[3.14] Flame Golem 101 - Complete Guide To Golemancy, ✔️All Bosses Down, ✔️Necro, ✔️Elementalist

I'm also starting to strongly consider spectre's now as a source of extra damage and maybe even better clear in delves. It looks as though the items I was planning on transitioning into have gotten so insanely expensive that I don't think they will be attainable for me.

Some thoughts from delving so far:

Golem AI (using a Primordial Might) is generally ok. I tend to keep casting ball lightning ahead of me and with well timed congregates (although with the necro convocate cooldown recovery this would feel amazing) there are very few instances where I feel like they are not doing more or less what I would want them to.

Rampage also helps a lot, periodically blowing up a corridor of enemies and increasing movement speed of yourself and golems is nice. However if you carry your stacks to the end of the delve the final fight can sometimes become such an MTX extravaganza that you have literally zero idea exactly what is going on. With a lot of on death stuff and floor degens this can become scary at times. Builds that shatter mobs will feel really nice I expect for this reason plus the CC effect from freeze as a defensive mechanic.

I feel like sustain will become an issue. Not having a good way to recover life from degens / spells when your vaal discipline is down is kinda scary. Again necro with better spellblock would mitigate some of this. Not instantly blowing up the screen is still a little sketchy and you have to go fairly slowly to be "safe". Or conversely really quickly seems to work well too but you won't generate a lot of loot from the delve journey.

Having both blasphemy temp chains and enfeeble means you can typically explore the darkness side zones with the mobs (at least the ones at lvl 100 or so) not really hitting you at all. Having a lot of flare light radius means when you do pop a flare your golems can still target mobs in a decent area around you.

Just again to note, I haven't delved deep yet. I am also on a MF variant and an elementalist so not min-maxed at all. Delves feel fun and surviveable so far but I expect if you are wanting to go to much lower depths that things will start becoming scarier. The inability to kite effectively at times would be worrying along with the lack of regen / leech. Not to say that golems won't get there - just other builds may likely do it quicker and safer.

However it will be very interesting to see how people do optimise for delves with spectre loudouts, gearing and skills. I expect we will see some really cool ideas about how to farm deep or how to farm shallow but quickly.
Last edited by DrHarvey12 on Sep 9, 2018, 6:56:00 AM
"
DrHarvey12 wrote:
I'm also starting to strongly consider spectre's now as a source of extra damage and maybe even better clear in delves. It looks as though the items I was planning on transitioning into have gotten so insanely expensive that I don't think they will be attainable for me.

Some thoughts from delving so far:

Golem AI (using a Primordial Might) is generally ok. I tend to keep casting ball lightning ahead of me and with well timed congregates (although with the necro convocate cooldown recovery this would feel amazing) there are very few instances where I feel like they are not doing more or less what I would want them to.

Rampage also helps a lot, periodically blowing up a corridor of enemies and increasing movement speed of yourself and golems is nice. However if you carry your stacks to the end of the delve the final fight can sometimes become such an MTX extravaganza that you have literally zero idea exactly what is going on. With a lot of on death stuff and floor degens this can become scary at times. Builds that shatter mobs will feel really nice I expect for this reason plus the CC effect from freeze as a defensive mechanic.

I feel like sustain will become an issue. Not having a good way to recover life from degens / spells when your vaal discipline is down is kinda scary. Again necro with better spellblock would mitigate some of this. Not instantly blowing up the screen is still a little sketchy and you have to go fairly slowly to be "safe". Or conversely really quickly seems to work well too but you won't generate a lot of loot from the delve journey.

Having both blasphemy temp chains and enfeeble means you can typically explore the darkness side zones with the mobs (at least the ones at lvl 100 or so) not really hitting you at all. Having a lot of flare light radius means when you do pop a flare your golems can still target mobs in a decent area around you.

Just again to note, I haven't delved deep yet. I am also on a MF variant and an elementalist so not min-maxed at all. Delves feel fun and surviveable so far but I expect if you are wanting to go to much lower depths that things will start becoming scarier. The inability to kite effectively at times would be worrying along with the lack of regen / leech. Not to say that golems won't get there - just other builds may likely do it quicker and safer.

However it will be very interesting to see how people do optimise for delves with spectre loudouts, gearing and skills. I expect we will see some really cool ideas about how to farm deep or how to farm shallow but quickly.


