[3.14] Flame Golem 101 - Complete Guide To Golemancy, ✔️All Bosses Down, ✔️Necro, ✔️Elementalist

I am probably asking a very stupid question...But why do you go ES / Life. I mean you use Bone offering so u get a "heal" each time you block. But if you only have like 2k life and 5k ES does this even matter? or is it just for the minions to heal up?
"
tomatopotato wrote:
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.


Sorry I should be more clear about the "cast speed inflates DPS" thing.

What I mean by that is PoB will not give an accurate representation of DPS increase because it does not consider cooldown whatsoever. PoB will always consider more cast speed as a DPS up to magma ball, even though in reality it might have no effect. (Remember this is just considering Magma Ball DPS) Cast speed is NEVER bad though, it makes them cast magma balls faster, and if they're out of charges, they will be better at using their other abilities.

Especially at low numbers of Harmonies, PoB will give a higher DPS value than what it really is.

To get a more accurate over time DPS measurement of just Magma Ball you must calculate cooldown yourself, and see if you are getting enough cast speed to reach the current cooldown. Of course this isn't realistic either because the golem AI will switch abilities sometimes, just through the chaos and movement of a fight, but I think it's the best estimation we can do.

"
tomatopotato wrote:
I don't believe this is correct. The ball attack is used even in melee range.


You have to be directly in his face to force his melee attack. Practically on top of his hitbox. In that clip you walk a bit away after the slam and there's enough space for him to cast the ball attack. He will walk away and gain space between you and him sometimes though so you have to be careful.
Last edited by Shiverwarp#6758 on Jan 18, 2018, 11:28:47 AM
Hmm, I believe I'm circling within range of melee through a good portion of it. At any rate, I feel like the windup on the balls is slow enough that in some ways it's preferable to a melee attack.
⚡ Lightning Golems:
/1902593
⛄ Ice Golems:
/1914382
That's probably true, if you can just circle strafe him the entire time it's no problem. The melee tank strat is more for the leech or recovery builds.
Looks like you're right. Just watched several melee Shaper kills. No balls up close.
⚡ Lightning Golems:
/1902593
⛄ Ice Golems:
/1914382
"
ready2r wrote:
With the new Watcher's Eye giving 2.5% ES regen.. would it be worth it to throw a point into Zealot's Oath? Just a quick PoB and not going out of the way for more Life regen nodes... im getting 382 ES regen with watchers. (462 ES regen with the 3 nodes next to Sanctity)
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've been doing the ES build for awhile. Either way, I'm using an enchanted helmet that provides a 150% boost to the Earth Golem regen buff, zealot's oath, and discarded aegis for self-defense since my golems have been essentially unkillable.

Right now, my ES regen is at 1300/s at 14.4k HP/ES. if I throw on shavronnes ring, I think it hits 1650 or so per second? it's been awhile since I've used the ring since some of my resistances drop a little more than I'm comfortable with.

Either way, I actually don't notice a difference in clear speed these days even after dropping a bunch of minion related damage talents. I think at some point, flame golems are just that powerful that damage dealt and damage received by them becomes a non-issue. At least it's become that way for me.

I mostly focus on survivability at this point.
Last edited by jivenjune#2961 on Jan 18, 2018, 4:30:24 PM
So, i am here :

. 4 attepts on last lab, all failed. 2 times i didn't even have the time to say chees, got 1 hitted from .. i don't now what, he didn't even fired his green blobs of weird stuff he's using.


http://prntscr.com/i2eeeb

Any advice ?
Thank you for your time and patience, will check after the beer.
"
Daxter88 wrote:
thx for the guide :) <3


Thanks for support! ^^


"
Is the Projectile Weakness / Temp Chain setup you got on your standard character also viable?


