Wreathed in walking bones.
I’ve always been fond of the idea of Raise Skeleton for this build. However, due to the limited quantity of skill points, it’s not possible to invest in Raise Skeleton without diluting everything else. Unless I substitute one skill for another. Which is why I decided to substitute Curse of Frailty for Raise Skeleton, as I would prefer to have more pets to distract enemies. So that I don’t get surrounded and consequently murdered. It offers some reasonably decent synergy with Blood of Dreeg, too. Not only does it provide a significant chunk of retaliation damage, but it helps to keep the skeletons alive.
Given that skeletons (as you would expect) are fragile.
Immediately investing in the Undead Legion modifier meant that I have six skeletons available. So, in total, that makes seven pets with the Blight Fiend. With that number Bonds of Bysmiel becomes more attractive. However, I’d need to substitute another skill to invest in Bonds of Bysmiel and it just isn’t worth it.
My pets have never really been designed to deal damage. They’re designed to draw attention away from me. Which they would do better with more health and higher damage, but the damage potential that I would lose with that investment is not worth them surviving a few seconds longer. Given that later difficulty levels will significantly reduce their survivability. Having the extra distractions does help, though. Especially when you consider that the higher levels of Raise Skeleton offer more powerful skeletons, which means I’ve got skeletons firing crossbows and spells at enemies. I suppose that I could consider whether Bonds of Bysmiel is worthwhile at a later date. I might be inclined to substitute something if I find that my pets are dying too frequently. Or I may just substitute Raise Skeleton for something else.
The warm sands of the Korvan Basin have been about as forgiving as I expected they’d be. It’s not necessarily difficult content, but it is very tightly scaling to my character level with some enemies being five levels higher than me. I’ve narrowly avoided death on a few occasions, too. I’m not sure if this is indicative of what I should expect in Act 2, or if Act 2 will be slightly easier as it may not scale to my level. I’m not really sure what does and doesn’t scale to your level these days. That said, I’ve had a lot of fun with the content and I suppose that this confirms it can be done with a freshly built character.
Not that I’m likely to proceed out of sequence again.
I didn’t really consider that the rewards for the factions in the Forgotten Gods would be useless to me. For the time being at least. As they all require you to be Lvl 65-90, which wasn’t a concern for my (higher level) Warder but isn’t really benefiting my (lower level) Cabalist. I’ll be back to purchase them later on, though.
That said, proceeding out of sequence did highlight the surprisingly complex nature of dialogue in Grim Dawn. There are several interactions which are altered (or entirely absent), as this character has not yet met those factions and has no relationship with them in any way. In particular there was a group of refugees which my Warder could threaten or kill due to his faction alignment. But my Cabalist doesn’t have anything to say to them because she doesn’t know them. Nor is she aligned with an opposing faction. It’s a small yet satisfying alteration, and makes sense as it could potentially sway your allegiance if this content presented factions in a certain way. Whereas the lack of an interaction means you’ll make the natural choice when the time comes. Which is how things should be.
Have a nice weekend, all!