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Old 12-16-2017, 09:01 PM
Onmastikon Onmastikon is offline
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Default Important Resistances

Probably because I am used to other ARPG settings (D2 & PoE my particular favorites) I am conditioned to find elemental resistances very important, and the others much less so. I'm beginning to think that's a serious mistake in GD. Are elemental resistances actually some of the least important (for the campaign), and aether amongst the most? Or is this just Malmouth?
I am also finding it a lot easier to cap elemental resists than the others, and I am not sure if this is lulling me into a false sense of security.
Would anybody risk listing the resistances in the order of their priority for campaign and crucible?
thanks
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Old 12-16-2017, 09:09 PM
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Ceno Ceno is offline
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Elemental is actually extremely important; enemies rarely do only one damage type and one of the three elements is usually prevalent at all stages of the game. Chaos and Fire, Aether and Fire/Lightning, Pierce/Vitality/Acid and Cold, and Vitality and Acid are all very common combos.

Also don't forget that virtually every attack in the game deals Physical damage, with a few exceptions.

For endgame content, campaign OR crucible, you want everything capped. I tend to try to overcap the three elemental resists by ~40% (or more) if I can, so bigger debuffs aren't as painful.
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Old 12-16-2017, 09:28 PM
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Tycho Tycho is offline
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Aether is very important in AoM I find, but generally not too much before that barring PV and Lucius in the Fort Ikon Armory. I think Aether Crystals do Aether damage with their rays and there's the Abomination you have to kill for Homestead, but I had garbage aether resist for the Abom and came out okay somehow.
Chaos becomes important after Homestead when you start really running into a lot of Chthonic cultists, but generally is not too important before that point.
Vitality only really becomes an issue when you hit Gloomwald/Ugdenbog and Barrowholm in early AoM IIRC, before that you encounter it sporadically I think among trogs in Mountain Deeps, ODV, some undead (the warlocks I think) and Bloodsworn (?).
Elemental resists become handy when you start dealing with shit like Deathbolt Archers and Chillmanes (cold) or Kymon's Chosen (fire-lightning) or ODV (cold I think), and fire resist is actually really nice to have when going after Cronley's gang (aether can be a nice thing to have when dealing with Ascended mobs in Cronley's hideout too).
Acid/poison resist almost never stops being useful. You run into it all over the place, but ESPECIALLY in first act leading up to Krieg, and Gloomwald/Ugdenbog.
Pierce is similar to acid/poison resist in that you find it all over the place in varying amounts.
I actually can't remember the last mob that used lots of bleed, but if you're a bleed build bleed resist is useful to mitigate reflected bleeds. Beyond that I honestly don't know.

Last edited by Tycho; 12-16-2017 at 09:38 PM.
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Old 12-16-2017, 10:03 PM
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MortalKombat MortalKombat is offline
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Quote:
Originally Posted by Onmastikon View Post
Probably because I am used to other ARPG settings (D2 & PoE my particular favorites) I am conditioned to find elemental resistances very important, and the others much less so. I'm beginning to think that's a serious mistake in GD. Are elemental resistances actually some of the least important (for the campaign), and aether amongst the most? Or is this just Malmouth?
I am also finding it a lot easier to cap elemental resists than the others, and I am not sure if this is lulling me into a false sense of security.
Would anybody risk listing the resistances in the order of their priority for campaign and crucible?
thanks
If you take AoM content into consideration too, then ALL damage resistances are important. Furthermore, i recommend to overcap resistances by up to 30-40, because certain enemies can reduce them.

Some CC resistances and secondary resistances are quire useless.

Sleep resist is useless. Life and Energy leech resistances, also Petrify resist are kinda useless (helps VS very few non-dangerous enemies).
Trap resist is quite useless, if you can hit from range (cause trap doesnt prevent you from attacking).

For fighting Anasteria, huge overcaps for fire and aether resists are needed (~60) to feel really tanky.

Quote:
Originally Posted by Tycho View Post
I actually can't remember the last mob that used lots of bleed, but if you're a bleed build bleed resist is useful to mitigate reflected bleeds. Beyond that I honestly don't know.
Mosquitos, Ghouls, and many enemies from AoM deal very strong bleed damage.
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Last edited by MortalKombat; 12-16-2017 at 10:06 PM.
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Old 12-17-2017, 04:56 PM
Raven82 Raven82 is offline
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For crucible I overcapped all resists by about 30%. I found it a very steep cost, and could only achieve it in very good gear. But it really makes you a lot more comfortable if a boss gets that -30% to everything debuff on you. There are bosses that do more, but that's the exception.

If you can't afford that you might want to consider your elemental resists for sharzul and valdaran. Aether would be nice for anasteria, but she can easily be kited for a bit if you're in trouble. Vitality is probably a good idea too. I don't think the rest is a big deal, but more is always good.

There are specific nemesis and super bosses out there in the world you can hunt. You can always keep some spare items to increase a specific resist when you face them.
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