim Dawn terrain too many times now, I thoroughly enjoyed it.

So, the question is (as it was before)…how to keep it this enjoyable and even enhance it?

I think that I was right that a nuke would have ruined it. My Spellbreaker, for example, I maxed out OFF early and so became a one-button mass murderer in most situations. Makes a cool sound (like a high-pitched whistle of death), but dead boring.

My Blademaster, which is following Amonthar’s BlitzStrike guide exactly, is the closest to this. It’s similarly fun, but perhaps not as much as another path would be for me. So I have that for comparison.

The next step then is to either take a different path through Spellbreaker or go Witch Hunter or Saboteur, neither of which I’ve played.

I hear you both when you say that Phantasmal Blades may need to be dropped. It’s a nice flourish, but certainly not what I’m enjoying most in the char I just started, so it could be sacrificed. It is nice to have that pinpoint ranged option, though. So maybe weapon switching is the way to go, or trying to find this elsewhere. Perhaps Dreeg’s Evil Eye (with Terrifying Gaze, and maybe even Focused Gaze, so I’m not tempted to spam it) or Panetti’s or any of multiple demolitionist grenades (Flash Bang or Canister w/Concussive both offer pleasing CC).

I’m off to experiment some now. Any further guidance would be greatly appreciated, as I’m certainly concerned about gimping my char in a way I can’t respec back from. Also, ideas on leveling strategies would be welcome.

Thanks again!

I’ll be honest; as a researching kind of guy, all of this has made me want to try out Saboteur :stuck_out_tongue:

Anyway, yes, Phantasmal Blades is the prime candidate for being dropped. Making it good can suck up a lot of ability points that you might not be able to spare. Depending on your devotions though, it may be okay to put one or two points into it to proc devotion abilities, throw them on bosses and heroes to start the party with resistance-reducing skills, then explode their face with Shadow Strike or whatever else is appropriate.

For leveling, in Normal/Veteran you kill enemies to level up. Lots of enemies, clearing the entire area before moving onto the next one will provide you with all the levels you need. To facilitate that, inevitably, the one-shot AoE enemy threshers like OFF and Devouring Swarm become the #1 clearing tool for accumulating levels. For Elite and Ultimate, it seems veteran players ignore anything that isn’t a hero/boss/nemesis and just rush quest objectives. But that definitely isn’t the only way to play, just the fastest way. If you aren’t satisfied with the leveling experience, why level at all? Why not just use a trainer to boost a character straight to max level, and for that matter cheat in all the legendaries you could ever want? If you can just cheat your way to the perfect character, why play the game?

If you want a fast-clearing option that isn’t just a one-shot nuke, you might actually consider using Phantasmal Blades(with Frenetic Throw) as your main skill through Act 4. I don’t know how it performs, but there are builds based around it, and it can synergize well with almost any second class, so it should be able to carry you at least until it becomes more important to focus on the core abilities of your build for Elite and Ultimate. If you don’t like that, the ability provided by Searing Ember’s Fireblast(and Flintcore Bolt’s Greater Fireblast if you use ranged or Mage off-hand) do extremely well against enemies up to a certain point in the game, so they can handle your leveling needs. Again, I didn’t use that because I was a noob and didn’t know how good it was, so it might feel spammy and nuke-y and unlikeable, so don’t use it if you don’t like it.

If you feel like you messed up your character, Spirit Guide can fix everything except points put into your Masteries and Attribute points. Since you like Nightblade a lot, you can be happy with maxing out the Nightblade Mastery for access to Execution and Nightfall, but using Saboteur as an example, you don’t need to go all the way up the Demolitionist Mastery for the skills it provides that you’ll mainly be using, and those skill points can be put elsewhere. As for Attribute points, as I said before, more physique equals more not-dying(especially in the case of Spellbreaker!!!), but you should save some points in case you need a bit more Spirit or Cunning for gear requirements.

If you make that Saboteur, let me know how it goes.

I, indirectly, tested out Saboteur as an option last night. I had a pure Demolitionist at L23 laying around. And, like nearly all of my characters, I wasn’t very smart in building him, maxing out just a few early skills rather than increasing his mastery levels considerably and investing very little in a bunch of skills. This generally seems to be a better way to go, if only to gain early access to some of the better skills that lie further down the mastery pathways.

