[3.14] Flame Golem 101 - Complete Guide To Golemancy, ✔️All Bosses Down, ✔️Necro, ✔️Elementalist
" It's a nice bonus, that's all. Can split aggro a bit and leaves chaos damage when it disappears from Beacon of Corruption. I'd say the one that leaves chilled ground is also acceptable. None of the glove or boot enchants are a very big deal for the build. " Shaper is really all about dodging and about damage. You might try mixing in the tukohama vanguards like Mika is currently doing, they're supposedly a serious amount of damage without requiring too much investment. Not sure if you'd have to respec your ascendancy to make it worth it though. Not sure what you'd drop for it. Probably the animate guardian or the curses since Shaper has a 80 reduced curse effectiveness MULTIPLIER, so they're much less useful against him. Make sure you're getting in melee range of shaper so that he doesn't do his ball attack. Save your quicksilver for dodging the slam (I personally think quicksilver and run away is more reliable than a movement skill because you have 100% control the entire time, whereas one misclick with shield charge or flame dash is instant death) Are you finding the spirit offering CWC a good enough defense in the fight? Is your unearth totem staying alive when you need it to? (Current build version I'm making removes the need for the totem, so it's more reliable to use) I see you have culling strike in the unearth totem, while it's probably okay to maybe run for the last phase of shaper if you're lacking a lot of damage, it severely limits the effectiveness of the CWC Spirit offering because you're only gaining 2% of HP as ES instead of 10% with a GMP socketed. |
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Thanks for the guide
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" Thanks for the quick reply! I didn't know that meele range caused him to skip the ball attack. Ill try that out. For the Spirit Offering CWC, it takes awhile to cast and get it up after its up it helps alot. The totem does die, a lot even with good positioning. What should i do for the replacement instead of totem? I will re-socket GMP in my unearth. I was just trying out culling due to having him so low so many times. |
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" Hey and welcome back to Golems! I'll be checking what you can cook up this time ;) Marks wording is pretty vague, but seems to point that first line wont affect Golems. However I will leave the chance open as nobody knows without stats. At least it certain that harmonies are best jewels to increase Golems damage. I will probably upgrade my harmonies slowly to 30%/15%/20% rolls just in case the first line would affect the Golems. Just in case ;) " Hello :) Both cobalt and abyss jewels have very useful lines. Abyss jewels are nice as they can have "Minions have 8% chance to hinder enemies with spells" which is pretty good with Golems. Cobalt ones have increased damage, which adds quite lot more damage to minions compared to even max rolled "added fire damage to minions". I'd say its best to use the better ones you can get with 4x useful lines. I think perfect Cobalt ones will be better with increased minion damage, minion res, increased max ES and all elemental res for char. However Abyss jewels are easier to find and are very cheap right now. " " Hey :) Yep, leveling is in post #3. I had to cut guide in parts as it's still almost 100k char even after 3 rewrites truing to make it shorter :/ " " Hi :) The enhancement is pretty easy to get as there are about 10 mods in total and you can run Merci Lab for it. I got mine in 5x tries. The enhancement adds lots of defense as the clone will drap aggro extremely well while Phase Run is dropping aggro from you. It won't however save you from 1 hit bosses like Minotaur or Shaper as the clone wont have time to come out after one hit. If you have few hours to run and lab has good layout, it's certainly worth getting. I would never recommend running Uber lab for the enhancement as it just adds some HP to clone. " " " Hey and thanks for support :) First danger in you setup is that you are using channeling skill without going for max block with bone offering or max damage with adding specters. The default setup is extremely mobile as it has no cast skill expect totem, so you are always focused on kiting boss moves. If you cast channeling skill, you cant just start running when boss decides to hit you. I would go for max block with no charity or max damage with Specters in Shaper fight. You can even add both if you want. I have info about it in post #6 "75%/75% MAX BLOCK, 4X FLAME GOLEMS, 3X SPECTERS, 1x ANIMATE GUARDIAN VARIANT". You can also check my league char for links and gear changes. Your gear looks pretty good, but higher level Enhance in Vertex would help a lot. Maybe swap spirit offering in boots with Bone Offering, drop Necro Aegis and take Rathpith as shield for Shaper Fight? One thing Shaper needs is raw practice. You can check my or Wonderful247s videos about how to do Shaper deathless. Wonderful can run Shaper deathless almost naked, but hes god of kiting :D You need to be very careful with Shaper Smash. Quicksilver flask is best against it as Shiverwarp said. When the bubbles start following you, try to burst them at outer edge or arena or try not to break any at all. Its doable but needs excellent timing. Change network code to "lagstep" for boss fights so you wont desync when Shaper decided to do big moves. " Thanks for support! ^^ [3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist https://tinyurl.com/y8k9fa2f Last edited by mika2salo#7776 on Jan 17, 2018, 2:21:11 PM
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thx for the guide :) <3
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Is the Projectile Weakness / Temp Chain setup you got on your standard character also viable?
