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

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The damage and clear speed I tested was with delve and Hall of Grandmasters with pledge the spider queen takes forever to kill but with bow it dies really fast. In delve I also feel the bow kills much faster than pledge. In open maps I am not sure as I don't really do that content anymore.

Divine Flesh was really easy to setup I just needed to invest 1ex to buy chaos res ring, then with the rest of my gear I just crafted chaos res. To get Divine flesh keystone you need a certain glorious vanity jewel and a keystone node, for me it was the acrobatics node I also got a cult of chaos node from my glorious vanity jewel which gives 1% to max chaos res so I am sitting at 86% chaos res. I think this gives one of the best defensive layers for my character and I don't really need to worry about chaos damage because of this.

1) Have you played Necromancer variant earlier?
No, I did try ice golems and armor and mind over matter instead of evasion base with auras.

2) Have you tried playing with and without Primordial Might?
I always used primordial might.

3) How much currency have you spent approximately on the gear currently (if not private info)?
Hard to say as this was originally an Ice golem build but I got bored of it so switched to flame golems. also most of the stuff I crafted myself such as the bow, only big buys were the watcher's eye I'd say its within 20-30 ex spent.

4) Overall feel for the variant?
Great clear speed but ice golems are better for bossing.

4.1) Good parts?
Divine Flesh this is easily my favourite keystone now, level 28 flame golems, 4 auras and 1 curse; Anger, Zealotry, flesh and stone, grace and proj weakness curse. I've done hall of grandmasters on this build deathless a few times.

4.2) Parts that could be improved?
Aura/curse setup could be better, needs more Physical damage reduction.

5) Improvement ideas for the variant?
Elemental equilibrium maybe, don't know how to add this in without taking out utility and cast when damage taken defensive layer though.


Hello :)

Thanks for answering!

I will definitely test the bow later, but I just spent all my currency on the +1 curse Chain amulet. Could take a while before I can test something expensive again in standard.

I checked threads about Divine Flesh, but it seems to require pretty specific setup to be useful. I'm always trying to find ways to make char more tanky against physical damage, but most defenses take too many nodes or offer too little protection.


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Hey, thanks for build. Just wondering, you're using 7 harmony jems, but no other golems?

If you get another 3 of other types it will be
20% * 7 * 4 = 560 % damage increase?

Or the math is wrong?


Hi :)

Your math is good. However, Necromancer variant has only 4x Flame Golems. The Golems already have hundreds of % increased damage, so adding more "increased" damage starts to be less effective than adding "more" damage, charges or cast speed.

By dropping 1 of 4 Golems, DPS is lowered by 25% form the total Golems damage. Sometimes when moving in tight maps, one Golem might get stuck in another room, so you would now lose 33% of total DPS when running 3x Flame Golems + 1 extra. Using more projectile based Golems just feels much better for clear-speed. Tukohama Vanguards are doing most boss damage anyway, so increasing Golem damage by lowering their number doesn't seem very effective.

Elemetalist variant uses more Golem types, as it has more Golems out and losing 1-2 from 6-8 Flame Golems is not big drop in clear-speed.
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
Last edited by mika2salo#7776 on Aug 6, 2019, 6:52:23 PM
The PoB pastebin (basic necromancer) has phase run at level 5 and quality 20. Why only level 5?

Another doubt I have. I have a helmet with burning damage, minion life and minion damage as recommended in the guide. Can I use this same helmet for both solar guards and Tokuhama Vanguards or the burning damage is wasted in solar guards?

Thanks!
Last edited by haitike#6900 on Aug 13, 2019, 11:58:43 AM
Hello!

I'm eyeing the build as something I might try out but I had a question. Specifically, another golemancer build claimed that it's not worth it to use a victario's charity and to instead go for a second clayshaper, as it claimed that the frenzy charges don't do much for flame golems as they're being gated by cooldowns rather than cast speed, which POB apparently doesn't properly take into account for the golems. This results in it being more beneficial to take a second clayshaper for more golems since the victario's charity doesn't do much for you (supposedly).

There's a link to a spreadsheet going over some numbers on it (on the "how many harmonies should I use" tab) here.

What's your opinion on the matter?
"
haitike wrote:
The PoB pastebin (basic necromancer) has phase run at level 5 and quality 20. Why only level 5?

Another doubt I have. I have a helmet with burning damage, minion life and minion damage as recommended in the guide. Can I use this same helmet for both solar guards and Tokuhama Vanguards or the burning damage is wasted in solar guards?

Thanks!


