My friend, you have also fallen into Wikis trap. The first part of the wiki page about Flame Golems shows golems level effect on YOU and the small chart in the bottom of the page shows level effect on GOLEM. Each level to Golems gives them roughly 10% more DPS and HP, and the higher the level go more theu give.
Necro ascendancy gives about 20% more damage to minions. Elementalists extra Golem gives about 20% also (4 + 1 Golems = 20% total DPS). Necros ascendancy gives however tons of other functions also as extra block, resistances and damage. Rest of Elementalists ascendancy nodes don't effect minions at all, so they are pretty much useless.
Harmonies give 20% increased damage per gem and more importantly they lower the 6 sec cooldown on Magma Orb. There are 10 sockets, where 2x are taken by Anima and Might. 1-2x are taken by rare jewels that give all ele res to minions so rest 5-6 can be used on Mights. 5x works ok, but the more you can add, the more damage Golems do. Adding multiple Golems types to increase damage per Harmony is not very beneficial as extra Golems just eat slot and dont really add much damage themselves. Build also has lot of "increased" damage to minions, so adding more is not very useful. Increasing DPS requires charges, "more" damage, cast speed and curses.
If you want to focus heavily on bosses, you can check my build variant called "75%/75% MAX BLOCK, 4X FLAME GOLEMS, 3X SPECTERS, 1x ANIMATE GUARDIAN VARIANT" in guide post #6. That variant has lot more boss damage and defenses as its using max block to tank most enemies. It has less clear speed, but can kill bosses 3-4x faster.
The damage of Golems comes almost purely from their level. The higher you can get them, the better damage they deal. My level 28 Golems can pretty much 1-shot all non rare enemies even when Elemental Equilibrium is not active. If you can buy level 21/0 Flame Golems and corrupt Empower 3, you can see the difference for usually cheap price ;)
Thank you so much for this answer !
I am actually playing your variant 75/75 for bosses in post #6. I have just changed something : instead of playing with storm burst, I replaced it with spell totem+ball lightning+GMP+Totem Res, this allows me to be far from bosses and moving from their attacks. And for the survival, i am playing with CWDT+desecrate+bone offering. These combinations feels more smooth for me (gameplay), but maybe it is a mistake ? What do you think about the survival of this setup compared to that of the 75/75 variant ? I know that I have no more places for spectres but are they really usefull ?
Too, I'm atm playing without Animate Guardian, I am still leveling the gem !
And a last question : Why do we take the +1 curse in the tree ?
Thank you again and have a nice day !
I've tested this combination but the thing is it's triggering quiet randomly bone offering. You may try as OP said scorching ray with a cast when channeling with desecrate and bone offering. You can play it with spell totem and ball lignting on your weapon no need of GMP when your char is mostly for bosses. And it allows you to get spectres on your other 4 links.
So you get EE from totem, and penetrate from scorching as well with block chance.
I've tested this combination but the thing is it's triggering quiet randomly bone offering. You may try as OP said scorching ray with a cast when channeling with desecrate and bone offering. You can play it with spell totem and ball lignting on your weapon no need of GMP when your char is mostly for bosses. And it allows you to get spectres on your other 4 links.
So you get EE from totem, and penetrate from scorching as well with block chance.
Sim
Thank you very much for your answer. I will try it, looks great !
Best regards !
why is my damage so bad? like i tried a t10 and with 4 golems i literally have to wait for them to kill rares. they also never want to follow me ffs. my rf build does like 5x the dmg this does i made it expecting it to do a lot of damage but bad clear but it seems bad at both.. nothing against your guide , i did lots of things different defensively, but just golems seem to suck unless im missing something
Last edited by Brinstar4#6216 on Feb 17, 2018, 1:19:19 PM
Just tried some T13 Shrine and T14 Dark Forest...DPS looks good (Empower level 4 and Golem 21/20 now, playing 75/75 bosses setup)!