So, for fun and to check them out, I respec’d completely, upped mastery substantially and put points in Fire and Explosive Strike, Blackwater Cocktail, Stun Jacks, Flashbang w/Searing Light, Vindictive Flame w/Ulzuin’s Wrath, Grenado and Cannister Bomb w/Concussive Bomb. I also had a few points in Flame Touched.

Here’s what I have to say about the above. Vindictive Flame is really potent, and the speed buff makes a clear difference. This opens up tactical options in terms of kiting and wading in and out of battle that can change how you play (a good thing). Further, Flashbang is a great CC, with it’s confuse debuff. Grenado is a one-shot mini-nuke, though the radius is rather limited (at least at low levels). Cannister Bomb w/stun is another very solid CC that makes Stun Jacks seem redundant (again, at low levels). Blackwater clearly has potential, but it’s very weak unless you invest in it. It doesn’t match Fireblast at first, so I barely used it. Of course, it appears to be quite a different animal if more fully invested.

So, I got to experience many of the Demo’s active skills, and a few of the powerful passives. My findings: the Demo is fun, but pairing it with Nightblade won’t result in the playstyle I’m looking for. I think I would really enjoy a Demo spec’d for guns. I also think that defense/survivability may be one of the weaker aspects of the class (there were a few very close calls where health dropped precipitously during my test - maybe I needed some Blast Shield or just more physique), so it would pair very nicely with, say, Soldier in the Commando hybrid. The Demo would expand the Soldier’s offensive repertoire significantly, and give a “sword n’ board” character additional hitting power. I expect that’d be potent.

The Demo also suffers from over-concentration on fire damage. On the upside, there seem to be so many ways to boost fire to spectacular damage levels (so many supporting items). On the downside, killing fire-based, fire-resistant foes is challenging. But this could be addressed easily enough by adding in a bit of diversity through one’s second class or another weapon set, etc.

So I may just build that Commando.

But my Nightblade will have to seek a “classmate” elsewhere. Right now, that means choosing between Occultist (Witch Hunter) and Arcanist (Spellbreaker). And maybe I shouldn’t reject Shaman (Trickster) so quickly. The Nightblade has an awful lot in the bleed department, and Shaman may better complement this than Occultist, which seems far more acid/poison compatible. My issue with the Shaman is Devouring Swarm, which is at once too good for a “bleeder” not to take and too boring for me to take.

I’ll finish by addressing Omniscient’s comments on gameplay. As for ignoring the “trash,” as it’s affectionately called, I couldn’t agree more. At the same time, I understand it. If it’s not challenging or rewarding (in terms of fun or loot), it’s could reasonably be seen as just a waste of time.

And this brings me to the bigger issue with Grim Dawn and similar games. It’s fun, just as Diablo was fun when it first came out. The simple formula of a constant loot-stream allowing you to experiment with a build you devised, coupled together with the fairly satisfying feeling of being a wrecking ball of death, is entertaining. But for all the diversity of skills and damage types and gear, etc., etc., I am surprised that this genre hasn’t evolved to be more tactical. And, since I’m no expert, please feel free to correct me if I’m wrong here (this is just my impression).

And I’d be remiss to not acknowledge that what made Diablo and its peers and descendants so popular was, perhaps primarily, its simplicity. Just some mouse clicks and little thinking. Many have a need for that kind of action (and sometimes I do too, though rarely).

Challenge often equates to addiction in gameplay. It might be exciting and an intriguing exercise to build the toughest, hardest hitting character possible, and then go test it and wreck face. But after you’ve proved that you can wreck said face, it gets old, doesn’t it? The screen lights up and everything is dead. Rinse and repeat. Why not make enemies smarter and more specialized? Why not take a page from some of the better turn-based strategy games and force the player to adapt to the enemy and, for example, first focus on taking out ranged foes or neutralizing certain tougher adversaries and so on. Of course, skills should be spec’d to enhance this tactical action. Perhaps longer cooldowns to make things more tense and each use more precious. Perhaps more situational options, so you have to choose. Or combos. Setting those up and executing is always fun.

Anyway, you get my point. Perhaps this game delivers the above later, or I’m playing the wrong game. If so, let me know.

As always, thanks so much for your feedback and guidance.

