Iluvcheezcake
Prophet
Grim Dawn is great
There is no waiting involved.
I tried making a Necro on Elite, you get to lvl 7 just by reading the lore entry near the vendor which exchanges iron bars for bits. I was already lvl 14 by the time I killed the Reanimator at Burial Hill. Even on Elite, the skellies don't die faster than the cooldown. There is no waiting involved.
Indeed, necro pet builds are very strong and can curb stomp anything until late Elite, you will only have a harder time by the time you get to late Elite or Ultimate if you dont have proper pet resists as your skellies will be obliterated way faster than you can recast them.I don't know what you guys are talking about. My necro is a pure pet build, my only direct damage is pox and thats just to trigger another summon, it doesn't really hurt anything. Throw the Imp devotion on your skeletons and they'll just delete everything before it even fights back till like level 30, and at that point you've got an army.
You can start Elite at level 20 or more with Ultimate Lore XP farming if you have both expansions.Because I've found that's best in terms of leveling vs the monster levels. Instead of going through normal and skipping Elite, I go through Elite. I'm already lvl 25 and have 4 pets (skeletons, raven, crab from Hysteria, bone guardian from Marrow Band).
https://www.requnix.com/gaming/grim-dawn-builds/aether-man-aar-mage-hunterRecommend me some fun builds, codex. I already played as shaman+arcanist primal striker (most chad build in the game IMO) and inquisitor+demo (kinda gay ranged twink). No pets plz
It just does more creative things. At most, loot in Grim Dawn will change some numbers on a skill or grant a new simple skill. PoE has items that require paragraphs to even explain what they actually do:And how is PoE better in the loot department?
You can start Elite at level 20 or more with Ultimate Lore XP farming if you have both expansions.Because I've found that's best in terms of leveling vs the monster levels. Instead of going through normal and skipping Elite, I go through Elite. I'm already lvl 25 and have 4 pets (skeletons, raven, crab from Hysteria, bone guardian from Marrow Band).
It just does more creative things. At most, loot in Grim Dawn will change some numbers on a skill or grant a new simple skill. PoE has items that require paragraphs to even explain what they actually do:And how is PoE better in the loot department?
The Dancing Dervish grants level 15 Manifest Dancing Dervish. Manifest Dancing Dervish will be supported by any applicable support gems socketed into The Dancing Dervish; it is not necessary to have the sockets be linked together. The manifested sword does not deactivate when swapping to different weapons, however, the weaponslots remain disabled while it's active.
While The Dancing Dervish is manifested, the player character is considered unarmed and is affected by Onslaught, therefore effects such asFacebreaker's,Doryani's Fist's, or Hollow Palm Technique's unarmed damage bonus will take effect. As soon as Rampage ends, the manifested weapon will vanish and the character reequips the weapon reenabling the weaponslots. The Minion itself has a lot of damage reduction while it's active and will not die that easily. A little bit of minion life regeneration suffices to keep it alive and healthy.
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Lightning Coil has the property 'physical damage taken as elemental'. With Lightning Coil, a portion of physical damage is taken as lightning damage. This takes place before mitigation is applied, therefore armour will not mitigate the lightning portion but lightning resistance will.[1] While wearing Lightning Coil physical damage can apply the Shock status ailment to the player character.[citation needed]
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Disintegrator
Maelström StaffWarstaff
Quality: +20%
Physical Damage: (373.2-409.2)–(529.2-577.2)
Critical Strike Chance: 6.50%
Attacks per Second: 1.25
Weapon Range: 13Requires Level 64, 113 Str, 113 Int
+20% Chance to Block Attack Damage while wielding a Staff
Adds (250-280) to (315-355) Physical Damage
Adds (376-400) to (568-600) Physical Damage to Spells
+1 to Maximum Siphoning Charges per Elder or Shaper Item Equipped
25% chance to gain a Siphoning Charge when you use a Skill
Adds (12-14) to (15-16) Physical Damage to Attacks and Spells per Siphoning Charge
Gain 4% of Non-Chaos Damage as extra Chaos Damage per Siphoning Charge
1% additional Physical Damage Reduction from Hits per Siphoning Charge
0.2% of Damage Leeched as Life per Siphoning Charge
Take 150 Physical Damage per Second per Siphoning Charge if you've used a Skill Recently
(Note the last modifier, this staff kills you for using it, characters typically have ~7000 life so eating 1500 per second is very deadly)
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Empire's Grasp
Goliath GauntletsQuality: +20%
Armour: (688-928)
Requires Level 53, 76 Str
Socketed Gems are Supported by Level 10 Knockback
+(400-600) to Armour
Knockback direction is reversed
(This one item lets you vacuum enemies in with knockback effects, it's the only way to do that in the entire game AFAIK)
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Southbound
Soldier GlovesQuality: +20%
Armour: 110
Energy Shield: 21Requires Level 51, 40 Str, 40 Int
Adds (30-36) to (44-50) Cold Damage to Attacks
(12-16)% increased maximum Life
+(40-50)% to Cold Resistance
25% increased Freeze Duration on Enemies
Your Hits can only Kill Frozen Enemies
50% increased Herald of Ice Damage
This pair of gloves prevents you from killing enemies with hits unless they are frozen. You can still kill them with damage over time however. This allows for all sorts of strange interactions. Again, all these weird effects are unique to these specific items.
