3.11 | Carry Me Golems | Carrion/Stone Golem Elementalist | Very Tanky and High DPS summoner

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zuhdizoel wrote:
anoint glove and boots, is that heist exclusive only currently ?
It's specific to those 2 items (and sporeguard chest, and "crown of ...phile" helmets). They're blight specific drops with that property (can be anointed).
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zuhdizoel wrote:


what should i do if i want to run AG ?
Replace Meat Shield in your helm with 21/20 Animated Guardian. Buy a helmet with +3 to minion gems and socketed gems are supported by minion life.

Optional: Pick up a +2 all gems amulet. However, this really does help it's

Buy a Kingmaker, Gruthkul's Pelt (or AoE blind Rare body armour), Leer Cast, Victario's Flight, Southbound, and summon your AG. Enjoy!

If you need a more budget oriented option, use your existing helm and amulet, replace Kingmaker with Dying Breath, and keep a spare set of the gear to summon him around, as he'll likely die now and then.
Current league IGN: Teldra_Anc_LAD
Feel free to message me in game if I'm on.
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grimjack68 wrote:
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zuhdizoel wrote:


what should i do if i want to run AG ?
Replace Meat Shield in your helm with 21/20 Animated Guardian. Buy a helmet with +3 to minion gems and socketed gems are supported by minion life.

Optional: Pick up a +2 all gems amulet. However, this really does help it's

Buy a Kingmaker, Gruthkul's Pelt (or AoE blind Rare body armour), Leer Cast, Victario's Flight, Southbound, and summon your AG. Enjoy!

If you need a more budget oriented option, use your existing helm and amulet, replace Kingmaker with Dying Breath, and keep a spare set of the gear to summon him around, as he'll likely die now and then.


can AG survive most content with lv 20 gem ?

and for jewel, is there something that i can upgrade or change ?
Most content is possible with a level 20 AG gem. I'd stay away from simalucrums, atziri, HOTGM, ... maybe Sirus.

For the risky encounters, just unsocket your AG gem to unsummon him. The next time you summon him, he'll come back with all his gear intact.
Current league IGN: Teldra_Anc_LAD
Feel free to message me in game if I'm on.
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grimjack68 wrote:
Most content is possible with a level 20 AG gem. I'd stay away from simalucrums, atziri, HOTGM, ... maybe Sirus.

For the risky encounters, just unsocket your AG gem to unsummon him. The next time you summon him, he'll come back with all his gear intact.


With all the feedback you provide here, have you considered posting your own take on this build as a standalone guide?
Or is there maybe one already somewhere?
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Wissle wrote:
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grimjack68 wrote:
Most content is possible with a level 20 AG gem. I'd stay away from simalucrums, atziri, HOTGM, ... maybe Sirus.

For the risky encounters, just unsocket your AG gem to unsummon him. The next time you summon him, he'll come back with all his gear intact.


With all the feedback you provide here, have you considered posting your own take on this build as a standalone guide?
Or is there maybe one already somewhere?



This player doesnt seem to be playing this build this league!!!
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Sed1tion wrote:
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Wissle wrote:
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grimjack68 wrote:
Most content is possible with a level 20 AG gem. I'd stay away from simalucrums, atziri, HOTGM, ... maybe Sirus.

For the risky encounters, just unsocket your AG gem to unsummon him. The next time you summon him, he'll come back with all his gear intact.


With all the feedback you provide here, have you considered posting your own take on this build as a standalone guide?
Or is there maybe one already somewhere?



This player doesnt seem to be playing this build this league!!!
Correct, I am not. :) I played it last league. I usually haunt the build guide for builds I've run for at least a league after I've moved on. Most of my experience is still valid, especially if the build hasn't been nerfed since.

(In case you're interested, this league I started with a self poisoning Blade Vortex assasin. Kind of fun, but a lot more rippy than this guide!)

As for posting another build guide for this, honestly, most of my advice is already in this one. It might be missing some of the reasoning behind various items, strategies, etc, but the bones are already there.

For instance, the AG setup is listed in the post under the section, No Primordial Chain Variant. All I'm doing is answering questions and occasionally explaining the why.
Current league IGN: Teldra_Anc_LAD
Feel free to message me in game if I'm on.
"
grimjack68 wrote:
Correct, I am not. :) I played it last league. I usually haunt the build guide for builds I've run for at least a league after I've moved on. Most of my experience is still valid, especially if the build hasn't been nerfed since.

(In case you're interested, this league I started with a self poisoning Blade Vortex assasin. Kind of fun, but a lot more rippy than this guide!)

As for posting another build guide for this, honestly, most of my advice is already in this one. It might be missing some of the reasoning behind various items, strategies, etc, but the bones are already there.

For instance, the AG setup is listed in the post under the section, No Primordial Chain Variant. All I'm doing is answering questions and occasionally explaining the why.


Ah, I see!
I thought what you posted were your own deviations from the build, my bad
For AG, L20 is fine (Assuming you have +6 from CIPs) for Sirus A8. Killed Sirus at leat 6-7 times on AL8 this league. Never once was the AG in danger. Mind you, I have meat shield around mine as I want him close to me for fortify amongst other things.