Hello :)

I just got
So I can actually triple curse now. I'm running :
- Temp Chain for optimal defense
- Projectile Weakness for offense and defense, gives huge DPS boost while giving global 25% knockback for Golems and Spell Totem
- Animate Guardian curses with level 12 Elemental Weakness for pure offense

Projectile Weakness is useful even when running AG with ele weak gloves and not having 3x curses. Enemies will have Temp Chain and Proj Weak near you and the knockback will push them off. When they reach your curse limit and TC + PW drop off, AG can start cursing them with Ele Weak for additional damage.


"
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?


"
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.


"
Hmm, I believe I'm circling within range of melee through a good portion of it. At any rate, I feel like the windup on the balls is slow enough that in some ways it's preferable to a melee attack.


"
That's probably true, if you can just circle strafe him the entire time it's no problem. The melee tank strat is more for the leech or recovery builds.


"
Looks like you're right. Just watched several melee Shaper kills. No balls up close.


Hey :)

Links start to look pretty good. This setup is slower at clearing but has lot more single target damage and defense. You might want to swap boots to Bones of Ulr to get 3rd Specter, but test it with 2x first as you will lose some ES.

Try to enter t16 or Shaper map with Tukohama Vanguards out. In map use level 20 desecrate until you get map tier corpse of TV and raise it as Specter. Repeat this until you have maximum number of Specters.

In the fight one way to survive is to stay in melee range, but thats only for strong of heart. I like kiting further and dodging following balls, but one wrong move can end you dead that way.


"
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%).


"
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.


"
Sorry I should be more clear about the "cast speed inflates DPS" thing.

What I mean by that is PoB will not give an accurate representation of DPS increase because it does not consider cooldown whatsoever. PoB will always consider more cast speed as a DPS up to magma ball, even though in reality it might have no effect. (Remember this is just considering Magma Ball DPS) Cast speed is NEVER bad though, it makes them cast magma balls faster, and if they're out of charges, they will be better at using their other abilities.

Especially at low numbers of Harmonies, PoB will give a higher DPS value than what it really is.

To get a more accurate over time DPS measurement of just Magma Ball you must calculate cooldown yourself, and see if you are getting enough cast speed to reach the current cooldown. Of course this isn't realistic either because the golem AI will switch abilities sometimes, just through the chaos and movement of a fight, but I think it's the best estimation we can do.


Time to get some perfect Harmonies :)


"
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!


Hey and thanks for support ^^

Golems are made as tanky as they can be while doing optimal damage. This ensures that you dont have to keep summoning them and can focus on kiting in boss fights. The resummon bonus from Might is very small and its not really worth using.

When you log in, you can turn of either Temp Chains or Discipline, summon Golems and Animate Guardian and then turn aura back ok. Or you can take mana reduction nodes to free enough mana to be able to summon Golems while auras are on.

Your char is private so I can't see your links, but make sure "Discipline" is not connected to "Enhance". It will raise its mana reservation while adding only useless aura radius.


"
I am probably asking a very stupid question...But why do you go ES / Life. I mean you use Bone offering so u get a "heal" each time you block. But if you only have like 2k life and 5k ES does this even matter? or is it just for the minions to heal up?


Hello :)

Most of really good Summoner items have high ES and this build uses lots of other high ES uniques like Vertex and Rainbowstrides. Skin of the Loyal armor is best for Golems and it scales to more ES the more you have on other items you wear.

Chaos Inoculation got nerfed and pure life will get much less EHP as most of gear will be high on ES and have no life rolls. Also going to 6-7k pure life with almost no armor seems very dangerous for 1 shot potential.


"
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've been doing the ES build for awhile. I'm kind of curious if this post was referring to me? Either way, I'm using an enchanted helmet that provides a 150% boost to the Earth Golem regen buff, zealot's oath, and discarded aegis for self-defense since my golems have been essentially unkillable.

Right now, my ES regen is at 1300/s at 14.4k HP/ES. if I throw on shavronnes ring, I think it hits 1650 or so per second? it's been awhile since I've used the ring since some of my resistances drop a little more than I'm comfortable with.