I was scared to have not enough DPS because I fought a Vault Boss and the combat was longer than expected...In fact the Vault boss has crazy life ! Maybe I ran mods like More boss life and Elemental Resistance...
I will try a Guardian and a Lava Lake map and post my impressions !
In fact, still didn't know why we took the +1 curse in the tree ! :D
Some questions again :
- Why did you choose Tukohama Vanguards ? Do you think we could do more DPS with cannibal fire-eaters ?
- Is there a way to play with elemental weakness skill ?
- For the hardest bosses, can we swap GMP for slower projectiles ??
Best regards !
Last edited by NemesoK#6318 on Feb 18, 2018, 12:48:30 AM
Hi all,
trying this build now and I like it so far.
what should I use at level 32? spectre or raging spirits? I have good survivability but killing Dominus is taking forever..
Keep Specter for one more level and switch to Golem? With The Anima Stone + Primordial Might, 2 6l-golem should be enough to melt almost everything. (If you have problem with golem positioning - use Convocation) Use lesson support gem for a while until 38 to unleash hell.
You can even refund passive (minion dmg upper Scion and spell interrupt in Witch area = 6 point) then aim for jewel slot at Witch and left Scion. Add 2 more Primordial Harmony for 3rd golems and enjoy the show.
So I managed to save up and work a pair of Null and Voids in to the build. Might not be the most ideal item but they're friggin' fun. This is probably my final setup for Abyss, too bad I couldn't get a +2 Skin. It was a good time anyway.
My friend, you have also fallen into Wikis trap. The first part of the wiki page about Flame Golems shows golems level effect on YOU and the small chart in the bottom of the page shows level effect on GOLEM. Each level to Golems gives them roughly 10% more DPS and HP, and the higher the level go more theu give.
Necro ascendancy gives about 20% more damage to minions. Elementalists extra Golem gives about 20% also (4 + 1 Golems = 20% total DPS). Necros ascendancy gives however tons of other functions also as extra block, resistances and damage. Rest of Elementalists ascendancy nodes don't effect minions at all, so they are pretty much useless.
Harmonies give 20% increased damage per gem and more importantly they lower the 6 sec cooldown on Magma Orb. There are 10 sockets, where 2x are taken by Anima and Might. 1-2x are taken by rare jewels that give all ele res to minions so rest 5-6 can be used on Mights. 5x works ok, but the more you can add, the more damage Golems do. Adding multiple Golems types to increase damage per Harmony is not very beneficial as extra Golems just eat slot and dont really add much damage themselves. Build also has lot of "increased" damage to minions, so adding more is not very useful. Increasing DPS requires charges, "more" damage, cast speed and curses.
If you want to focus heavily on bosses, you can check my build variant called "75%/75% MAX BLOCK, 4X FLAME GOLEMS, 3X SPECTERS, 1x ANIMATE GUARDIAN VARIANT" in guide post #6. That variant has lot more boss damage and defenses as its using max block to tank most enemies. It has less clear speed, but can kill bosses 3-4x faster.
The damage of Golems comes almost purely from their level. The higher you can get them, the better damage they deal. My level 28 Golems can pretty much 1-shot all non rare enemies even when Elemental Equilibrium is not active. If you can buy level 21/0 Flame Golems and corrupt Empower 3, you can see the difference for usually cheap price ;)
Thank you so much for this answer !
I am actually playing your variant 75/75 for bosses in post #6. I have just changed something : instead of playing with storm burst, I replaced it with spell totem+ball lightning+GMP+Totem Res, this allows me to be far from bosses and moving from their attacks. And for the survival, i am playing with CWDT+desecrate+bone offering. These combinations feels more smooth for me (gameplay), but maybe it is a mistake ? What do you think about the survival of this setup compared to that of the 75/75 variant ? I know that I have no more places for spectres but are they really usefull ?
Too, I'm atm playing without Animate Guardian, I am still leveling the gem !
And a last question : Why do we take the +1 curse in the tree ?
Thank you again and have a nice day !
