some of the new seal weapon components really need a rework

a lot of them are great, but the power gap between the good ones and bad ones is super egregious

THE GOOD

SEAL OF BLADES

10 Piercing Damage
5% of Attack Damage converted to Health
30 Bleeding Damage over 3 Seconds
+50% Pierce Damage
+50% Bleeding Damage
Granted Skills
Whirling Blades (Granted by Item)
At your command, whirling blades spin around you, shredding all foes who come too near. This ability must be toggled to maintain its effect.
5 Meter Target Area
144 Piercing Damage
100 Bleeding Damage per Second
15% Pierce Resistance
Increases Armor by 8%

amazing item, tons of lifesteal without having to convert to vitality, and the aura is super useful with its free armour and resistance, no-brainer on a lot of builds

SEAL OF CORRUPTION

11 Aether Damage
+50% Lightning Damage
+50% Aether Damage
+50% Electrocute Damage
10% Physical Damage converted to Aether Damage
+3% Offensive Ability
Granted Skills
Aether Corruption (Granted by Item)
Corrupting Aether energy rips through your foes, rapidly spreading corruption among your enemies.
115 Energy Cost
5 Second Duration
92-200 Lightning Damage
165 Aether Damage
-25% Attack Speed
-25% Casting Speed
-8% Lightning Resistance
-8% Aether Resistance

this is so astonishingly overtuned, giving 3% OA and 8% resist shred on a component is so far outside the realm of anything else in the game that i really don’t understand it, and it’s not like aether builds need the help. it’s even best in slot for some lightning-related builds who can do more with 3% oa and the resist reduction than they can with the 10% conversion. components like this wouldn’t be so outrageous if every seal had something at least relatively similar in power level, but they really don’t

SEAL OF RESONANCE

10 Elemental Damage
+50% Aether Damage
+50% Elemental Damage
10% Physical Damage converted to Elemental Damage
+160 Health
Granted Skills
Arcane Resonance (Granted by Item)
Your mastery over the arcane shields you from debilitating effects. This ability must be toggled to maintain its effect.
300 Energy Reserved
15% Sleep Resistance
15% Reduced Stun Duration
15% Reduced Freeze Duration
15% Reduced Petrify Duration
15% Reduced Entrapment Duration
Bonus to All Pets
15% Sleep Resistance
15% Reduced Stun Duration
15% Reduced Freeze Duration
15% Reduced Petrify Duration
15% Reduced Entrapment Duration
Required Player Level: 75
Item Level: 75

another amazing one full of oodles of juicy tertiary resists alongside a bit of health and some damage. usable by lots of different builds.

SEAL OF MIGHT

13 Physical Damage
+50% Physical Damage
+50% Internal Trauma Damage
+50% Bleeding Damage
25% Aether Damage converted to Physical Damage
+160 Health
Granted Skills
Presence of Might (Granted by Item)
You shrug off the blows of your opponents with ease. This ability must be toggled to maintain its effect.
300 Energy Reserved
4% Physical Resistance
12% Pierce Resistance
12% Vitality Resistance
12% Bleeding Resistance
Bonus to All Pets
4% Physical Resistance
12% Pierce Resistance
12% Vitality Resistance
12% Bleeding Resistance

another great component buttressing multiple different aspects of your character. the ever-useful phys resist, some other important primary resists, some health, some damage, and some aether to phys which is at least somewhat interesting (though i don’t really understand why 100% conversion for aether to phys, 50% in total isn’t exactly build-enabling)

SEAL OF THE VOID

2-19 Chaos Damage
+50% Fire Damage
+50% Chaos Damage
+50% Burn Damage
10% Physical Damage converted to Chaos Damage
+4% Casting Speed
Granted Skills
Burning Void (Granted by Item)
By enveloping your weapon within the destructive forces of the Void, you can unleash its power upon unsuspecting foes with a calculated blow. When used with a ranged weapon, the projectile will explode upon contact. Can activate with all default weapon attacks.
16% Chance to be Used
3 Meter Radius
150 Degree Attack Arc
3 Target Maximum
130% Weapon Damage
122 Fire Damage
65-142 Chaos Damage
Knockdown target for 1 Second

