[3.12 UPDATED] IMMORTAL Stone Golemancer | Tanking Sirus storm | 100M DPS | All content AFK

Curious why Frostbomb is used instead of Frostbite in the trigger wand? Wouldn't Frostbite be more effective?
Last edited by diablomix on Nov 14, 2020, 9:14:52 PM
@diablomix: in the OPs build I can't remember if he has a curse on hit setup or not...but typically we would get some kind of curse elsewhere so we can use frostbomb and another curse. This might be through a curse on hit ring or hextouch.

With the primordial chain variant, you can run awakened hextouch + ele weakness + frostbite AND frostbomb.

But yes you are right, if you don't have any curse anywhere, frostbite would be more effective than frostbomb

**perhaps the OP originally had a curse on hit somewhere and just forgot to sub frostbite back into his weapon after changing
Last edited by jsuslak313 on Nov 14, 2020, 10:22:14 PM
Excellent build. My gear isn't the most OP ATM but it is wrecking content and melting bosses in seconds.

One change I made. Might be somewhat controversial, but holy shit does it make clear feel miles better without having to make any drastic changes to the core idea of this build.

I'm using 4 Carrion golems and 1 Stone in my helm. Yes, you're losing a damage support in helm by socketing a Carrion golem, but after extensive testing I do not feel a damage fall off AT ALL. Bosses still melt in seconds and map clear is miles better and feels extremely smooth.

High level Carrion Golems are just wicked. And because we're already stacking so much golem regen and defences none of my Carrion golems have died to anything i've thrown at them.

In terms of bossing, Carrion golems are performing extremely well. Maybe a couple seconds behind having 5 stone golems instead.

I ran a bunch of Simulacrum and Guardian tests and have to say. Carrion golems feel better all around. They don't require much of a cooldown and with the core build tree setup as is, they are tankier than ever.

Highly recommend.

Edit: I also noticed during testing that They of Tul is casting totems & Snow Cloak a lot without blood magic. I added a damage support gem instead of blood magic. Perhaps that socket could be used for an AG instead as well. I plan on testing that at some point.

Last edited by diablomix on Nov 15, 2020, 10:35:13 AM
Is a helmet with:

+3 to Level of Socketed Minion Gems
Socketed Gems are Supported by Level 20 Concentrated Effect
Socketed Gems are Supported by Level 18 Minion Damage

or

Socketed Gems are Supported by Level 16 Concentrated Effect
Socketed Gems are Supported by Level 18 Minion Damage
Socketed Gems are Supported by Level 18 Hypothermia


Better for this build?
RAAAAAAAA!

(╯ಠ益ಠ)╯︵ ┻━┻ ︵ ǝ︵ o︵ d

I'm out.
@diablomix: yea carrions are ALWAYS better clear. But carrions don't perform well with primordial amulet. I might try them out just to see, but I'm guessing they won't do so well without non-golem supports. Blood magic is there for charge generation on your chieftains, not for ToT. Without blood magic, your golems will basically never have max charges or even beyond 1 charge. Enormous dps loss.

@orzi: I'm pretty sure the OP put the preferred order of helm mods. But just in case: Minion levels is #1, minion damage, concentrated effect, then hypothermia. Theres also Socketed Spells deal 30% more elemental damage and socketed spells have +3% crit chance. Nowadays you will never be able to get them all, but I'm not quite sure where the 30% more elemental damage falls in the dps scale but I think its comparable to hypothermia.
"
jsuslak313 wrote:

@orzi: I'm pretty sure the OP put the preferred order of helm mods. But just in case: Minion levels is #1, minion damage, concentrated effect, then hypothermia. Theres also Socketed Spells deal 30% more elemental damage and socketed spells have +3% crit chance. Nowadays you will never be able to get them all, but I'm not quite sure where the 30% more elemental damage falls in the dps scale but I think its comparable to hypothermia.


Thank you very much!
RAAAAAAAA!

(╯ಠ益ಠ)╯︵ ┻━┻ ︵ ǝ︵ o︵ d

I'm out.
sorry its a bit obvious: hypothermia provides 35% more damage against chilled enemies at lvl 16, so the 30% more elemental damage is going to be less dps than that.
1) minion level (at least +2)
2) minion damage
3) concentrated effect (carrion / balanced cdr stone)
4) hypothermia
5) 30% more elemental
6) crit chance

3 and 4 are debatable and can be switched if you don't have optimal attack speed and cooldown with stone golems since only 1 of the 3 attacks has AoE and therefore hypothermia can be more consistent.
Thanks for the build, please I have a question:

How did you get frenzy and power changes to the golems? I saw you have select both on PoB, but I`m new with this build, I dont know what is the source of it.

Thanks!
CAN SOMEONE TAKE A LOOK AT MY BUILD AND TELL ME IF IM MISSING ANYTHING?!
"
afonsosp wrote:
Thanks for the build, please I have a question:

How did you get frenzy and power changes to the golems? I saw you have select both on PoB, but I`m new with this build, I dont know what is the source of it.

Thanks!


Host Chieftain and Carnage Chieftain spectres provide frenzy and power charges.

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