"
I've tested this combination but the thing is it's triggering quiet randomly bone offering. You may try as OP said scorching ray with a cast when channeling with desecrate and bone offering. You can play it with spell totem and ball lignting on your weapon no need of GMP when your char is mostly for bosses. And it allows you to get spectres on your other 4 links.
So you get EE from totem, and penetrate from scorching as well with block chance.
Sim
"
Thank you very much for your answer. I will try it, looks great !
Best regards !
"
Hello,
Just tried some T13 Shrine and T14 Dark Forest...DPS looks good (Empower level 4 and Golem 21/20 now, playing 75/75 bosses setup)!
I was scared to have not enough DPS because I fought a Vault Boss and the combat was longer than expected...In fact the Vault boss has crazy life ! Maybe I ran mods like More boss life and Elemental Resistance...
I will try a Guardian and a Lava Lake map and post my impressions !
In fact, still didn't know why we took the +1 curse in the tree ! :D
Some questions again :
- Why did you choose Tukohama Vanguards ? Do you think we could do more DPS with cannibal fire-eaters ?
- Is there a way to play with elemental weakness skill ?
- For the hardest bosses, can we swap GMP for slower projectiles ??
Best regards !
Hello :)
Desecrate and Bone Offer may neven be in same cast when damage taken link. CWDT will try to create corpses and then use them for Bone Offer, but there is lag between server and the servers will never see the Desecrated corpses with Bone Offer as they spawn after Offer is used already.
Bone Offer in CWDT works fine if you are good at kiting and need block only to reposition to better place before next big hit. If you like more tanky playstyle, Storm Burst link keeps offer up all the time and makes you take much less damage.
Tukohama was selected as it has great synergy with minion damage + burn damage supports in pseudo 6-link helmet. TV should have highest boss kill damage and while Golems can clear most packs in 1-2 shots at high level, TVs add much to boss kill time. I havent really tried fire breathers yet, but their range seems to be pretty short.
For the Elemental Weakness question : Animate Guardian should be wearing "curse with Elemental Weakness on hit" gloves, so it will curse with when ever it hits an enemy. AG shared curse limits with you, so if you dont take extra curse your Temp Chains will over-ride the Ele Weak immediately when you enter its area. With dual curse both curses can active at the same time.
You can also run Ele Weak as second active curse on Vertex or +1 level item. It scales extremely well with quantity from "Enhance" and you need only to take Sovereignty and mana reduction nodes below it from the left side of the tree.
"
why is my damage so bad? like i tried a t10 and with 4 golems i literally have to wait for them to kill rares. they also never want to follow me ffs. my rf build does like 5x the dmg this does i made it expecting it to do a lot of damage but bad clear but it seems bad at both.. nothing against your guide , i did lots of things different defensively, but just golems seem to suck unless im missing something
Hey :)
Golems and all minions need special playstyle. To get them to attack mobs you have to have either :
- Minion movement speed on gear (with 55-60%+ they start to run with you and not lag behind)
- Use Convocation nesr mob (minions will teleport to you)
- Place spell totem (Minions will gather around area you used active skill last)
- Shield charge through / around mob to force minions to teleport near you and attack enemies.
Easiest but most expensive fix is to get movement speed on rings. You can craft them with essence of fear and hope for good rolls. with 20%+ movement per ring you should see significant improvement.
If you want more damage, try to add Specters to the mix instead on zombies. pseudo 6 link helmets cost about 20c and you can use Tukohama Vanguard specs there to really melt rares and boss down.
Biggest reason why damage is bad is that you dont have enough jewel slots. Golems have 6 seconds cooldown per skill, and you want them to cast orbs as much as they can. 5-6 Harmonies do the trick, but you are using 1x Harmony. Eminence is pretty much useless as Golems cant cast faster before the cooldown stops. You have made heavily life based modification, which loses tons of jewel slots. I recommend respeccing to the hybrid tree as Golems are not functioning now at all and have about 5 sec cooldown instead or 2 sec which is cast animations length.