WPS, especially those granted by items, make for one of the most interesting elements of grim dawn. there’s a noticeable paucity of them in the expansion, but the change to this component was a fantastic step forwards. the juxtaposition of cast speed and a WPS is a bit questionable but i guess attempting to make it palatable to casters as well as attackers is an interesting idea

SEAL OF BLIGHT

9-12 Vitality Damage
+6% Crit Damage
+50% Acid Damage
+50% Vitality Damage
+50% Poison Damage
+50% Vitality Decay
10% Physical Damage converted to Vitality Damage
Granted Skills
Acid Purge (Granted by Item)
Unleash a continuous spray of vile acid from your hand to melt your foes, so long as you maintain focus.
291.7 Energy Cost per Second
0.3 Second Skill Recharge
28% Weapon Damage
100-205 Acid Damage
166 Vitality Damage
950 Poison Damage over 5 Seconds
+25% Crit Damage

super cool item, and seemingly the only one with a skill that’s usable as your main attack. going full vit with blood orb is a great interaction, and while the stats on the component aren’t stellar the skill is cool and unique, which elevates it considerably

SEAL OF THE NIGHT

11 Cold Damage
+50% Pierce Damage
+50% Cold Damage
+50% Frostburn Damage
10% Physical Damage converted to Cold Damage
+3% Offensive Ability
Granted Skills
Chillspikes (Granted by Item)
Hurl conjured spikes of pure ice to pierce your foes.
88 Energy Cost
5 Projectile(s)
55% Chance to pass through Enemies
24% Weapon Damage
116 Piercing Damage
106-184 Cold Damage
525 Frostburn Damage over 3 Seconds
+35% Crit Damage

this one isn’t great but it’s still far enough above the remaining ones that it didn’t feel right to make a middle tier just for it. the 3% oa is great but the granted skill is completely senseless, both because it’s not really workable as a main skill and because the skill its an ersatz version of already uses the same damage types. am i missing something?

THE BAD

SEAL OF SHADOWS

8-13 Acid Damage
+50% Pierce Damage
+50% Acid Damage
+50% Poison Damage
10% Physical Damage converted to Acid Damage
+4% Attack Speed
Granted Skills
Biting Blades (Granted by Item)
Hurl a blade coated in caustic acid that spirals outward away from your position, piercing through all enemies along the way.
94 Energy Cost
0.5 Second Skill Recharge
100% Chance to pass through Enemies
45% Weapon Damage
274 Piercing Damage
334 Acid Damage
+25% Crit Damage

stats are whatever, skill seems really bland and useless though with an awkward cooldown. if it had a higher cooldown with higher damage it could be inserted into rotations in some way, and if it had no cooldown and less damage it could possibly be a main skill, but it seems like it occupies a weird middle ground. not much experience with characters that would use this so maybe i’m wrong.

SEAL OF SKIES

3-18 Lightning Damage
+50% Cold Damage
+50% Lightning Damage
+50% Frostburn Damage
+50% Electrocute Damage
10% Physical Damage converted to Lightning Damage
+4% Casting Speed
Granted Skills
Chain Lightning (Granted by Item)
Lightning crackles at your fingertips and cascades off of your foes to demolish their ranks.
82 Energy Cost
Affects up to 3 targets
190 Cold Damage
104-385 Lightning Damage
+35% Crit Damage

we finally got the chain lightning we’ve been asking for forever, it’s just really undertuned and fundamentally useless. i don’t understand the purpose of it, really. you could have thrown players a bone and drastically reduced the level requirement on these seals to let players level a new way with cool skills, instead it’s just a mediocre ability with no late game functionality (nor even level 75 functionality), attached a component with truly middling stats

SEAL OF DESTRUCTION

8-13 Fire Damage
+6% Crit Damage
+50% Fire Damage
+50% Lightning Damage
+50% Burn Damage
+50% Electrocute Damage
10% Physical Damage converted to Fire Damage
Granted Skills
Stormfire (Granted by Item)
Unleash a blast of electrified flame that shatters upon contact to wreak havoc upon the battlefield.
74 Energy Cost
3 - 4 Fragments
2.5 Meter Radius
152-242 Fire Damage
136-314 Lightning Damage
330 Electrocute Damage over 3 Seconds
+25% Crit Damage

last and literally least, the one that got me so frustrated that i made this thread. i cannot fathom why this component is so incredibly terrible. to start with, the granted skill isn’t usable by any build, which is really disappointing because the visuals for it are fantastic.