Either way, I actually don't notice a difference in clear speed these days even after dropping a bunch of minion related damage talents. I think at some point, flame golems are just that powerful that damage dealt and damage received by them becomes a non-issue. At least it's become that way for me.

I mostly focus on survivability at this point.


Hi :)

You are running pretty interesting setup. Is the regen making big difference if you still have to wait for 3-4 seconds to get 1/3 of your EHP back?

I understand the concept about stacking regen, but usually when recharge kicks in you get full ES in few seconds anyway. With Zealots Oath desecrated ground in maps becomes pain in the ass as you have to use life flask from time to time.

You are right that after certain point stacking more damage is usually not important. However in number game like Poe, players want to usually get maximal kill speed while still maintaining enough defense to survive. It's nice when you find perfect balance between offence and survival :)


"
. 4 attepts on last lab, all failed. 2 times i didn't even have the time to say chees, got 1 hitted from .. i don't now what, he didn't even fired his green blobs of weird stuff he's using.


Hey :)

Uber Izaro fight is actually pretty easy once you get hang of it.

You have to circle Izaro at about 1/3-1/2 screen away. This gives you enough time to dodge the green projectiles and Izaros charges & jumps. Temporal Chains will keep Izaros minions at bay, so don't mind them at all. Only focus on doing the circle and dodging green projectiles that fly at steady intervals.

If you get hit by some damage and drop low on ES, retret to far end of the boss area to regen ES. Its very easy to dodge the green projectiles when you are far away. When in full ES, move back to boss and continue circling.

Always stay on move, never stop in boss fights. Desync or some fast move will always kill you if you stand still.

Try to buy Flame Golem 21/0 or 20/20 and empower 3 to boost Golems damage. Also try to get quality on both temp chain gem and Blasphemy to boost effectiveness. Enhance 3 helps a lot and "Skittering Runes" curse effectiveness nodes.
[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 18, 2018, 5:32:14 PM
"
Hey and thanks for support ^^

Golems are made as tanky as they can be while doing optimal damage. This ensures that you dont have to keep summoning them and can focus on kiting in boss fights. The resummon bonus from Might is very small and its not really worth using.

When you log in, you can turn of either Temp Chains or Discipline, summon Golems and Animate Guardian and then turn aura back ok. Or you can take mana reduction nodes to free enough mana to be able to summon Golems while auras are on.

Your char is private so I can't see your links, but make sure "Discipline" is not connected to "Enhance". It will raise its mana reservation while adding only useless aura radius.


Thanks for your quick reply - duly noted - i thought, its better to cast the golems all the time.

I changed my acc settings - i quick check from your side is always welcome :)
Hey mate,very nice job on the guide,however i have some questions about leveling.


First things first,i'm playing STANDARD and i'm following your guide very strictly,im level 70 with the first lab,but about to doing the 2nd and the 3rd,but i have some issues.

I have Midnight Bargain,Victario's (2 clayshapers in stash ready to use) skin of the loyal 5l sidhebreath,boots of ullr (have rainbowstride at stash),so in general i have almost everything as you mention in your guide,except The anima and the primo might (hence i can't afford either of it.)

Question is,what gems should i use except 5l golemancer which is obvious.
What else should i pritorize than minion def,ele resist and attack?

I'm lvl 70 and all i could do is an alced t5 map cautiously,had nemesis mod on enemies and almost 200% crit chance to them and -20 rezz,my res is capped with purity + stuff.

I can do t1 t2 maps easily with much mods,but can't do t3 quick,coz it gives me some trouble and so on.

Btw im using all of the minions,srs,8 zombies,4 spectres,skeletons,1 flame golem (since i can't use skin of the loyal + clay coz of some issues.) so my golem is not on full potential,also missing the anima and the might that would give me more options.

Thank you for answering,im really looking forward to your guide :)

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