[3.10] Ice Golem Golemancer Build -DELIRIUM-BALANCED- ALL CONTENT -Everything Dies-Huge Damage

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CarameIIo wrote:
With the buff you mentioned in regards to accuracy for golems, is the Command of the Pit Riveted Gloves still needed?

Mentioned "Buff to accuracy" erased high cap of accuracy of 95%, but didn't make accuracy itself better. If anything, i heard that it even slightly lower for the same ammount of accuracy, so yeah, they are still needed, or rather even more needed than before.

But there is alternative - now we have "precision" aura, added in 3.7. It gives 700 accuracy to everything (with generosity it will be 1k, same as gloves), and reserve flat mana instead of percentage (like clarity), moreover cost even less than clarity at only 186 mana at 20 lvl. Will make our "mind over matter" slightly worse, but eliminate any need in additional accuracy gear, for example we can equip grip of the council for additional 20% of phys as cold for our golems.
I'd just like to mention how hilarious leveling has been a Militant Faith timeless jewel. https://i.imgur.com/hchBkGc.png

Keystones turn into something amazing for this build. https://i.imgur.com/6dYDaWa.png

I had between 40% and 50% life regen per second for a while, and now in act 6 it's pushing 60% per second. I think I'll keep this jewel and give up one damage jewel...
Is there a clue to do the legion encounters? I activate much less legions as my trickster with ED/Contagion ...
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Is there a clue to do the legion encounters? I activate much less legions as my trickster with ED/Contagion ...


You're not going to beat a purpose built Legion cleaner with golems. As for closing the gap, melee splash does some work, but it'll still be pretty bad.
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Is there a clue to do the legion encounters? I activate much less legions as my trickster with ED/Contagion ...


I myself don't have a good comparison but now with level 60+ my golemancer is stable enough that legions are no problem any more. I'm currently running with 4+1+1+1 golems and a 6L.
Prior to 60 my damage was still too low for legions or it was to scary (playing hardcore..)
Is there any way to prevent Clayshaper from proccing its "Summon Stone Golem" that I'm unaware of?
I just started using Clayshaper and it's getting a bit tedious to always re-summon the correct golems after I noticed that Clayshaper has procced once or multiple times.
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Mouzu wrote:
Is there any way to prevent Clayshaper from proccing its "Summon Stone Golem" that I'm unaware of?
I just started using Clayshaper and it's getting a bit tedious to always re-summon the correct golems after I noticed that Clayshaper has procced once or multiple times.


I looked at your character, you're running CwDT in your Clayshaper. Run that in a different item to fix your problem.
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Wruntjunior wrote:
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Mouzu wrote:
Is there any way to prevent Clayshaper from proccing its "Summon Stone Golem" that I'm unaware of?
I just started using Clayshaper and it's getting a bit tedious to always re-summon the correct golems after I noticed that Clayshaper has procced once or multiple times.


I looked at your character, you're running CwDT in your Clayshaper. Run that in a different item to fix your problem.


Thanks a lot for your help! That was an rather easy fix.
Could we use Punishment instead of Vulnerability? Dps become much higher, and we lost bleeding, but bleeding dps is quite small.
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kmacblad wrote:
Could we use Punishment instead of Vulnerability? Dps become much higher, and we lost bleeding, but bleeding dps is quite small.

Indeed, especially because we have quite a few "enemies takes increased damage" due to maim and war banner, which makes "enemies takes increased damage" at the very least 20% less potent, than general "MORE" modifier from the punishment.

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