the stats on the item are also shockingly bad. for comparison, here’s what enchanted flint gives you with the aura up:

14-16 fire damage
15% chance of 135 burn damage over 3 seconds
+100% fire damage
+100% burn damage
10% of physical damage converted to fire damage

so compared with a level 20 component, seal of destruction gives you 3-6 less flat fire damage, 45 less burn damage per second, and 50% less fire and burn damage, in exchange for some %lightning and electrocute and 6% crit. enchanted flint is straight up better in a lot of cases. at least you get to keep an extra 150 unreserved energy!

also, of all the components to give an on-use skill with resist reduction, this was the one. fire is the most highly resisted damage type in the game, and for some reason shar’zul has 118% resistance to it. fire (like cold) also has 12% less resist shred from devotion than lightning does, while lightning gets the extra 8% from components. giving this component literally any element of what makes the good components good (%oa, resist shred, a WPS) would really help.

as i said, some of the good components are incredible, and the few bad ones are so far behind that it really feels like an oversight.

Sufficient damage to kill a trash mob and 5 projectiles to proc devotion, made it for trozan build and won’t complain. It is an order of magnitude stronger than CL on the seal of skies already though I wouldn’t mind a small buff. Also 525 frostburn / 3 sec is nothing minor.

Chain lightning from seal of skies on the other hand has damage that can’t kill a white trash mob in less than 3-4 hits on a build that focus cold and lightning. While having no DOTs or other secondary effects. It is probably a cruel joke.

“(though i don’t really understand why 100% conversion for aether to phys, 50% in total isn’t exactly build-enabling)”

Take a moment to imagine a Phys Warborn Deathknight(spectral wrath has phys rr now too) that fully converts Spectral Binding…basically a Warborn Witchblade on steroids. It can still convert 50% of it and be stronger than Witchblade

“last and literally least, the one that got me so frustrated that i made this thread. i cannot fathom why this component is so incredibly terrible. to start with, the granted skill isn’t usable by any build, which is really disappointing because the visuals for it are fantastic.”

Stats could use a boost yes (although end game 6% crit is strong, way above enchanted flint) but I use the skill on some specific skills. It is meant as a filler not an all round main attack.

The main problem with the granted skill imo is the horrible mana cost that is totally not warranted

SEAL OF SHADOWS

8-13 Acid Damage
+50% Pierce Damage
+50% Acid Damage
+50% Poison Damage
10% Physical Damage converted to Acid Damage
+4% Attack Speed
Granted Skills
Biting Blades (Granted by Item)
Hurl a blade coated in caustic acid that spirals outward away from your position, piercing through all enemies along the way.
94 Energy Cost
0.5 Second Skill Recharge
100% Chance to pass through Enemies
45% Weapon Damage
274 Piercing Damage
334 Acid Damage
+25% Crit Damage

I’ve been using it in a weird Pierce caster with M. Pack of Treacherous Means to make it mostly Pierce.

My impressions after using it is that it reminds me of Callidor’s Tempest in that it’s a middle-ground between single target and AoE but just generally worse.

  • Does fine in wide open areas, bad in enclosed areas.
    Most of Ugdenbog is wide open so the blades do fine here for the most part. Some bits and pieces placed around the environment still provide obstacles due to the blades colliding but it’s manageable.

    Malmouth on the other hand is a nightmare mainly because of the large amount of housing areas. The streets are just big enough that it is somewhat useful but often times, you have to lead bosses like Valaxteria out of her house to deal with her.

  • The Blade collides with basically everything.
    I get that it’s there in part because the blades would be able to pass through walls and kill things on the other side but it really is a problem in it’s current iteration, please consider revamping or tweaking the skill.

    In another topic, someone suggested the Slayer’s Blades proc from the M. Demonslayer’s Life-Ender. The proc looks like this for anyone interested:



    Basically, Flame Torrent + Blades.


  • If you do want to stick with the skill as it now, the cooldown could stand to change
    It really hampers it’s damage output. Imagine if your general Aether Callidor’s build that reaches a sheet DPS of 60k (going off of mad_lee’s Wrath of Callidor) had an imposed cooldown of 0.5s that can’t be changed with CDR (because Biting Blades is an item-granted skill). It’s pretty bad.