I think this is one of the strengths of GD: both approaches work :slight_smile:

So, for fun and to check them out, I respec’d completely, upped mastery substantially and put points in Fire and Explosive Strike, Blackwater Cocktail, Stun Jacks, Flashbang w/Searing Light, Vindictive Flame w/Ulzuin’s Wrath, Grenado and Cannister Bomb w/Concussive Bomb. I also had a few points in Flame Touched.

Here’s what I have to say about the above. Vindictive Flame is really potent, and the speed buff makes a clear difference. This opens up tactical options in terms of kiting and wading in and out of battle that can change how you play (a good thing). Further, Flashbang is a great CC, with it’s confuse debuff. Grenado is a one-shot mini-nuke, though the radius is rather limited (at least at low levels). Cannister Bomb w/stun is another very solid CC that makes Stun Jacks seem redundant (again, at low levels). Blackwater clearly has potential, but it’s very weak unless you invest in it. It doesn’t match Fireblast at first, so I barely used it. Of course, it appears to be quite a different animal if more fully invested.

I’m finding BWC really potent (though only just started Ultimate) combined with Devotions and Mines (heaps of resist reduction.) Demo also has pretty good Chaos potential so far combined with Occultist, yet to be fully proven at L85…

The Demo also suffers from over-concentration on fire damage. On the upside, there seem to be so many ways to boost fire to spectacular damage levels (so many supporting items). On the downside, killing fire-based, fire-resistant foes is challenging. But this could be addressed easily enough by adding in a bit of diversity through one’s second class or another weapon set, etc.

So I may just build that Commando.

Yeah definite Fire focus, but there’s plenty of Lightning, Physical and Chaos which opens up lots of potential hybrids.

But my Nightblade will have to seek a “classmate” elsewhere. Right now, that means choosing between Occultist (Witch Hunter) and Arcanist (Spellbreaker). And maybe I shouldn’t reject Shaman (Trickster) so quickly. The Nightblade has an awful lot in the bleed department, and Shaman may better complement this than Occultist, which seems far more acid/poison compatible. My issue with the Shaman is Devouring Swarm, which is at once too good for a “bleeder” not to take and too boring for me to take.

Bleed Trickster is plenty viable without Devouring Swarm :slight_smile:

“trash and strategy”
Anyway, you get my point. Perhaps this game delivers the above later, or I’m playing the wrong game. If so, let me know.

As always, thanks so much for your feedback and guidance.

Really, GD and other ARPGS do provide tactical build options and enemies. Nothing preventing a heavy gear-swap, many skill build that needs to change gear/skills based on the enemies being faced. The issue imo is that there is a wide range of enemy types, mob types and damage types, so being tactical means you need to have tactics ‘for everything’ or accept that some areas are going to be really easy and others really hard.

I.e. if you want a really tactical build you’re probably going to have to select the areas of the gameworld you want it to apply too (even SoT and BoC are quite different).

I personally like (non-WitchBlade) NightBlade for tactical reasons (I play HC) - high damage, high speed, low-ish mitigation. Being able to get in and out at the right time is critical and watching for things like Turtle shield activating is important for not making a really poor decision! I’m going to try a Bleed (or pierce or cold…)/Chaos Nightblade hybrid next and see how it goes (Shadow Strike + Chaos Strike, yes please!)

I also really enjoy my Pyro build in a different way: throw Mines, BWC and flashbangs and charge into the middle as the devotions go off. Positioning and coverage is important to get the debuffs going as is watching Blast shield/turtle shell procs when charging in :slight_smile:

If you truly want tactics to be more important, give HC a go. It may feel similar, but I guarantee it’ll create more intensity and thought per situation (i.e. I learnt the dangers of Bolvar the hard way, twice!). Just lost a L63 bleed trickster, but enjoy my new one as I build it with slight tweaks and different gear, learning all the time :slight_smile:

I’m glad you’re narrowing your options and finding out where you want to go. After messing with grimcalc for a bit and leaning into my own experience with Nightblade, I’ve got a short little summary of where I think Trickster, Witch Hunter, and Spellbreaker would go.

Trickster: Outright steals the health game from the other two. In grimcalc, with no devotions, 80 points in Physique(10 unassigned), and with serious support from Heart of the Wild, the base health is showing as 7,152. Witch Hunter and Spellbreaker have 4,850 and 4,687 respectively. Even without Heart of the Wild, Trickster has a base health of 5,337, still beating Witch Hunter out by 500 health points. With the added support of the amazing Wendigo Totem, Trickster probably has the best game in terms of survivability, though Witch Hunter and Spellbreaker have their own powerful defensive tools.