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" So did a complete overhaul going towards your 75/75 max block, 4 golem and 3x specters. I have 75/75 with Rumi's up now. Hope that helps with Shaper. Where do I find Tukohama's Vanguard to create spectre's of them? Is there a specific map for them? |
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" Yeah block is probably a better option for Shaper instead of recovery, where you can just get lucky sometimes and not die (especially in softcore where you can have multiple tries even if you do die) Your damage will be lacking a bit without necro aegis victario's, but shouldn't matter if you can stay alive longer. Golems might be more likely to die without Spirit Offering buff however. Tukohamas Vanguard's show up in Act 6 in the Coast. You'll want to re-summon them in the actual shaper map with a high level desecrate, just in case you weren't already aware of that. " You'll also want to make sure golem cast rate is enough to make use of the extra cooldown, especially if you're not using victario's charity. And it isn't just in case, the test is conclusive. You actually want to focus on the first stat because it has more swing (10%). Last edited by Shiverwarp#6758 on Jan 17, 2018, 6:38:07 PM
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Hey Hey mika2salo,
thanks for your guide - I really enjoy your build so far. I got one simple question - I am not able to cast golems anymore with two auras setup - temp chains and disciple. Any ideas on this matter? Thank you in advance! |
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" " Okay, I went ahead and bought some more Harmonies to hit the nice and even 100% figures and did some of your prescribed testing, slightly modified (key word being "some"; this is way more analyzing than I ever wanted to get into lol). Anway, after all this testing, you have me convinced. 1) It definitely feels like a charge-based system 2) The numbers seem to indicate both CD stats decrease cooldown - It also makes sense from an item text standpoint that both would count, despite what Mark said. 3) Assuming #2 is true though, I don't know if we can say that cast speed inflates DPS. - It seems like in most practical use cases, Spell Echo by itself isn't enough to outpace the cooldown rate. I'm going to chalk up the initial 2-shot volleys to an anomaly that will have to wait another day to be explained. I'd feel a lot better if GGG officially confirmed it of course. Not holding my breath though... Thank you for all of the thought you put into this. "Thanks to you as well for helping everyone test! "I'm happy to offer advice where I can, but I prefer to lurk to be honest. The only reason I read this thread is because it's one of the few active places to regularly discuss POE golem builds on the internet. Arguing over an internet forum is one of the last things I want to do, especially with a build guide author on their own thread. Nor am I claiming one Ascendancy is superior to the other. If I see something off I sometimes try to correct it though. As you said, your thread is labeled Necro in the sticky. However, it's also tagged with a rather click-baity "Complete Guide To Golemancy". Yet on numerous occasions I've seen questionable info being provided, not only regarding Flame Golementalists, but also Flame Golemancer, and Ice/Lightning/Chaos/Stone golems for both Ascendancies. Nobody is perfect of course, but I think build guides should be less about promoting a certain view and more about sharing accurate, unbiased info. I think that will help people following guides more than anything else. "There are numerous examples of Golementalists clearing all content easily and deathlessly ever since the introduction of Primordial Jewels. Not being able to kill while dead simply filtered out bad tactics, not a bad build. Moreover, the kill while dead thing was something Spectre builds and Golemancer builds all abused as well. "Out of all the things I've read on this thread, this is definitely the one I agree with the most. "Like a lot of skills in the game, golem damage scales off more than one variable. As an example, if you have a skill that is already enhanced with +500% combined/fudged More & Increased Damage and +100% Cast Speed, which jewel will help you more? A) +10% cast speed (typical numbers for a jewel) B) +20% damage (again typical numbers) Jewel A boosts your overall damage by 5%. Jewel B, despite providing "double" the face value in numbers only provides ~3% boost. I agree that Harmony should be the priority, but I think Eminence should be added after: 1) you have sufficient Golem regen 2) if you start hitting diminishing returns with Harmony "First, if you are playing 3+ types of golems, I believe you should skip all minion nodes (both DPS and life/res) from the tree, even the Gravepact cluster (unless you just have a 1 or 2 leftover points). Primordial Jewels will provide more value on average (including the passive point cost to get to a jewel slot). Save those points and grab a 2-3 more jewels and/or more ES/Life. Let's assume you have 10 Harmony now after doing that: 4.1.1 Golems + 100% (your base damage) + 600% (10x perfect Harmony with 3 golem types) -------------------- = 700% x 4 golems -------------------- = 2800% of your base 5 or 6-link (This is without counting extra damage from your sub-golems, which is actually fairly significant. There's a misconception that the sub-golems provide very little damage. They can pack a punch on their own and against tough bosses they can provide 10% damage at the very minimum with just a level 1 Culling Strike.) 6.0.0 Golems + 100% (your base damage) + 200% (10x perfect Harmony with 1 golem type) -------------------- = 300% x 6 golems -------------------- = 1800% of your base 5 or 6-link It's a pretty big hit, but it may (or may not) be worth it if you're just focused on getting more coverage and farming lower-tier maps. More sample calculations here (including both ELE and NEC) "This guy gets it. "Yes, in total. But number of useful nodes doesn't necessarily measure overall worth. "Somewhat off-topic, but there was one guy a while back that did a ES regen tank with golems. Took a lot longer to kill things of course, but the regen was significant enough to be reliable for hard content. This was before the ES nerf though. "I don't believe this is correct. The ball attack is used even in melee range. ⚡ Lightning Golems: /1902593 ⛄ Ice Golems: /1914382 Last edited by tomatopotato#6384 on Jan 18, 2018, 10:11:10 AM
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