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

Does Vaal Impurity of Fire's temporary Aura reduce mobs Fire resistance for our Golems too? Or only for our damage?

And have you guys ever thought of Atziri's Reflection
Golden Buckler
as shield option for this build?
Increased curse effect, all res and curse immunity looks good!
"
camadas wrote:
First I would like to say at lvl 90 with this build and LOVE IT!!! :D

But I have one question, I like to have the Convocation at hand, to cast when I need, so what good alternative could we have for the Cast When damage taken ?!


I self cast convocation as well, in place of CwDT I use zombies as a meat shield. They've done well up till deep delves(500ish)
"
camadas wrote:
First I would like to say at lvl 90 with this build and LOVE IT!!! :D

But I have one question, I like to have the Convocation at hand, to cast when I need, so what good alternative could we have for the Cast When damage taken ?!


"
I self cast convocation as well, in place of CwDT I use zombies as a meat shield. They've done well up till deep delves(500ish)


Thanks for support ^^

Immortal Call is usually pretty popular in CWDT setups as well. Other good options are Tempest Shield and Frost Wall

sumfight -> Your Zombies are very tanky if they can survive in depth 500 single link. My Zombies usually die in t13+ boss fights.


"
Does Vaal Impurity of Fire's temporary Aura reduce mobs Fire resistance for our Golems too? Or only for our damage?

And have you guys ever thought of Atziri's Reflection
Golden Buckler as shield option for this build?
Increased curse effect, all res and curse immunity looks good!


Hi :)

I think that Vaal Impurity of Fire has global debuff effect, so minions will get boosted damage as well.

Someone actually tested Atziri's Reflection with this build and was not using Necromantic Aegis. He said it was pretty nice utility shield and made map curses totally trivial. I would gladly consider using it as guides default shield if it didn't cost so much.
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
"sumfight -> Your Zombies are very tanky if they can survive in depth 500 single link. My Zombies usually die in t13+ boss fights."

Oh, they die left and right in those delve depths, summon them multiple times during the end fights. I just feel like having them gives more distractions away from me. I also used to keep them up for the porky pine guys(in maps), but since going Occ they have not really been a threat.

Fought a harbinger in depths 500 some with around 70 quant. First time all three specs died in delve, was surprised. Also up to three times in a row deathless uber elder, I think he is just like shaper, more about knowing the fight than anything.

One more zombie thing, when I see how fast their hp is taken down by elemental stuff, it makes me appreciate that minion and totem elemental gem in the spec setup so much more.
Hi Mika,
I found myself not using the Winter Orb/CwC setup for maybe 80% of my mapping as I was wiping everything without it just fine, and in boss fights I didn't like staying in one spot too long, so I'm trying a Vaal Cold Snap linked to CwDT to proc EE. As far as I can tell only the initial hit of Cold Snap procs EE, not the DoT, but it should last 5 seconds which is is longer than Cold Snap's cooldown.
+ Even more hands off than your version
+ Cold Snap generates frenzy charges
+ IC+ID included
- Relies on me taking damage
- Unable to "focus" minions on a target
Could I get your opinion on my current gem setup, and anything obvious I may have overlooked? I'm still fairly new to this game and don't have a firm grasp on all the mechanics yet.
(The zombies aren't really core to it, I just saw another poster mention it and thought it would be fun to try. More minions = more fun.
I have a level 20 Desecrate I swap in when I need to summon high level spectres.)

Maybe I'm misunderstanding PoB but in an earlier post you said the +3 levels to socketed minion gems in helm doesn't make much difference to spectre damage, but I get 50% more damage (and about 40% more life) when I raise their level from 21 -> 24. Bear in mind it also raises the level of the Minion and Totem Resistances gem by 3 levels.

Cheers
Last edited by JimmyRuzzle on Jan 16, 2019, 2:00:33 PM
Did some testing in PoB:

With +2 corrupted Chest, "Concentrated Effect" in 6-Link gives better overall (Golems+Spectre) damage than "Combustion", even in Boss Fights.

This also leads to faster mapping.


One more thing:

Have you ever thought of Unnatural Instinct Jewel in passive tree?

Do you have suggestions where it would be most useful?