Aside from that though, I think the other two have more definitive advantages in terms of damage. Like the Saboteur, you would probably be investing in %Elemental damage for the most part to get the best out of both Cold from Nightblade and Lightning from Shaman. I guess it would be possible to do a Bleed-based build, but there just seems to be too little support in Nightblade for that, with a few skills possessing it and Anatomy of Murder giving extra, combined with Savagery could make an interesting build. You could also simply ignore the Lightning damage that Shaman gives, and save on Mastery points to put into Nightblade skills, speccing for Cold/Pierce and only going up to 20 or 25 points in the Shaman mastery. It would hurt your HP(with Heart of the Wild, 5,705 base health at 20 mastery points) by a bit, but 30 extra skill points is no laughing matter. With 20 points you get all the complement to Nightblade skills you need: Savagery w/ Tenacity of the Boar(default attack replacer with OA+DA), Wind Devil w/ Raging Tempest(for resistance reduction), Mogdrogen’s Pact w/ Heart of the Wild(extra HP + DoT time reduction), and Wendigo Totem, and with 25 mastery points you can have Grasping Vines w/ Entangling Vines(slower enemy attack, extremely useful for melee bosses/nemesi).

Witch Hunter: Honestly, Witch Hunter probably has the best ability to kill stuff out of the bunch. This is because Curse of Frailty w/ Vulnerability wrecks enemy resistances, combine that with resistance reduction from Veil of Shadow w/ Night’s Chill, and even bosses with 80% resist or whatever will flounder as they suddenly have less than 20% of that resistance. Blood of Dreeg is Pneumatic Burst on a longer cooldown(and with longer duration) with extra goodies. If you don’t want the amazing bonuses granted by Possession, you can tone the Mastery Point investment down to 32, or 15 if you don’t care about Aspect of the Guardian. Again, not taking Mastery Points should be a serious consideration because it means less health and fewer attributes(Physique, Cunning, Spirit), so really consider if the extra points are better in skills or in the Mastery.

Even though you aren’t speccing for pet bonuses and don’t like playing a Petmaster, the Occultist’s Raven actually looks like an interesting option to invest in, though I have no idea how it will scale into late-game or if it will work well early game. Mend Flesh at max level gives you 15% health restored with each cast, and Storm Spirit gives you Elemental Resist along with boosting your Elemental Damage through the roof, with a good duration. If you find you have points to spare, putting a few points, or just one and letting +skills give it a bump into Solael’s Witchfire can give you a little bit of Attack Speed. Lastly, I’m not sure what veteran players think of it, but investment into Dreeg’s Evil Eye could be used as a clearing tool. It has the acid/poison damage you’ll be using, and like Phantasmal Blades it is a spammable ranged skill instead of a one-shot-screenwipe nuke.

Spellbreaker: Well… there seem to be two ways to go about with a Spellbreaker. Obviously, you want to focus on auto-attacks and using Nightblade skills to carve a swatch through the enemy-filled map, so the Arcanist tree can support that fairly well through Iskandras w/ Overload(and possibly Elemental Balance if you find DoTs on your list), extra OA from Inner Focus, with survivability provided by Mirror and Maiven’s Sphere. If you don’t want the awesome bonuses provided by Star Pact, Arcanist supplements drop down to a mere 15 Mastery points investment, or 20 if you intend on taking Olexra’s and/or Trozan’s in with you, with Absolute Zero and Frozen Core on each, making for a more hybrid caster build. Spellbreaker is the most fragile of all the class combos, and at 20 mastery points has only 3,997(4,000) base health. Also, Star Pact is awesome and unless you think you really, really need the points to realize the full potential of the Nightblade side of the tree, I highly recommend getting it. Also an interesting idea I’ve mentioned before, you could take one point in Callidor’s Tempest plus its transmuter, Wrath of Agrivix, for an effective knockdown on a cooldown, even though it doesn’t match your damage types.

Once again, my two cents, not backed by experience and should be taken with a grain of salt. I hope you find a good class combo that suits your playstyle :smiley:

First, Gumshoe, I appreciate what you said about making Grim Dawn more tactical but perhaps having to choose where you play at higher levels, as you won’t be a one-size-fits-all (encounters) character.