Agree with you degen is problem, but it's common problem for all builds and characters, not just this build. With 75% dark resis, I can go in dark quite comfort, but if we stay too long in dark, the stack increased then your HP decreased so quick. That why we need use flares. If you want delving safe and don't care about degen, I think you should do some RF build.
"
Igorius wrote:
what is the best gem setup(6L) for the pure golem(with the neck) build?


Hello :)

For pure Golems I would use Controlled Destruction or Elemental Focus over Combustion. There are no other minions that would benefit from the fire res debuff.

My choice would be :
Golem -> Empower -> Gmp -> Minion Damage -> Echo -> Controlled Destruction


"
Absolutely love the build and the guild, thanks!


Thanks for support! ^^


"
Hi, im planning to go occultist, with 1 clayshaper and primordial chain.
Main aim of the build will be to clear high tier maps safely.

7 flame golems, blasphemy temporal chains and enfeeble.


Will the vertex + 2 curses in them be the best in slot for helmet?
Which boots do you recommend to use?

Check my delve character.


Hey :)

I would run 5 Flame Golems + 1 Ice + 1 Lightning myself for the harmony damage bonus. Best place to put Ice and Light are "chance to blind" rare shaper gloves with link :
Ice Golems -> Lightning Golem -> Ball Lightning -> Gmp.

This way Golems and your Ball Light will keep bosses perma blinded.

Vertex + 2x curses is sure choice as it was old default setup to get +1 for Enhance with low cost. Can highly recommend it if you have already 6 link armor for Golems.

For boots I recommend any rares with high ES, movement speed and resistances.

Generally good stats for gear is :

- Rings (40+ ES, 40+ HP, resistances)
- (Crystal) belt (110+ ES, 40+ HP, resistances)
- Gloves (40+ ES, 40+ HP, resistances)
- Boots (100+ ES, 40+ HP, resistances, 20% movement)

You can swap Rathpith to any higher EHP (HP + ES) Shield that you can find as Occultist can't use Bone Offering and its better to get EHP bonus from shield rather than get small block bonus.


"
Now I need the approximate dps value of 4l Spectre power.

Proportions are still base 100 dps for FG.

I want to compare Primordial Chain (5+1+1+1+1) against Spectre mix (4+1+1 +3 spectres). Considering we have 4 Harmonies. Now...

With Primordial Chain our base FG has 65 (-35% less dps), but we have 5 different golems (Harmony boost) and 5 FG. Approximately it gives us 1600 dps.

With Spectres (which value is crucial to compare) out FG starts with 100, but we only have 4+1+1 and the final value would be around 1300. Still we have to add Spectres and that's my problem...

How can we compare Spectre strength with FG? I'm pretty sure that Spectres from red map has bigger potential, but they're not affected by our jewels and while Elementalist the lack of 100% increased damage is a huge loss (but in the other hand if we're not Elemntalist getting into 6 golems is impossible anyway without the Chain). Even if our 4L Spectre has similar power to 5L-6L FG, that makes things equal (+our golems have more life, which seemed to be a problem for me on more rippy maps, when my golems start to die). You say that TV are good for bosses, but to be honest I didn't feel that my golem army lacked dps against bosses. If Spectre from high tier maps are much better than golems (which as I say from the start - is completely unknown for me), than it's better to have specters, especially if we're Necromancer, otherwise we don't need them.


"
I'm also starting to strongly consider spectre's now as a source of extra damage and maybe even better clear in delves. It looks as though the items I was planning on transitioning into have gotten so insanely expensive that I don't think they will be attainable for me.

Some thoughts from delving so far:

Golem AI (using a Primordial Might) is generally ok. I tend to keep casting ball lightning ahead of me and with well timed congregates (although with the necro convocate cooldown recovery this would feel amazing) there are very few instances where I feel like they are not doing more or less what I would want them to.

Rampage also helps a lot, periodically blowing up a corridor of enemies and increasing movement speed of yourself and golems is nice. However if you carry your stacks to the end of the delve the final fight can sometimes become such an MTX extravaganza that you have literally zero idea exactly what is going on. With a lot of on death stuff and floor degens this can become scary at times. Builds that shatter mobs will feel really nice I expect for this reason plus the CC effect from freeze as a defensive mechanic.