:)
Last edited by Dan_Rey on Jan 16, 2019, 5:59:41 PM
Thanks for build Mika, just hit lvl 100 with it
"
sumfight wrote:
"sumfight -> Your Zombies are very tanky if they can survive in depth 500 single link. My Zombies usually die in t13+ boss fights."

Oh, they die left and right in those delve depths, summon them multiple times during the end fights. I just feel like having them gives more distractions away from me. I also used to keep them up for the porky pine guys(in maps), but since going Occ they have not really been a threat.

Fought a harbinger in depths 500 some with around 70 quant. First time all three specs died in delve, was surprised. Also up to three times in a row deathless uber elder, I think he is just like shaper, more about knowing the fight than anything.

One more zombie thing, when I see how fast their hp is taken down by elemental stuff, it makes me appreciate that minion and totem elemental gem in the spec setup so much more.


Hello :)

You don't seem to use have minion life support in helmet. With Occultist this drops TV Specs life by a lot and they start to die in endgame bosses.

If you find helmet with minion life, you can also replace Elemental Focus in helmet with zombies. This way zombies will get minion life, damage and resistance and become much tanker. This however drops TVs damage, so it's useful mostly in pack clearing.


"
Hi Mika,
I found myself not using the Winter Orb/CwC setup for maybe 80% of my mapping as I was wiping everything without it just fine, and in boss fights I didn't like staying in one spot too long, so I'm trying a Vaal Cold Snap linked to CwDT to proc EE. As far as I can tell only the initial hit of Cold Snap procs EE, not the DoT, but it should last 5 seconds which is is longer than Cold Snap's cooldown.
+ Even more hands off than your version
+ Cold Snap generates frenzy charges
+ IC+ID included
- Relies on me taking damage
- Unable to "focus" minions on a target
Could I get your opinion on my current gem setup, and anything obvious I may have overlooked? I'm still fairly new to this game and don't have a firm grasp on all the mechanics yet.
(The zombies aren't really core to it, I just saw another poster mention it and thought it would be fun to try. More minions = more fun.
I have a level 20 Desecrate I swap in when I need to summon high level spectres.)

Maybe I'm misunderstanding PoB but in an earlier post you said the +3 levels to socketed minion gems in helm doesn't make much difference to spectre damage, but I get 50% more damage (and about 40% more life) when I raise their level from 21 -> 24. Bear in mind it also raises the level of the Minion and Totem Resistances gem by 3 levels.

Cheers


Hi :)

I haven't used the reworked cold snap yet, but tested the old one much earlier. Problem with it was that build doesn't take any increased area of effect nodes, so the snaps area is quite small.

Also when you really want to use EE (at boss) you don't also want to be hit by boss at all which prevents keeping EE active. CWDT triggers at trash mobs constantly, but they die very fast anyway.

If you really want to have auto EE function, you can use "Malachai's Artifice" ring and place Lightning Golem, or AG with elemental dealing weapon in it as the minion will have EE then. The ring however has terrible defensive stats.

Some possible upgrades could be :
- Upgrade Flame Golems 20/20 to 21/0 (level matters more than quality)
- Desecrate and Offering cant be in same CWDT (GGG netcode is so bad and both gems trigger almost instantly at server side. Client checks if there are corpses for offering to consume. However at that point desecrate has not yet created the corpses as the after effect (creating the corpses) is on the stack even if it triggered first and nothing happens)
- "Vengeance hold" ring has no ES, could use upgrade
- Shield has no 8% ele res line anymore, so zombies have 55% base res now. It works with Necro as you have 20% ele res aura, but keep in mind if you switch to other Ascendancies.
- Zealot's Oath is great defensively, but can make chaos damage extra dangerous as you have no regen to slow chaos DOT down. Maps with desecrated ground can also be annoying.
- If you are using AG with Dying Breath, you can drop 10% curse effect near whispers of Doom when you get Enhance 4. It caps with just Skittering Runes.

Overall good looking setup and high level :)

About the Specter levels, I have to say that I'm pretty confused about it myself. "Raise Spectre" gem in wiki says that each level only adds 2% more damage, life and energy shield which is not lot. However when I raise Gems level in PoB, I get massive DPS boost.