"
Thank you!!! superb build so far :)
Thx for support ^^
"
So I managed to save up and work a pair of Null and Voids in to the build. Might not be the most ideal item but they're friggin' fun. This is probably my final setup for Abyss, too bad I couldn't get a +2 Skin. It was a good time anyway.
Hi :)
Rampage is pretty fun to run if you want maximal clearspeed and have lots of linear maps to charge through. Silver flask gies you onslaught, which really boosts the charge speed if you want to move maximal speed with it. Very good set of items you have! ;)
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
Desecrate and Bone Offer may neven be in same cast when damage taken link. CWDT will try to create corpses and then use them for Bone Offer, but there is lag between server and the servers will never see the Desecrated corpses with Bone Offer as they spawn after Offer is used already.
Bone Offer in CWDT works fine if you are good at kiting and need block only to reposition to better place before next big hit. If you like more tanky playstyle, Storm Burst link keeps offer up all the time and makes you take much less damage.
Tukohama was selected as it has great synergy with minion damage + burn damage supports in pseudo 6-link helmet. TV should have highest boss kill damage and while Golems can clear most packs in 1-2 shots at high level, TVs add much to boss kill time. I havent really tried fire breathers yet, but their range seems to be pretty short.
For the Elemental Weakness question : Animate Guardian should be wearing "curse with Elemental Weakness on hit" gloves, so it will curse with when ever it hits an enemy. AG shared curse limits with you, so if you dont take extra curse your Temp Chains will over-ride the Ele Weak immediately when you enter its area. With dual curse both curses can active at the same time.
You can also run Ele Weak as second active curse on Vertex or +1 level item. It scales extremely well with quantity from "Enhance" and you need only to take Sovereignty and mana reduction nodes below it from the left side of the tree.
Ty for your answer ! I tried several maps like Lava Lake, Carcass and the DPS is insane !!!
Wonderfull build, I am playing with stormburst, it works better.
I just have a problem with AG : when I log off/log on, it disappear !! I don't want to buy a pair of gloves with elemental weakness every time, how can I do ?
Desecrate and Bone Offer may neven be in same cast when damage taken link. CWDT will try to create corpses and then use them for Bone Offer, but there is lag between server and the servers will never see the Desecrated corpses with Bone Offer as they spawn after Offer is used already.
Bone Offer in CWDT works fine if you are good at kiting and need block only to reposition to better place before next big hit. If you like more tanky playstyle, Storm Burst link keeps offer up all the time and makes you take much less damage.
Tukohama was selected as it has great synergy with minion damage + burn damage supports in pseudo 6-link helmet. TV should have highest boss kill damage and while Golems can clear most packs in 1-2 shots at high level, TVs add much to boss kill time. I havent really tried fire breathers yet, but their range seems to be pretty short.
For the Elemental Weakness question : Animate Guardian should be wearing "curse with Elemental Weakness on hit" gloves, so it will curse with when ever it hits an enemy. AG shared curse limits with you, so if you dont take extra curse your Temp Chains will over-ride the Ele Weak immediately when you enter its area. With dual curse both curses can active at the same time.
You can also run Ele Weak as second active curse on Vertex or +1 level item. It scales extremely well with quantity from "Enhance" and you need only to take Sovereignty and mana reduction nodes below it from the left side of the tree.
Ty for your answer ! I tried several maps like Lava Lake, Carcass and the DPS is insane !!!
Wonderfull build, I am playing with stormburst, it works better.
I just have a problem with AG : when I log off/log on, it disappear !! I don't want to buy a pair of gloves with elemental weakness every time, how can I do ?
Best regards and ty again for sharing !
Hey and glad it helped :)
AGs gear is saved per character. You can take AG gem off, and even vendor the gem and your next AG with same char from new AG gem will have old AGs gear. You need to resummon AG each time you relog back, just like Golems. Easiest is to do it in hideout where there are no other gear on the ground you can animate AG accidentally with.
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f