I feel like sustain will become an issue. Not having a good way to recover life from degens / spells when your vaal discipline is down is kinda scary. Again necro with better spellblock would mitigate some of this. Not instantly blowing up the screen is still a little sketchy and you have to go fairly slowly to be "safe". Or conversely really quickly seems to work well too but you won't generate a lot of loot from the delve journey.

Having both blasphemy temp chains and enfeeble means you can typically explore the darkness side zones with the mobs (at least the ones at lvl 100 or so) not really hitting you at all. Having a lot of flare light radius means when you do pop a flare your golems can still target mobs in a decent area around you.

Just again to note, I haven't delved deep yet. I am also on a MF variant and an elementalist so not min-maxed at all. Delves feel fun and surviveable so far but I expect if you are wanting to go to much lower depths that things will start becoming scarier. The inability to kite effectively at times would be worrying along with the lack of regen / leech. Not to say that golems won't get there - just other builds may likely do it quicker and safer.

However it will be very interesting to see how people do optimise for delves with spectre loudouts, gearing and skills. I expect we will see some really cool ideas about how to farm deep or how to farm shallow but quickly.


"
Agree with you degen is problem, but it's common problem for all builds and characters, not just this build. With 75% dark resis, I can go in dark quite comfort, but if we stay too long in dark, the stack increased then your HP decreased so quick. That why we need use flares. If you want delving safe and don't care about degen, I think you should do some RF build.


Hi :)

For Elementalist, Specs are not the most important thing especially if you are not running them in 6-7 link helmet. However, even with 4 link, they add -24% fire res debuff to mobs, boost Golems damage and still have decent damage on their own.

I would say that TV Specs with 6-7 link will be doing more total DPS than added Golems even with Elementalist, but I can't give any numbers to back this up as Specs DPS is hidden. With Necro, TVs are doing about 50% of boss damage or even more, so I would certainly run them if there are any boss fights that have to end quickly in Delves.

I have cleaned Delves so far following the cart as far back as possible and casting Storm Burst in front to keep minions in front drawing all aggro. It's not the fasters way, but has been very safe so far as Temp Chains prevents most mobs hitting me.

High level delves will most likely need tweaks, but I have not yet reached lvl 100 with low-tier gear and I'm dirt poor, so first tweaks will come form players most likely.

One very likely boost for Delves is to run Solar Guards instead of TVs with 1x "Unending Hunger". SGs have huge clear speed and their cast speed is not capped. With Victario's Charity, Unending Hunger, soul weaver and 6-7 link helmet they annihilated incursion mobs extremely fast.

For extra degen protection you can try stuff like taking extra regen nodes from "Growth and Decay".

This is purely theoretical idea :
- Unearth -> GMP -> Echo
- Spirit Offering

This should give you access to huge numbers of corpses and "Spirit Offering" with "Mistress Of Sacrifice" should be giving you ES when you cast it. No idea how well it works, but one HC player ran similar setup with hes variant.
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
Last edited by mika2salo on Sep 9, 2018, 3:38:31 PM
Thanks for the reply La_D. I've made sure to have my darkness res capped which is one of the reasons I am still only around delve lvl 100. I have start ed upgrading flares light radius now too and feel much safer going into the darkness to search for fossils. There is some nasty blue floor degens I think - maybe the weta's cast it on death. Anyway, there seems to be quite a few degens which just keep your shield from recharging and eventually you will take a few ranged hits or hits from spells which is when things get scary really quickly. Careful positioning is definitely key but as I mention with flame golem balls going everywhere and rampage stacks popping off it can sometimes be VERY difficult to see what you are standing on. I really try to stay way outside the fights now and just let the golems kill everything almost a screen away. I guess Primordial Might is REALLY useful here.

Thx Mika.

Yeah, I would probably be looking to get TV's in some kind of 6-link setup although I guess one link would need to be minion life. So some kind of insane 7-link helm with like minion life, minion damage and burning damage. I bet that's cheap XD. Likewise I guess I could put the golems in a helm with minion damage + conc effect and maybe +2 minion gems and then have the specs in my chest 6-linked.

Would you even bother with an unending hunger for the TV's? I guess not since they will only really come into play when you are standing still which should never really be the case outside of a boss scenario.

