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

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mika2salo wrote:


The new wand is very welcome addition to the game. However, unless we see +1 Golem, I don't think it's possible to drop clayshaper and go from 4x -> 3x Flame Golems as this would seriously slow clear-speed.

If we get +1 Golems, it's time to say goodbye to Clayshaper.


but we have new node in tree with +1 golem.
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DoBoMi21 wrote:

Edit: Just got an Exalted Orb, so I guess I will rush for the jewel passives to get golems asap :D


Your CWDT should stay at lvl 1 (yours is lvl 4 ...) ;)
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Besovskii wrote:
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mika2salo wrote:


The new wand is very welcome addition to the game. However, unless we see +1 Golem, I don't think it's possible to drop clayshaper and go from 4x -> 3x Flame Golems as this would seriously slow clear-speed.

If we get +1 Golems, it's time to say goodbye to Clayshaper.


but we have new node in tree with +1 golem.


Hey :)

Valid point. Going from 4->5 Golems is only 20% increase in Golem total damage, and it can be beat with pretty mediocre stats on a stick. Let's hope that Specs will scale better with level, and we have some serious buffs coming up!

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Your CWDT should stay at lvl 1 (yours is lvl 4 ...) ;)


Hi :)

Good catch! I can also recommend keeping CWDT at level 1, as linked gems don't really scale much with few added levels and you want them to trigger as soon as possible.
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
Last edited by mika2salo on Aug 26, 2019, 7:51:24 PM
I'm definitely looking forward to the Necro ascendancy rework. Ofc, that's assuming that the ascendancy actually receives some buffs! I don't think any of us would be particularly happy if the Necro receives the kind of changes that either Elementalist or Occultist received recently!!!!!!

I'd be very happy if they just added +1 Golem summon to the Necro Invoker notable. Would seem to fit in thematically with the regen and generic damage it gives. I even wonder if this could be the "notable" that gives +1 golem. It might not actually be on the passive tree; unless the ascendancy "notables" aren't actually called "passive notables"???

I would be amazed if the convoking wands will give +1 golems / spectres as an option.

I think they mention there are 8 minion rolls of which we've seen 3:

1. + Level of minion skills
2. Inc Minion movement speed
3. Inc Minion Damage

I feel it reasonable to assume the below will be another three in all likelihood:

4. Inc Minion Attack / Cast Speed
5. Inc Minion Skill Effect Duration
6. Inc Minion Max Life

And then we come to other possibilities:

7. Inc Minion Accuracy Rating
8. Inc Minion Ele Resistances
9. Minion Life Regen
10. +1 Skeletons / +1 Zombie Summon Limit

I think it's fairly easy to have 8 minion rolls without having +1 spectre / +1 golem although it might be that the top 6 plus these two might be the 8 we get.

Interesting to think about these things. Hopefully they'll release the Necro ascendancy over the weekend. I think we tend to get class reworks the weekend before the league launch so hopefully that will be the case this league too!
Last edited by DrHarvey12 on Aug 27, 2019, 3:45:22 AM
spoiler - Maybe on weekend we have teaser about Necro Ascendancy
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DrHarvey12 wrote:
I'm definitely looking forward to the Necro ascendancy rework. Ofc, that's assuming that the ascendancy actually receives some buffs! I don't think any of us would be particularly happy if the Necro receives the kind of changes that either Elementalist or Occultist received recently!!!!!!

I'd be very happy if they just added +1 Golem summon to the Necro Invoker notable. Would seem to fit in thematically with the regen and generic damage it gives. I even wonder if this could be the "notable" that gives +1 golem. It might not actually be on the passive tree; unless the ascendancy "notables" aren't actually called "passive notables"???

I would be amazed if the convoking wands will give +1 golems / spectres as an option.

I think they mention there are 8 minion rolls of which we've seen 3:

1. + Level of minion skills
2. Inc Minion movement speed
3. Inc Minion Damage

I feel it reasonable to assume the below will be another three in all likelihood:

4. Inc Minion Attack / Cast Speed
5. Inc Minion Skill Effect Duration
6. Inc Minion Max Life

And then we come to other possibilities:

7. Inc Minion Accuracy Rating
8. Inc Minion Ele Resistances
9. Minion Life Regen
10. +1 Skeletons / +1 Zombie Summon Limit

I think it's fairly easy to have 8 minion rolls without having +1 spectre / +1 golem although it might be that the top 6 plus these two might be the 8 we get.

Interesting to think about these things. Hopefully they'll release the Necro ascendancy over the weekend. I think we tend to get class reworks the weekend before the league launch so hopefully that will be the case this league too!


"
spoiler - Maybe on weekend we have teaser about Necro Ascendancy


Hello :)

This sure got my hopes up for the weekend! It will be hard to wait for the release. I'm very hopeful as this seems like a major buff thanks to all the media hype how "Necro is one of the most played char", etc. Poe also has one o the best Summoner mechanics in any arpg, so they might really want to polish it with this patch after D3 got Necromancer. I'm rather interested how the Necro will work mechanically after the chance, not if it will be playable anymore.

I guess the extra Golem for Necro would be nice, but would not fit very well as Elementalist already has the Golem minion role. My guess is that extra Golem will be big node behind 3-4 smaller nodes in the tree. I would probably place is near left jewel from witch start, as it has lots of empty space atm.

