Piercing the heart of the fallen city.
You’d think that it’d be difficult to lay siege to an entire city, but it’s actually quite easy if you strategically strike from the sewers like a demented psychotic rat with murderous intent. A demented psychotic rat that binds the recently deceased to unholy servitude, that befriends cannibals, and can seemingly do the impossible. As the militia have been hiding in the tunnels beneath the city waiting for my Cabalist to arrive. Apparently they suffered heavy losses when attempting to cull the twisted nightmarish beasts of the Steelcap District, but I’d wager that they didn’t try melting everything with acid.
It works more often than not for my Cabalist.
If only the opposition understood this simple concept. Instead they had to rely on (much deadlier) Aether and Vitality damage which rapidly depleted her health, but she has the advantage of nearly limitless healing. So no matter how many times they’d beat her down she’d just get back up again.
That said, if the opposition were able to heal themselves that would be terrifying. So I’m glad that they can’t. Nor will ever be able to. Which is why the people of Cairn will triumph over any opposition, as they’ve got an unfair advantage and the outcome is predetermined with the rest being just a formality. Which is a truth that extends beyond video games. I’m just glad that I don’t need to wage an endless war to secure that promotion. I just need to realise that due to working hard and taking pride in my work that I’ll never be considered for it. At least in a post-apocalyptic society such trivial concerns have long been abandoned, and instead we’re concerned with real issues like whether we’ll be eaten in the night by wolves. Or swallowed up by a Chthonic Rift when climbing mountains. These are the things that keep me awake at night.
I was reunited with an old friend in the grotesque landscape of the Fleshworks, though. So that was nice. It was actually the highlight of my evening as I unlocked an achievement by defeating them once more. Another that my Warder seemingly missed, which is making me wonder how he managed to miss all of these areas and bosses. I suppose that they could have been added by recent updates. But I’ve found no evidence to suggest that. My only other assumption is that, due to my Cabalist experiencing the revised main campaign, she has more resources or recipes than he had at the time.
However, that doesn’t explain missing the bosses.
Not that it hasn’t been fun uncovering new locations, bosses, and quests with this character. That’s always refreshing. There are more quests to uncover, too. Some require allegiance to (or better standing with) certain factions, and will likely become available in either Elite or Ultimate difficulty.
Unless I want to grind reputation with various factions and have them available in Normal difficulty. Which I don’t necessarily want to do. The faction mechanics are one of my favourite things about Grim Dawn, but I don’t see a reason to try and rush them. I’ll be experiencing the main campaign at least twice more if I want to complete every difficulty level. So I may as well passively earn the reputation. It’s not like the faction rewards would be useful even if I did grind the reputation, as I’d need to be of a much higher level to use them. I’ve greatly enjoyed playing (and writing about) this character build, though. I’ve been inspired by the experience and can apply much of what I’ve learned to other character builds, which couldn’t possibly manifest as a several hundred hour investment into Grim Dawn. That’d be ludicrous.
Have a nice week, all!