For Solarguards how well would they do with just the unending hunger and no other minion damage jewels? I would probably look to get them the resists on the tree plus the minion damage close by but not too much else. That way I am only losing a single harmony but potentially adding 3 spectres which has to be an overall damage buff. Unless they are just dying all the time of course. Just to clarify this will all be on elementalist. I decided I want to stick with it and just run the 4+1+1 golem setup plus something to help out a little if it is worthwhile. I pretty much want to keep an ES shield for myself as I am currently way more concerned with me not dying than losing some damage off my golems.
Hi, the level of FG only increased life, not their damage right?
But with harmony, the golem's regen is high so I think they couldn't die.
So for DPS boots I think choose the setup 4b1r1g is better, also the SoTL is cheaper.
What you think?
"
La_D wrote:
Hi, the level of FG only increased life, not their damage right?


I think it might be both. Mika mentions in the gems section that flame golems gain damage and life per level and is "the most important stat".

After giving up on my extremely tanky build I am now thinking I might try the slow everything to a crawl build.

Just picked these up:



Do you think it is worth going for the Fenumus chest to get the increased area of effect as well? The 10% less damage dealt by enemies and the -10 resistances seem fairly good and it has a reasonable amount of ES. Plus it's cheap!!

Still planning on keeping the blasph temp chains and enfeeble. They seem so good together! May have to drop Discipline which I know seems fairly dumb but having the delve mobs deal 30% less damage seems better than an extra 1000 ES.
"
La_D wrote:
Hi, the level of FG only increased life, not their damage right?
But with harmony, the golem's regen is high so I think they couldn't die.
So for DPS boots I think choose the setup 4b1r1g is better, also the SoTL is cheaper.
What you think?


It increases DPS as well. Flat, like Arc for example, so the difference is actually major.

Skin of the Loyal is too expensive if you want proper colors. Currently around 5ex. I guess the only option is to go for RRRBBG and try fire penetration or just stick with good es 6l, which is less than 1ex if you're lucky and could be deadly as well (still +5 or more to FG level feels like a much powerful build).
Last edited by Gosen on Sep 10, 2018, 2:46:41 PM
"
DrHarvey12 wrote:
Thanks for the reply La_D. I've made sure to have my darkness res capped which is one of the reasons I am still only around delve lvl 100. I have start ed upgrading flares light radius now too and feel much safer going into the darkness to search for fossils. There is some nasty blue floor degens I think - maybe the weta's cast it on death. Anyway, there seems to be quite a few degens which just keep your shield from recharging and eventually you will take a few ranged hits or hits from spells which is when things get scary really quickly. Careful positioning is definitely key but as I mention with flame golem balls going everywhere and rampage stacks popping off it can sometimes be VERY difficult to see what you are standing on. I really try to stay way outside the fights now and just let the golems kill everything almost a screen away. I guess Primordial Might is REALLY useful here.

Thx Mika.

Yeah, I would probably be looking to get TV's in some kind of 6-link setup although I guess one link would need to be minion life. So some kind of insane 7-link helm with like minion life, minion damage and burning damage. I bet that's cheap XD. Likewise I guess I could put the golems in a helm with minion damage + conc effect and maybe +2 minion gems and then have the specs in my chest 6-linked.

Would you even bother with an unending hunger for the TV's? I guess not since they will only really come into play when you are standing still which should never really be the case outside of a boss scenario.

For Solarguards how well would they do with just the unending hunger and no other minion damage jewels? I would probably look to get them the resists on the tree plus the minion damage close by but not too much else. That way I am only losing a single harmony but potentially adding 3 spectres which has to be an overall damage buff. Unless they are just dying all the time of course. Just to clarify this will all be on elementalist. I decided I want to stick with it and just run the 4+1+1 golem setup plus something to help out a little if it is worthwhile. I pretty much want to keep an ES shield for myself as I am currently way more concerned with me not dying than losing some damage off my golems.


Hello :)

I'm currently running Flame Golems in pseudo 6-link helmet and Lightning and Ice Golems in 4 link ES armor as I don't have currency for Anima Stone or 6-link armor. Setup works ok, as i'm still using new amulet as Elementalist and can't use extra minions anyway.

TV Specs don't get almost anything out of "Unending Hunger". FGs are stealing all the kills from them as TVs have to kill with damage over time.

