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

Minion damage will not benefit from Penetration enchant... useless.

Movement Speed or Life Regen are good.
"
Hello. What do you think about Boot enchantments ?

It seems interesting to me:

Enchantment Elemental Penetration 3 - Damage Penetrates 10% of Enemy Elemental Resistances if you haven't Killed Recently

Enchantment Movement Speed 3 - 10% increased Movement Speed if you haven't been Hit Recently


"
tomay wrote:
Minion damage will not benefit from Penetration enchant... useless.

Movement Speed or Life Regen are good.


Hello :)

Yep, the damage penetration is local to you so the minions wont benefit from it. The movement speed and regen are both good to get. I would propably take movement speed as kiting is easier with faster movement speed.
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
"
Minion damage will not benefit from Penetration enchant... useless.

Movement Speed or Life Regen are good.

"
Hello :)

Yep, the damage penetration is local to you so the minions wont benefit from it. The movement speed and regen are both good to get. I would propably take movement speed as kiting is easier with faster movement speed.


K. Thank you both.
New league looks pretty good. OK, actually pretty darn good!

Actually said "what the hell" out loud when I heard how many new notables there were going to be with the jewel sockets.

Kinda weird, other than when the necro got a rework, for the most part if you play this build you are always pretty sure how it's going to end up, but with these new notables, end game tree might actually change a bit, pretty interested to find out what new minion notables there are.

Fingers crossed we don't get hit too hard with nerfs this league. I think as a core, golems will be safe, but maybe other minion nodes take a hit since so many people played minions the last few leagues.

Edit: Oh wow, just thought how OP the new unique jewel Voices will be for our build. Slap that baby onto an outer jewel socket and instead of of golem jewel slot, we not get 3 in the same area. With this we could either stack more jewels, or keep it the same, but not have to path to some and instead use those skill points on something else.

Last edited by sumfight#2609 on Feb 26, 2020, 11:56:20 AM
we just need 20-30 more skill points :)
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sumfight wrote:
New league looks pretty good. OK, actually pretty darn good!

Actually said "what the hell" out loud when I heard how many new notables there were going to be with the jewel sockets.

Kinda weird, other than when the necro got a rework, for the most part if you play this build you are always pretty sure how it's going to end up, but with these new notables, end game tree might actually change a bit, pretty interested to find out what new minion notables there are.

Fingers crossed we don't get hit too hard with nerfs this league. I think as a core, golems will be safe, but maybe other minion nodes take a hit since so many people played minions the last few leagues.

Edit: Oh wow, just thought how OP the new unique jewel Voices will be for our build. Slap that baby onto an outer jewel socket and instead of of golem jewel slot, we not get 3 in the same area. With this we could either stack more jewels, or keep it the same, but not have to path to some and instead use those skill points on something else.



"
we just need 20-30 more skill points :)


Hey :)

Yep, new league looks very nice! It seems to be more about clearing fast and fighting rare monster rather than one extra boss monster per level. Golems should be able to clear packs very fast while Tukohamas take care of rare monsters.

I think the build will be at least 90% the same as last league. There might be buffs to other than physical minions now that boss HP is increased which includes Flame Golems. I would assume that physical minions will get at least slight nerf and bosses will have armor now.

New extra points are very juicy and I wait to see what kind of setups can be cooked using them! The number of point is actually quite hard to free even for Elegant Hubris, much less for brand new skill-tree path. I hope we get nice hybrid smaller nodes with both ES/HP and minion damage, so that we don't have to lower defenses to take new interesting stuff far from the main tree.

My wish for this league is that we get 1-2% HP leech from minions damage like "The Baron" has for zombies. This would increase survival with currect Necromancer nodes to whole new level ^^
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
Last edited by mika2salo#7776 on Feb 26, 2020, 4:40:39 PM
I wonder if TV's are still going to be the best for the build. Probably, but 350 is a lot of new possibilities.

"
Changes to Spectres
We've added over 350 new monster types to the pool of possible monsters which can be used for Spectres. These are monsters that were not previously usable as spectres for technical reasons, such as unusual spawning behaviour or skills that only function in a specific context. Among them are monsters from Abyss, Delve, Betrayal, Synthesis, Legion and Conquerors of the Atlas content. Some of these monsters utilise skills that are fairly new and different to skills that are used by existing spectres so should allow for some new options for spectre builds.

We've gone through these monsters to make the appropriate AI and skill mechanic changes to ensure that they're able to still use their skills as spectres. Outside of these small improvements they remain relatively unchanged from their delightfully monstrous states.

