3.11 | Carry Me Golems | Carrion/Stone Golem Elementalist | Very Tanky and High DPS summoner

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jsuslak313 wrote:
+

I did run vulne+enfeeble and felt extremely tanky (even without fortify)

Poachers mark adds about 1/5 damage so its worth it! Not too hard to harvest craft if just get curse mod (unset ring best base)

You could also sell that helmet and get resist from there :D Its pretty good for specter build tough! Chaos/lighting golem does not really need any damage boost (culling strike alone would be more damage than all those mods together)
Last edited by juju#3413 on Aug 8, 2020, 10:07:58 PM
Triple curse is complicated. I tried it with awakened COH and a curse on hit ring, with whispers of doom spec'd, and it doesn't work, you only get 2 curses.

Needs a 5 link to run triple curse using awakened COH, it doesn't work with rings that have built in curse. *Might* work with gloves, but I doubt it.

From what I understand, the Awakened COH only supports gems it's linked to. So dual curse, activation spell, and COH in a 4 link without whispers of doom, works fine.

However, due to order of operations, the gem curses are applied first, then the ring's built in COH. The ring doesn't get the benefit of the Awakened COH, because it's not linked. So it is allowed to keep one of the original curses, the one from the ring overwrites the second one. The curses in your original 4L are cast in order, so the first one cast is always going to be over written.
Current league IGN: Teldra_Anc_LAD
Feel free to message me in game if I'm on.
yea i was really dumb....forgot that when i gave up CoH I lost the 3rd curse anyway and can only run 2.

As for the helm, it was the only one on the market so yea I'll search for a new one now that can net me some income to make other improvements.

I do notice that losing punishment has severely reduced my dps, theres still a ton but things especially big bosses are not melting like they did before.

I need ONE MORE 1% jewel to be able to use spider. I'm stuck at 11% reduction meaning it still rounds up to 23%. I need to find a corrupted timeless jewel with xibacua but I currently don't have enough to bankroll it (unless I sell my helm and get a cheaper one). But once I get rid of this helm, I know I am going to want to spec into specter/golem. Oh well
Last edited by jsuslak313#7615 on Aug 9, 2020, 1:08:01 AM
oy i found the perfect replacement helm (25ex) with my cold resist, enchant, 5% mana reserved, minion damage, minion life and a crafting spot. BUT i dont have 25ex right now, just a bunch of items waiting to sell.

the pain is real
Awesome build, it is really budget and do a lot of damage + it is very tanky.

This is what I got atm:


Now I'm trying to craft cluster jewels (very bad RNG trying to get renewal).
After that, I'm planing to craft a +3 socketed gems, dex, unset ring. Am I in the right way or should I change something first?

I'm still get oneshoted, probably because I dont have enough life
hi, nice guide.
but i got some questions:

1. i tested the stone golems and they dont always slam, even if cdr is high enough, so they could perma slam.
they do some basic attacks or are standing around like dummies.
wouldnt it be better to give them more attackspeed, if it would give more dmg than harmony dmg?

2. i dont get it, how you get 90% phys reduction.
the phys reduction from chaos golems is a flat reduction, but the reduction from brass dome is just armour.
so vs huge hits its not 90%, because armour works in another way than flat reduction.
the char tooltip is kinda wrong, when it comes to reduction from armour
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stfukthx wrote:

2. i dont get it, how you get 90% phys reduction.
the phys reduction from chaos golems is a flat reduction, but the reduction from brass dome is just armour.
so vs huge hits its not 90%, because armour works in another way than flat reduction.
the char tooltip is kinda wrong, when it comes to reduction from armour


There are two kinds of people: 1) who count the "flat" physical damage reduction 2) who count armor's physical damage reduction into this number

And as you know, the guys in group 2 are wrong. Armor is very good at mitigating multiple rapid small physical hits. And bad at big single slams.

My phys reduction without armor:
30% from golems
36% from Enduring Cry with 6 Endurance Charges
9% from amulet + boots (conqueror suffix)
15% from Basalt Flask

= 90%

This phys reduction doesn't have 100% uptime though. Flask obviously has charges. Enduring Cry gives 24% always and the secondary buff gives 12% for 2.4 seconds with 3.9 second cooldown (42% cdr from shield, 12% from boots).

My body armor is rare, so no Craiceann's Carapace with Aspect of the Crab nor the bonus to it. But my armor does have 14% phys damage from hits taken as chaos, which has 90% resist.

So it's possible to get tons of pdr without armor.
Last edited by Wermine#1485 on Aug 9, 2020, 10:33:39 AM


FINALLY Done with the build.. Just gatta farm for better resists on rings and Belt.

I decided to be super lazy and utilize blasphemy for Punishment and Vulnerability. I think I can move some gems around to give myself one more gem slot but whatever right now. I am able to cast dread banner and Determination too with enough mana to spam whirling blades.

The tipping point to this build for me to finally not get one shot was when I was able to keep VMS up with Soul Ripper.. Idk why, im no POB expert but after that happened I rarely ever die.

Thanks for the build.
Last edited by MeneXCIX#3173 on Aug 9, 2020, 11:32:22 AM
anybody wanna do the math for me?

Would it be more defensive to use Rumi's Concoction to get a total of 38% block, or to use a Granite flask with 99% armor. I use molten shell (not vms) attached to cwdt. Just curious if it's more reliable to get that extra 20% block or the extra armor to possibly buff ms.

I'm leaning towards keeping the 99% armor because I also have increased flask duration on it which makes it easier to proc a stronger ms, but more than 1/3 block seems like it could be better
what is the best skill to level with until act 4 when you get your golems?

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