    It was pointed out in another topic that removing the cooldown could lead to the skill becoming a shotgun of whirling blades. In that case, is lowering the blade projectile’s lifetime before dissipating (thereby reducing it’s range) an option or can the skill not be changed fundamentally/accordingly?

On the other hand witchblade could use Beronath Reforged and convert 100% chaos and elemental to physical. It would had been ok if you could get another 50% aether to phys somewhere else.

yeah this is my main issue, it’s not possible to make up the extra 50% elsewhere so it just feels like a waste

how is 6% crit way above 50% fire, 50% burn, 3-6 flat fire, and 45 flat burn? 6% crit is what, a 1-2% damage boost (slightly more against trash) total assuming 3kish OA? with 2000% fire damage, the 50% fire and flat fire/burn is at least comparable

the fact that it’s even debatable is super disappointing since one is a level 20 component

edit: with some quick math from looking at my fire forcewave commando, who has 2100% fire damage and 2000% burn damage, an extra 50% fire damage is about 2% more dps, and the flat 4.5 fire damage and 45 burn damage is an extra 165 fire damage per hit and 1485 burn damage per second, which is at least another 2% dps. it’s definitely better than seal of destruction in this situation.

I only use this seal when i need the skill as filler to proc smth like flame torrent so agreed on stats:)

But to be fair if you are a caster that 6% crit>>>15% chance flat burn. Crits are one of dots best friends. Ofc, on a caster i’d only use it in campaign not crucible unless i reeealy needed the skill because all other seals (might, blade, resonance) are so much better.

I think it’s worth mentioning that Enchanted Flint doesn’t work with ranged weapons. So Seal Of Destruction has that going for it.

Two out of my 4 characters are lightning based so seeing new lightning component being COMPLETELY useless was really disappointing. Casting speed, really?? Does Crate think that Quick Jacks Elementalist is the only lightning build aroubd? Stats on Seal of Might and Seal of Blades are just insane, Seal of Void gives a fucking WPS, Seal of Night at least has some %OA. But Seal of Skies gives an absolutely useless skill. Like, Crate should understand that by this point level 100 characters have a variety of offensive skills to choose from. All of them can be easily maxed out and supported thru two masteries, multiple devotions and new skill modifiers on items. So to make a new skill usefull you have to make it super good so it can compete with 26/16 skills with two maxed out modifiers and 3 items enhancing it. Otherwise it’s a wasted skill/ability that noone will ever use.

I was thinking of niche scenarios like this too.

There are tons of cooldown-based Lightning spells that have no use of the % casting speed on Seal of Skies like CDR Stun Jacks, transmuted Grenado, Lightning-focused Trozans Sky Shard (with Spark of Ultos, could still make a case for Seal of the Night though) etc… Seal of Destruction would be somewhat useful for most of them as certain ones like Grenado like big crits.

I get a feeling sometimes that Crate doesn’t want the component skills to compete with mastery skills, so that’s why they make them lackluster (with some exceptions).

But the problem is that often, these skills are a staple of the genre (fireball, cold spike), and their visuals are very attractive. Add in that they basically added lvl 75 lackluster skills, it really is strange.

Um “Stormfire” with resist reduction can easily crit for 30-50K end-game.

It’s a really good filler assuming you have the mana to up-keep it.

I think all the component active skills are lackluster versions of better alternatives players should have plenty of by level 75. I wonder what their real purpose is. Yea some players like having 10 skill rotations but I doubt any one of these skills, given their meh numbers, increases any body’s damage over a mastery alternative. I understand the low level component skills since players don’t have the mastery points yet but level 75? There’s a reason why Seal of Blades/Might/Void are the most often used and it’s because their itemization is insanely good (other than Void’s weird cast speed bonus on a WPS skill) and they offer a passive bonus instead of an active skill you’ll never touch.

Can you please show the math or screenshot that shows Stormfire hitting that hard? I’m a little skeptical given it’s 550 base damage. Even if all 4 fragments hit (not sure if that’s possible, I’ve never seen it), that’s still a 24-25x multiplier you’re putting on it to reach 50k.

I know it’s against the dummy. But % crit damage and resist reduction magnifies the damage. That particular elementalist has 54.29 energy regen and look at the mana consumption.