I guess this has something to do with Specter levels that PoB calculates that we are using more than actual gem level. If I Import my char, I get 250k DPS per Spec per totem. If I set Spec level manually to 84, which is Shaper Realm I get almost 500k DPS per spec per totem. Not even sure which is right as I don't know what is PoBs default Spec level when using 21/20 raise Spec.

"
Did some testing in PoB:

With +2 corrupted Chest, "Concentrated Effect" in 6-Link gives better overall (Golems+Spectre) damage than "Combustion", even in Boss Fights.

This also leads to faster mapping.

One more thing:

Have you ever thought of Unnatural Instinct Jewel in passive tree?

Do you have suggestions where it would be most useful?

:)


Hey :)

I tested gems quickly with Pob and my Golems damage raised from 190k to 210k. This is nice but not huge boost to DPS. However Tukohamas DPS dropped by a lot as they lose the -20% fire res debuff. Conc Effect also doesn't affect Golems skill immolate at all, so at least 1/3 of attacks wont get benefit from it.

Unnatural Instinct is great for attacking / casting builds as they can get huge benefits from Scion wheel with it. Summoners get some benefits but it's up to own taste if they are worth it.

Scion right gives 9% movement speed, minion block and some life.

Scion left gives Curse Effect, skill duration, HP regen, 26% area of effect. This seems most useful.

Far left you get lots of Hp / ES nodes.

Down right you get get "Charisma".

"
Thanks for build Mika, just hit lvl 100 with it


\o/ Wow, huge Gz!! \o/
I think this might be the hardest league anyone has reached lvl 100 thanks to Syncidates.

Welcome to the Hall of Fame ;)



UPDATE

"Maaddness" is now 12th player to reach lvl 100 with this build!
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
Last edited by mika2salo on Jan 17, 2019, 6:12:33 AM
"
mika2salo wrote:
- Desecrate and Offering cant be in same CWDT (GGG netcode is so bad and both gems trigger almost instantly at server side. Client checks if there are corpses for offering to consume. However at that point desecrate has not yet created the corpses as the after effect (creating the corpses) is on the stack even if it triggered first and nothing happens)



Key is to use 2 Cwdt setups, one LvL 1 Cwdt link with desecrate in it, the other is a Cwdt LvL2 with Offering. This way they proc after each other and it works fine. I'm using the same atm, together with Atziri's Reflection Buckler.

"
mika2salo wrote:

Hey :)

I tested gems quickly with Pob and my Golems damage raised from 190k to 210k. This is nice but not huge boost to DPS. However Tukohamas DPS dropped by a lot as they lose the -20% fire res debuff. Conc Effect also doesn't affect Golems skill immolate at all, so at least 1/3 of attacks wont get benefit from it.


Well, you mustn't forget that we usually have 4 Golem and only 3 Spectre (if not using Vis Mortis) so golem DPS has to be multiplied with 4 whereas Spectre's with 3 only. Besides fire res debuff has some diminishing returns I think.

Immolate is the least important skill since it has most cooldown and does the least damage. Flame Wave and Magma Ball is what we should focus on I guess.

On paper my calcs look like this in PoB:

Concentrated Effect (in Golem 6-Link):

Flame Golem
Magma Ball (DPS): 175,5k (+16k ignite)
Flame Wave (DPS): 175,5k (+11k ignite)

average multiplied by 4 => 756k Golem dps

Spectre:
TV, Scorching Ray Totem (stage 24) : 160k

multiplied by 3 => 480k Spectre dps

Concentrated Effect Gem total dps (4 Golem + 3 Spectre) = 1,236k DPS


Combustion (in Golem 6-Link):

Flame Golem
Magma Ball (DPS): 160k (+18,5k ignite)
Flame Wave (DPS): 161k (+13k ignite)

average multiplied by 4 => 705k Golem dps

Spectre:
TV, Scorching Ray Totem (stage 24) : 174k

multiplied by 3 => 522k Spectre dps


Combustion Gem total dps (4 Golem + 3 Spectre) = 1,227k DPS


Numbers are even more in favour of Concentrated effect when using Victario's Charity with Necromantic Aegis.
Last edited by Dan_Rey on Jan 17, 2019, 6:14:27 PM
Would you guys recommend straight up buying a +2 SoTL or trying my luck with corruptions because I have been looking for one for the past few days and have not seen one posted in poe.trade :/

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