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The Jinxed Juju 48 +(30-40) to [[Intelligence]]
+(23-31)% to [[Chaos Resistance]]
(10-15)% increased Effect of your [[Curse|Curses]]
(10-15)% increased effect of Non-Curse Auras from your [[Skill|Skills]]
10% of Damage from [[Hit|Hits]] is taken from your Spectres' [[Life]] before you" class="tc -mod">+(16-24) to Strength and Dexterity+(30-40) to Intelligence
+(23-31)% to Chaos Resistance
(10-15)% increased Effect of your Curses
(10-15)% increased effect of Non-Curse Auras from your Skills
10% of Damage from Hits is taken from your Spectres' Life before you
An amulet that redirects damage from you to a particular type of minion.
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Heartbound Loop
Moonstone RingRequires Level 20
+(15-25) to maximum Energy Shield
Regenerate (10-15) Life per second
(20-40)% increased Mana Regeneration Rate
Minions have 15% increased maximum Life
Minions have 10% increased Area of Effect
350 Physical Damage taken on Minion Death
This one injures you every time a minion dies. Because the damage is in discreet hits and not damage over time, it can trigger effects that occur when you suffer damage. Because it triggers on minion death, it can be combined with other items that can reduce minion duration to 0 seconds. So you can create a set of triggered spells which summons a minion which instantly dies every time you take 700 damage, while also healing you so you don't die. Combine this with a skill that makes your minions explode on death for something that continually spawns suicide bombers around you many times per second.
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The Bringer of Rain
Nightmare BascinetQuality: +20%
Armour: (518-680)
Evasion: (745-978)Requires Level 67, 62 Str, 85 Dex
Socketed Gems are Supported by Level 18 Melee Physical Damage
Socketed Gems are Supported by Level 18 Faster Attacks
Socketed Gems are supported by Level 18 Blind
6% Chance to Block Attack Damage
Adds 20 to 30 Physical Damage to Attacks
(200-300)% increased Armour and Evasion
+(200-220) to maximum Life
20% chance to gain an Endurance Charge when you Block
Can't use Chest armour
Extra gore
This helmet gives you massive offensive bonuses but prevents you from wearing anything in your chest slot, which is arguably even more important than your weapons for some characters.
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Headhunter
Leather BeltRequires Level 40
+(25-40) to maximum Life
+(40-55) to Strength
+(40-55) to Dexterity
+(50-60) to maximum Life
(20-30)% increased Damage with Hits against Rare monsters
When you Kill a Rare monster, you gain its Modifiers for 20 seconds
This is generally considered to be the best item in the game. The modifiers you can get from rare monsters include things like haste, extra max hp and model size, 100% life leech, immunity to curses, and about 20 other things. They used to hold races where everyone had this effect because it's so fun to blast around with monster powers.
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Wings of Entropy
Sundering AxeTwo Handed Axe
Quality: +20%
Physical Damage: (136.4-148.8)–(281.6-307.2)
Critical Strike Chance: 5.00%
Attacks per Second: 1.25
Weapon Range: 13Requires Level 60, 149 Str, 76 Dex
(6-7)% Chance to Block Spell Damage
+8% Chance to Block Attack Damage while Dual Wielding
(100-120)% increased Physical Damage
Adds (55-65) to (100-120) Fire Damage in Main Hand
Adds (55-65) to (100-120) Chaos Damage in Off Hand
Counts as Dual Wielding
This is a two handed weapon which counts as dual wielding... in a game where you can dual wield by default anyways. This has all sorts of weird complications.
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Shavronne's Revelation
Moonstone RingRequires Level 30
+(15-25) to maximum Energy Shield
+(60-75) to Intelligence
Right ring slot: You cannot Regenerate Mana
Right ring slot: Regenerate 3% of Energy Shield per second
Right ring slot: +100 to maximum Mana
Left ring slot: You cannot Recharge or Regenerate Energy Shield
Left ring slot: Regenerate 40 Mana per Second
Left ring slot: +100 to maximum Energy Shield
A ring which not only does different things depending on which finger you equip it on, but prevents you from gaining mana or energy shield to regenerate the other.
I could come up with plenty more, but I think you get the idea. And these are just the ones that are obviously weird even to someone who doesn't know any of the mechanics. The problem is that it's too hard to get ones that are useful to you without trading. But god damn there is cool stuff out there that is exciting to find.