

They're ok at lower levels, but in Ultimate its not worth it. Don't be fooled by turtle shell or arcane barrier though. Some good ones of the top of my head that grant defensive skills are giants blood, tree of life, chariot of the dead and scales of ulcana. You want to aim for at least 2k DA, and around 10k hps (by level 85), give or take, which is easier said then done, especially on a class like spellbreaker (mine now has just over 2k and 9.2k). You can (and I have) scrape through aspirant 150 with a hell of a lot of pot guzzling, but challenger, especially wave 50+, is damn near impossible without a slightly more defensive setup. There's still the issue of 'oh look some stars on this side of the map let me just make my way over there and - ' *cops five offscreen fireballs to the head* RipĪnother tip is the crucible is no place for glass cannons. They hit pretty hard in close as well, but their stuff is pretty massively telegraphed so its pretty easy to stay out of the way of. They only throw the fireballs if you are staying at range. The trick is to get in close, and finish them quick. Without 20+ percent physical resist, just one of them can knock half a health bar of a character with 10k hps. Their fireball rocks deal a stupid amount of physical damage. I haven't even toyed too much with Gladiator yet, because I want to be able to reliably clear challenger first.Īnd yeah, I've died more times to those shamblers then probably anything else (although Iron Maiden would be catching up). Up to 100 is easy, but those last 50 with multiple nemesis on waves can be complete fuckery. Two of those clears were just yesterday too, including my cold based, sky shard spellbreaker, who after repeccing devotions and making a couple of other changes is a bit of a beast all of a sudden. And most of those require some good rng to not get a fucked up nemesis combo. I have 15 level 85 toons, all beaten ultimate, all pretty well geared (none optimally though, cos drop rates) and can clear 150 waves on the second difficulty now with 8 of them. Some people farm nemesis, I die over and over in the crucible.
#GRIM DAWN MAP OF PLAINS OF STRIFE PLUS#
I haven't leveled anyone since those changes though and plus when you know what you're doing, elite is (or at least was) mostly pretty easy.Įither way though, good job, and keep going You want to be part of the 3% right?

#GRIM DAWN MAP OF PLAINS OF STRIFE PATCH#
Resists? What are they? However the last patch or 2 (aside from some nerfs at the top end) did apparently smooth out the difficulty curve on the way to ultimate. They finally just added to the UI showing how much over cap you are too, which is really helpful when trying to balance them all.Īs for facerolling act 2 of elite (you shouldn't be too much higher then lvl 60), you're doing far better then my first character. Your resists take another hit when you go to ultimate, so they can get tricky to balance and thats where those augs come in. There's also another tier at 70 when you have them at revered status, that allows you to put them on all gear. At that point its just rings, ammy and weapons.

It's a tricky stat to findĪugs can only start to be applied at level 50, and when you have faction rep, I believe, at honored. That can be easier said then done though. Come Ultimate (and especially if you dabble in crucible) some stun resist will help too. Not to mention crucible, where its pretty much suicide without it. You used to be able to get away with ignoring it, but now with Port Valbury and a buff to those aether wraiths in the rotting croplands amongst other things, it's hard to get away with. Report to him immediately to proceed with the attack on the Cult.Ha, Aether resist. Ulgrim is waiting for you at the Necropolis. Once you've done so, Ulgrim and a contingent of troops will join you for the final assault, where the enemy will least expect it. Instead, Creed has tasked you with sneaking in and securing a riftgate. The Black Legion cannot advance on the Necropolis directly, there are too many enemies and the losses would be too great. Ulgrim will then offer The Bane of Cairn quest. After doing so, Ulgrim will appear next to the rift. Nearing it will activate three waves of Chthonians who must be defeated in order to activate the rift. Make your way through the Plains of Strife to the Gates of Necropolis, then north through the area to the (second) Necropolis Interior Rift.