I would never attempt Uber Atziri with my AG or HotGM. UA is the scariest boss in the game, IMO. AG did fine against Cortex Boss, too. Sometimes T16 juiced up Detonate Dead strongbox will bring him down to half life if all of the corpses hit, but he rejuvs back up in seconds, and to be fair, I can easily mitigate that by using convocation after I flame dash away.

Been running the most extreme T16 maps that I can, and so far no issues AG. At this point in the league, the 3ex lost on my AG isn't a big deal if it so happens, though I don't think it will happen.
Last edited by ArchAngelGabe777 on Oct 16, 2020, 2:44:06 PM
So, I disagree with a lot of the streamers on their build decisions for carrion golem. I'll provide an alternate view on a few topics. Take it for what it is worth.

**For the non-primordial chain version**

1) 2x Host and 2x Carnage Chieftain is superior to the 1x Host, 1x Carnage, 1x Arena Master and 1x They of Tul.

Reason: For both clearing and boss encounters, the damage ramps up much faster. You will rarely hit 3 charges of each by the time the boss is dead, and often without 2 of each, they will expire before they recast, yes, even with blood magic. Using POB to determine DPS per golem if using only 1 of each chieftain is totally inaccurate. You won't be sitting on 3 charges of each very often, except possibly a delve node. Possibly is the key word as in my experience they will often fall off before recasted, either because out of range, or for whatever other reason.

Second, the Arena Master was nerfed a while back. It doesn't give 40/40/40 (it didn't last league either, it was 20/20/20) and the buff is inconsistent. Only up 50% of the time and perhaps not when you want it up.

Third, They of Tul is actually a very good defensive minion, but he blocks the ground, potentially opening you up to not seeing risky degens, exploding corpses, etc... and he provides no damage.

2) Punishment, Marks, Hexes are fairly worthless, IMO. They are less effective on bosses (well, Marks are not, but pretty weak in general) but this build kills things so fast that standing still to cast something is probably more risky than running around for another .5 seconds, because most super bosses are dead in less than 3 seconds or pushed to the next phase, so stopping to cast is, IMO, risky for staying alive and doesn't really justify the DPS boost, because it is virtually imperceptible.

If you argue that they are great for packs of mobs, I am just going to say that mobs die immediately in packs anyway... The only reason to increase DPS in general is for for the boss; to kill faster. Everything else dies as you run through it. This is one of those goofy things where a hex gives a greater boost to regular clearing than bosses, and yet you don't need the extra damage for clearing, because it is overkill already.

3) Going DPS is better than trying to build an unkillable character. IMO, I would suggest building your character to avoid what I would consider "common" one shots. You want to be able to survive a chasing exploding fireball, which I found is a good benchmark, and once you can sufficiently do that, I feel your mitigation is good enough. Not that you should ever get hit by it, as it is easily avoidable. This is probably right around 4K life for an end-game build. If you have some subpar gear, no Glorious Vanity Jewel, I'd say 5K is a good base. Trying to over mitigate will just drop your damage too much and will likely cause you to die in other ways, as the more mobs that live, the more projectiles at you, the more potentially nasty things going your way.

My opinion on this changed this league. Last League, when we had access to better gear, allowed for both very high mitigation and very high damage. But with some changes to the curses/hexes, not having access to good gear, thus making us use cluster jewels, nerfing of divine flesh, etc... means that trying to get the same mitigation really gimps the damage output. My char was doing about 1/3 to 1/2 the DPS as last league when attempting the same mitigation. That drop was just too much for the most extreme T16 maps. It was fine for basic alcing of them, however.

4) Once you hit the level as far as you want to go. For example, I stopped at 98, because I don't like stopping on odd numbers (OCD), you should, IMO, link a portal to CWDT. This allows you to get back into maps quicker if you do happen to die. You will die if you run extreme maps. It isn't common, though, if played correctly. I made it 20% through my level at 98 before dying the first time, and that was chaining 8+ mod corrupted T16 maps.

Anyway, just providing a different perspective on this version of the build. I don't particular like the primordial chain version of the build - the damage seems anemic, but if I did play that version of the build, I highly recommend linking Whirling Blades + Fortify. With the Lightning Golem, movement speed is super fast through mapping. Then having Dash/Flame Dash to use when you need to change elevation or pass through something is huge.

Also, for the Primordial Chain version - You do want to use Hex and Marks. You want to use Poacher's Mark with Quality for the Frenzy Charge generation, and you want to use Punishment to increase DPS a ton when mobs are 35% or below on life. So for that version of the build, I absolutely do think Hex and Marks are worth it. They are merely "meh" when you have an AG, and Specters, which the non-primordial chain version has.

My last and final statement is this: Careful when you see people brag about POB numbers. I have encountered quite a few people who tick boxes that should not be ticked. For example, changing pride from initial effect to "maximum" effect, is ridiculous. About as ridiculous as saying your minions have 3 frenzy charges and 3 power charges when you are only running 1 of each chieftain or even funnier, not checking Sirus as mob type. I have never supported people posting "When the stars align perfectly, the DPS *can* be XYZ" and then passing that off as "DPS = XYZ". No, your DPS is the best case scenario that will almost never happen. I prefer a more realistic approach towards POB configuration, or at least providing a justification for why you configured POB for a highly debatable tick.
Last edited by ArchAngelGabe777 on Oct 17, 2020, 11:22:52 AM

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