Hello :)

Phae Runs dexterity requirements raise really fast and the benefit is only some movement speed. Char normally needs about 100+ dex, while Phase Run goes over 150 dex on max level. Level 5 is balanced with other DEX requirement from gear and gems.

Burning damage on helmet works pretty much only with Tukohamas. Solar Guards can ignite enemies, but their damage is so low that support wont really increase DPS even if it works.


"
Hello!

I'm eyeing the build as something I might try out but I had a question. Specifically, another golemancer build claimed that it's not worth it to use a victario's charity and to instead go for a second clayshaper, as it claimed that the frenzy charges don't do much for flame golems as they're being gated by cooldowns rather than cast speed, which POB apparently doesn't properly take into account for the golems. This results in it being more beneficial to take a second clayshaper for more golems since the victario's charity doesn't do much for you (supposedly).

There's a link to a spreadsheet going over some numbers on it (on the "how many harmonies should I use" tab) here.

What's your opinion on the matter?


Hey :)

Golems damage has lot of modifiers like :
- Base damage
- "Increased" damage
- "More" damage
- Cast speed
- Cooldown
- curses / auras / Animate Guardian etc

Lot's of the stats are not visible to the player and PoB has hard time calculating minions real damage. Stacking only one of the list modifier works only so far, and becomes weaker the higher you stack it. For example harmonies add lots of "increased", but no "more" damage. Golems get hundreds of % of increased damage easily, so stacking as many Harmonies after certain point comes weaker. It becomes easier to raise DPS by increasing other modifiers after that point.

There are lot of calculation about how many Harmonies should be used, how many Golems types and if Eminences should be used also. I can't say that there is any "right" number as we can't really verify it. I recommend mixing decent amount of Harmonies and maybe other Golem types if you can keep at least 4x Flame Golems active.

After certain amount of Harmonies, cast speed becomes slowing factor compared to cooldown as Golems cast slower than cooldown is. There are only very few ways to speed their casting and Frenzy Charges is one of the best way (45% cast speed). I recommend trying with charges and without and see which works better. Charges give about 1.5x DPS multiplies and makes Golems lot faster (15% movement speed). Increase is more noticable in clear-speed than in bossing.
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
Last edited by mika2salo#7776 on Aug 14, 2019, 3:32:14 PM
https://www.pathofexile.com/blight

New Golem, major necromancer overhaul, new wand with minion skills etc ...
Last edited by Mydgard6#5964 on Aug 20, 2019, 5:24:29 PM
Dang, is it about to be our league boys?
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https://www.pathofexile.com/blight

New Golem, major necromancer overhaul, new wand with minion skills etc ...


"
Dang, is it about to be our league boys?


Hello :)

I'm pretty hyped for the change, I gotta say!

"introduced the Carrion Golem"
- Extra Golem seems very nice to run with Tukohama Vanguards and Animage Guardian
"added new support gems that allow you to fine-tune minion behaviour"
- Possible upcoming change to tune minion AI is excellent as Specs really need more aggressive AI. I hope they make this like
1. Defensive AI minion damage support
2. Normal AI minion damage support
3. Aggressive AI minion damage support,
so that they can be used with all minion types.
"We have buffed the per-gem-level progression of many minion types"
- This is great and should make leveling with Necro even easier
"added a high-level wand base type that can roll powerful minion mods and have made many other changes"
- I pray for "+1 Golem" mod to ditch the Clayshaper. Othervise could be relevant if focusing on TV specs for fastest possible boss kills.
"we have significantly revamped many Summoner mechanics and the Witch's Necromancer Ascendancy Class"
- This can give new toys for the build and even create new style to play Golems + Specs. I hope we get more passive support type as the current Necro, and more active caster for DPS buffs type for players that want more action while playing with minions.

Overall we could get some "Minion regen" nodes near "Lord of the dead", which would finally drop all need for early level regen gimmicks to keep zombies alive while leveling.
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
Last edited by mika2salo#7776 on Aug 21, 2019, 5:41:00 PM
And this was the league I was finally going to do HC to mix it up. After 5 or whatever golem leagues in a row.
Just seen this on today's announcement:

A single Carrion Golem fits well into established Minion builds as an extra bonus to all of your necromantic minions. It can also be invested in more heavily by taking various sources of additional golems (including a new notable passive)

Seems like we might finally be getting +1 golem on the tree!!!

"
DrHarvey12 wrote:
Just seen this on today's announcement:

A single Carrion Golem fits well into established Minion builds as an extra bonus to all of your necromantic minions. It can also be invested in more heavily by taking various sources of additional golems (including a new notable passive)

Seems like we might finally be getting +1 golem on the tree!!!


yeah!
great news!
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