In addition to this, all monsters that can be used as spectres can now also have corpses spawned using Desecrate once you have a spectre of them. Monster corpses that were previously impossible to spawn with Desecrate still can’t be spawned unless you have a spectre of them (or entered the current area with a spectre of them), so you'll have to first find those monsters in the wild. Corpses that despawn shortly after death will still do so (unless created by Desecrate), as it's vital for performance in many cases. So you'll have to be quick off the mark with your spectre raising!

We plan to keep doing this in the future to ensure a steady supply of new spectres. If you happen to find a monster that you'd like to see as a spectre but isn't currently supported, please let us know!


Edit: We also got a look at some minion nodes.



Vicious Bite looks great for most minion builds, but not sure if it will be that great for ours. Since I use Victario's Charity
I don't think the power charge is that amazing for mapping(though actually kinda big on extended boss fights) and while that crit multiplier is really nice, it does not affect golems, and correct me if I'm wrong, I don't really think TV's crit, so for our main specs right now, it does nothing, correct?
Last edited by sumfight#2609 on Mar 6, 2020, 1:13:22 PM
"
sumfight wrote:
I wonder if TV's are still going to be the best for the build. Probably, but 350 is a lot of new possibilities.

"
Changes to Spectres
We've added over 350 new monster types to the pool of possible monsters which can be used for Spectres. These are monsters that were not previously usable as spectres for technical reasons, such as unusual spawning behaviour or skills that only function in a specific context. Among them are monsters from Abyss, Delve, Betrayal, Synthesis, Legion and Conquerors of the Atlas content. Some of these monsters utilise skills that are fairly new and different to skills that are used by existing spectres so should allow for some new options for spectre builds.

We've gone through these monsters to make the appropriate AI and skill mechanic changes to ensure that they're able to still use their skills as spectres. Outside of these small improvements they remain relatively unchanged from their delightfully monstrous states.

In addition to this, all monsters that can be used as spectres can now also have corpses spawned using Desecrate once you have a spectre of them. Monster corpses that were previously impossible to spawn with Desecrate still can’t be spawned unless you have a spectre of them (or entered the current area with a spectre of them), so you'll have to first find those monsters in the wild. Corpses that despawn shortly after death will still do so (unless created by Desecrate), as it's vital for performance in many cases. So you'll have to be quick off the mark with your spectre raising!

We plan to keep doing this in the future to ensure a steady supply of new spectres. If you happen to find a monster that you'd like to see as a spectre but isn't currently supported, please let us know!


Edit: We also got a look at some minion nodes.



Vicious Bite looks great for most minion builds, but not sure if it will be that great for ours. Since I use Victario's Charity
I don't think the power charge is that amazing for mapping(though actually kinda big on extended boss fights) and while that crit multiplier is really nice, it does not affect golems, and correct me if I'm wrong, I don't really think TV's crit, so for our main specs right now, it does nothing, correct?


Hi :)

The Spectre update looks very promising! I will have lot of stuff to do when the league starts trying out all of the new spectres ^^

I hope we really do get new fire-based monsters that work great with Flame Golems. Not necessarily replacing Tukohamas, but rather to give alternatives. Tukohamas are great at boss killing but some players prefer faster mapping, so having more area clearing Spectres would be nice.

Not sure how good the new minion nodes are for the build. Tukohamas can't crit and Golems don't really get much from it. I hope we get more generic minion based nodes that buff Golems as well.
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
last baeclast https://dd.reddit.com/r/pathofexile/comments/ffb5ql/baeclast_54_delirium_dev_talk_with_rory_neon/
Nerfs to common "OP" builds like Summoner, Mana Guardian, Hoag
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Besovskii wrote:
last baeclast https://dd.reddit.com/r/pathofexile/comments/ffb5ql/baeclast_54_delirium_dev_talk_with_rory_neon/
Nerfs to common "OP" builds like Summoner, Mana Guardian, Hoag


I feel like this might affect our bossing more than mapping. I assume the nerfs are going to hit zombies, specs, and skellys hardest of all.

It's not like golems are a hidden build by any means, but as far as summoners go, they are on the low end of use, so I don't assume much will change golem wise. Just hope specs don't get hit too hard.

Or I could be completely wrong and it's a blanket nerf to all minion nodes.

We'll find out soon, but today we get all the new nodes, which is exciting.

Pretty happy to see Abyss Zana mod back for 2C, and Blight Zana mod as well.

Also those challenge wings are ugly, wish thy would have just made the mirror portal the 36 challenge reward.

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