You also actually got me to consider playing HC. I never play HC. Seems like sadism. But sometimes that extra tension can really change the whole feel.

Moving on… Omniscient, amazing breakdown. You really made it easy for me. Not so much to choose (still mulling it over), but you armed me with enough to make an informed decision, which is huge.

Now I just need to make it.

Trickster: Bleeds seem like such a natural fit with Nightblade that it’s hard to ignore this route. It’s easy to picture the Nightblade keeping Savagery up with their fast twin attacks. Phantasmal Blades bleeds, as does Ring of Steel (a personal favorite). Blade Trap bleeds a fair amount too. Finally, Blade Spirit bleeds. And there’s Anatomy of Murder to boost it all.

I don’t know what Wendigo Totem is like. Seems very powerful, but uninteresting. Savagery’s modifiers boost offensive ability (more crits) and attack speed. And Grasping Vines w/Entangling Vines provides that slowing CC that I particularly enjoy.

And I’d just refuse to take Devouring Swarm.

So, I imagine that the Trickster would enhance rather than alter the Nightblade playstyle that I’m seeking to preserve. Can the same be said of the others?

Witch Hunter: To me it feels like this would be more of a departure, but the closer I look, the less it seems that way.

Because much of what you get with Witch Hunter is, like Shaman, just damage multipliers. Sure, Curse of Frailty gives you a potent slow, but so does Grasping Vines. And you could, as you said, go with Dreeg’s Evil Eye as a ranged attack, but this would likely just replace the bleed-centric Phantasmal Blades for me. Then, finally, I’d have less incentive to use Ring of Steel (since it has a bleed modifier), but Shadow Strike’s Nidalla’s Justifiable Ends would magnify it into a true assassin’s “party piece.”

I agree that Witch Hunter looks like the more offense-oriented of the two. In the end, it’s a bit of a draw here for me on paper. If I had to give one the edge, I’d go with Shaman/Trickster. I think Savagery, with its count-up/count-down action, adds some flavor. And even if Phantasmal Blades is a bit sub-par, I like it…and a focus on bleeds might just justify it. I also prefer the idea of bleeds and lightning to loads of green, poisonous-acidic slop.

Spellbreaker: This one might have the edge. Mirror of Ereoctes offers a unique active defensive option the others don’t. You also get the Callidor’s Tempest knockdown that you mentioned; again, no knockdown for the Trickster or Witch Hunter. Then you consider that Olexra’s Flash Freeze has a slow in Absolute Zero, so the other hybrids have no edge here.

And perhaps the challenge presented by the increased frailty of the Spellbreaker will be welcome, fulfilling my desire for a character that succeeds splendidly when played well, and is dead when not.

So, seeing as I have no other means at this point to decide other than an entirely academic weighing of pros vs. cons, column A vs. columns B and C…I choose Spellbreaker. Now I just have to figure out how to build/level it.

We’ll see how it goes. And if you get around to trying that Saboteur, tell me how it plays. I’ll try and report back on this one.

Thanks again for your time and insights.

The strengths of Shaman in a bleeding set up are

  • the brute force line (require a 2 handed melee weapon)
  • the wendigo line (a permanent healing fountain + massive life steal buff)
  • devouring swarm ridiculous bleeding resistance debuff (+awesome devotion trigger (ex: huntress skill’s rend)
  • savagery, a decent (not great) left click modifier

If you aren’t gonna use 3 of those 4 traits, I don’t see the point playing shaman second.

You can play exactly the same playing a Blade Master centred around physical/pierce/bleeding/trauma (all 3-4 damage types come in the same package on gears and devotions), replace Savagery with Cadence, and pick other bleeding skills in the soldier tree.

It’s worth nothing that you’ll still deal crap ton of physical damage regardless of what you pick (from at lest 50% to as high as 70%-85-90% of your total damage output), since your weapons will be physical weapons with a minor (10-30%) pierce modifier and skills with a weapon damage component (all the dual blade skill line, + savagery/cadence + shadow strike/blitz etc…) follow the same scaling.

Hello there mate, and welcome to the wast world of GD :slight_smile:
Here is a link of my spellbreaker, imma post a build soon (if there isn’t any already, I recall none). Lemme know if I’ve caught your attention, will help you in any way I can.
Spellbreaker killing Mad Queen

Edit: I’ve found a build similar to what I use, here it is.