However it's great for Solar Guards. Not sure however how much damage even 6-7 link SGs will do with Elementalist, as TVs have maximal DPS form all Specs and I have used solely them for non-Necro Ascandancies.

If you want to increase survival, I would boost Temporal Chains effect as high as possible. I have almost no problems in Delves, after I invested heavily in Temp Chains range and Effect even while having mediocre gear.

You might also want to test Specs as pure tanks / aggro drawing. Kitava's Heralds are excellent tanks as they jumps straight in to fight and have huge life total. They even partly do fire damage, so they work with EE nicely. IF you link them with minions life and minions res, they should be pretty much immortal even with Elementalist.


"
Hi, the level of FG only increased life, not their damage right?
But with harmony, the golem's regen is high so I think they couldn't die.
So for DPS boots I think choose the setup 4b1r1g is better, also the SoTL is cheaper.
What you think?


"
I think it might be both. Mika mentions in the gems section that flame golems gain damage and life per level and is "the most important stat".

After giving up on my extremely tanky build I am now thinking I might try the slow everything to a crawl build.

Just picked these up:

Do you think it is worth going for the Fenumus chest to get the increased area of effect as well? The 10% less damage dealt by enemies and the -10 resistances seem fairly good and it has a reasonable amount of ES. Plus it's cheap!!

Still planning on keeping the blasph temp chains and enfeeble. They seem so good together! May have to drop Discipline which I know seems fairly dumb but having the delve mobs deal 30% less damage seems better than an extra 1000 ES.


"
It increases DPS as well. Flat, like Arc for example, so the difference is actually major.

Skin of the Loyal is too expensive if you want proper colors. Currently around 5ex. I guess the only option is to go for RRRBBG and try fire penetration or just stick with good es 6l, which is less than 1ex if you're lucky and could be deadly as well (still +5 or more to FG level feels like a much powerful build).


Hi :)

Yep, Flame Golems get both DPS and HP from levels. If you scroll to lower part of :
https://pathofexile.gamepedia.com/Summon_Flame_Golem
you will find another table with data called "Monster stats". This is actual total of damage and HP per Golems level.

Each level will add about 10% more DPS and HP to Golems, and the partition gets bigger at higher levels.

If you wan to go slow / debuff enemies down you can add several effects :
- Blind (From gem, Shaper gloves or abyssal jewel)
- Maim (gem)
- Hinder (Animate Guardian or abyssal jewel)
- Temporal Chains (Curse)
- Enfeeble (Curse)

I would only go for rare item which grants "Aspect of Spider". While its good, Temporal Chains or other curse is much stronger. If you go for mana reduction nodes below Shadow, and have Enlightenment preferably in +1 level item you can run Discipline (Enlightenment), Temp Chains (Enhance), Ele Weak (Enhance), Aspect of the Spider all together.

https://pastebin.com/TZyvyW3b

Here's Pob of setup to run all curses with Enhance, Discipline and Aspect Of Spider. You are basically trading 2x Jewels or minion nodes from far-left for ASpect. You can setup as many debuffs as you want with Abyssal Jewels as you want. Items with Abyssal sockets are good for extra debuffs as they wont eat Harmony sockets that way.

Spider chest looks decent if you can get it 6 linked.

For Sotl, you can go for 2r2g2b (Golem -> Empower -> GMP -> Slower Proj -> Minion damage -> Echo). It has 20% less damage than best colors, but costs much less.



UPDATE

Golemancer guild is recruiting again after we got handsome donation from guild member \o/
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
Last edited by mika2salo on Sep 11, 2018, 3:51:14 AM
Hi. Got a quick question.
I switched from Necromancer to Occulltist and it feels much tankier for now :) The Question is does the %ES recovery speed from Watchers Eye or from Shaper Belt affect the Occulltist Ascendary which gives him 1%Es Recovery per killed enemy recently. Meaning if i got the max recovery at 30% does Watcher eye and the belt can get this to like 50% or something or does is has no effect? Thanks for help :)

Edit: Saw you got some more space in your guild. Would love to join so :)
Ingamename @Legollinchen @Helloshity
Last edited by DaChefkoch on Sep 11, 2018, 6:03:22 AM
Hey Miko :)

Can I join ur guild? Last 2 leagues I'm playing golenomancer and don't think I will switch her for anything else.

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