I guess the wand could also have only offensive stats like midnight bargain as it uses weapon slot after all? My guess could be something like :

1. + Level of minion skills
2. Inc Minion movement speed
3. Inc Minion Damage

4. Inc Minion Attack / Cast Speed
5. Inc Minion Crit Chance (crit based minion build has been wished for ages)
6. Inc Minion Crit Multiplier (crit based minion build has been wished for ages)

And then we come to other possibilities:

7. Inc Minion Accuracy Rating
8. Inc Minion Area of Effect (Like the Unending Hunger jewel)
9. Minions have 5-10% chance to gain frenzy or power charge on kill (Lite version of the Vic's Charity. On kill and per minion should keep this in check)
10. +1 Skeletons / +1 Zombie Summon Limit

Extra Golems or Spec seems pretty OP, as wands can be dual-wielded. If this was a shield and not a wand, I guess they could be possible mods.
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
Last edited by mika2salo on Aug 27, 2019, 8:26:07 PM

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Last edited by Besovskii on Aug 28, 2019, 1:58:39 AM

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Hey Mika,

Yeah, I'm sure you are right in respect to the golem positioning on the tree. Maybe the wheel will have some generic cooldown of golem skills on one side of the wheel and then golem life / regen on the other.

I know we all dislike having to use the Clayshaper mace; especially as I assume you can't use one with a convoking wand. I wonder if there is any chance of them making a fated version of clayshaper to make it feel much better for golemancers who would still wish to use one in place of one or more convoking wands? Maybe give it a nice chunk of golem damage, say 90% increased similar to the amount you get on a temple craft. Maybe also give it the golems are aggresive mod too so no need to get the new support gem of primordial might anymore. There's tons of things you could stick on it to make it pretty decent and the fated version needn't be super common as having it as a chase unique would be good as an alternative option to some insane 5 or 6 stat convoking wands.

I like the idea of getting minion frenzy charges on the wand - that would be really nice. I've never really liked having to use Victario's charity as I like the added defense a "proper" shield provides the build. Getting frenzies on the wand would be really nice and probably allow us to drop necro aegis if we want.

Looking forward to seeing how GGG re-balance spectres. I'm personally hoping that they make spectres scale solely from gem level and not at all from map level. That would be much better for me who tends not to run high tier maps. Plus losing them in lab would be a bit less of an annoyance.

Still feels like this week is going really slowly!!! Hopefully we continue to get some interesting teasers over the next few days to keep us entertained till next week!
Spoiler
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Besovskii wrote:



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Besovskii wrote:



Hello :)

Changes to Skeletons and Zombies look interesting. I wonder if they can be used with the build, but I like the idea that skellies can finally use movement skill when made aggressive. If only they could be made permanent...


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Hey Mika,

Yeah, I'm sure you are right in respect to the golem positioning on the tree. Maybe the wheel will have some generic cooldown of golem skills on one side of the wheel and then golem life / regen on the other.

I know we all dislike having to use the Clayshaper mace; especially as I assume you can't use one with a convoking wand. I wonder if there is any chance of them making a fated version of clayshaper to make it feel much better for golemancers who would still wish to use one in place of one or more convoking wands? Maybe give it a nice chunk of golem damage, say 90% increased similar to the amount you get on a temple craft. Maybe also give it the golems are aggresive mod too so no need to get the new support gem of primordial might anymore. There's tons of things you could stick on it to make it pretty decent and the fated version needn't be super common as having it as a chase unique would be good as an alternative option to some insane 5 or 6 stat convoking wands.

I like the idea of getting minion frenzy charges on the wand - that would be really nice. I've never really liked having to use Victario's charity as I like the added defense a "proper" shield provides the build. Getting frenzies on the wand would be really nice and probably allow us to drop necro aegis if we want.

Looking forward to seeing how GGG re-balance spectres. I'm personally hoping that they make spectres scale solely from gem level and not at all from map level. That would be much better for me who tends not to run high tier maps. Plus losing them in lab would be a bit less of an annoyance.

Still feels like this week is going really slowly!!! Hopefully we continue to get some interesting teasers over the next few days to keep us entertained till next week!


Hey :)

Clayshaper as fated unique is very good idea. We have aggressive and normal AI for Golems already, so it could add tons of damage to Golems but only let them attack enemies near you. Not very practical but possible. Extra Golems seems pretty OP, so I also lean on towards more general damage for Golems.

Charges for minions are extremely fun to use, but tedious to generate. Charity is only good way now, and using spec (Chieftain) to generate charges takes minions out of damage dealers. Umbilicus Immortalis + Doedres elixir only gives charges to Zombies and Specs and not Golems. I would also love to use decent shield with lite version of charges.

The Specs being tide only to gem level would be excellent QOL. Going to labyrinth or Hall of Grandmasters with Specs feels really bad atm, and being able to summon new ones out in the area would make the area much more fun to run. Lets hope GGG has similar ideas for the 3.8.

Week sure feels like going slow here also. I they manage to make Necro even more fun to play, I sure will be treating myself to some good restaurant at weekend as celebration ^^
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f

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