[3.10] Ice Golem Golemancer Build -DELIRIUM-BALANCED- ALL CONTENT -Everything Dies-Huge Damage
Hi.
What's the best "safe mode" setup on abyss jewel? Right now i have Taunt + Blind but there is an option to replace Blind with Hinder. I can add Blind gem to linked Curse on hit + Storm Brand + Vulnerability What do you guys think? Minions have #% chance to Hinder Enemies on Hit with Spells, with 30% reduced Movement Speed | |
" I don't think Hinder is important. Blind and Taunt will decrease the boss damage/hit chance so it's much better. Hinder can be useful for melee bosses, but most boss have range attacks/spells. |
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" I noticed the one-shots are typically some kind of detonate dead, lightning volatiles, discharge dudes and other on-death-effects. Haven't found a way to reliable mitigate all that besides playing slower and keeping distance to corspes and mobs. I guess that's what killed you in poorjoys as well, as there are some detonate dead mobs. |
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" You can always focus on better defenses... at the expense of golem damage. Rather than a 2hd mace use Clayshaper and Lioneye's Remorse and grab some more life/regen nodes in tree. 10-11 jewel sockets, 9k+ life, 3k/sec regen and capped physical resistance is doable and your tankiness should be comparable to that of some bad@$$ juggernaut... not much left in the game that can 1-shot you then. It's all a matter of personal preferences, right? ;) Last edited by tomay on Sep 30, 2019, 10:00:02 AM
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" I've already saved your Build in PoB as I liked your approach. I will defintively give it a try. For now I just accepted that you'll die in Poe for the utmost ridiculous reasons. (Some DD Totem around a corner, Lightning volatiles just spawned on top of you, bears bears bears, etc) For the last seasons I always tried to max/balance my defenses... but slowly I am getting the "offence is your best defence strategy..." It just makes more fun... for me at least |
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Well, I'm well past "salivating over gazillions of shaper deeps in PoB."
As long as I and my golems don't die I'm happy... and if I need a few seconds longer to send Uber Elder to Kingdom come, so be it. ;) While I'm playing Flame Golems rather than Ice golems my approach is in some ways much closer to this build concept. Flame Golemers are usually ES/Life hybrid builds and their best survival strategy is to run around for dear life like headless chicken, dodging/evading attacks. But being tanky as hell does have its perks too... and suits me better. | |
Well I just run as fast as possible, run past them with Quartz Flask even before they die so after-death effects won't kill me. Sometimes the magic mobs are tankier than uber (seriously).
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I absolutely agree! As long as I don't die this game makes fun and I am happy. Just did Uber Elder, Vaal Temple and some Shapers today and there wasn't even a close call.
It's the tier 10ish maps with sudden drop in HP during all kinds of situations you'd never expect. Just recently was clicking a tower in a blight encounter and a cold geyser (that merveil thingy) popped out of the ground. It took 1 sec to get 5.7 k HP down to zero with 75% resist. I prefer tankiness, but beeing tanky doesn't prevent the couple of deaths I am always experiencing. But back to the topic... I was experimenting with Triad Grip gloves in Phys Reflect maps. It works wonders. Just swap your normal pair of gloves for a Triad Grip with 4 greens and you are good to go. Now I would love to see some cold shatter explosions from herlad of ice, but it doesn't affect our golems...Any other ideas to get some mob chain explosions?? (bleed, Occultist, inpulsa) |
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Well, most after-death effects don't worry me much anymore, I can tank porcupines (even chained), corpse sexplosions, volatiles... only void bearers can get scary but they're easy to get out of.
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" Inpulsa won't work (Shocked Enemies you Kill...). Bubonic Trail's Death Walk works though. |