Stress-Free PoE! RIGHTEOUS GOLEMS (RF): No Required Items! 1-Button Play! SSF League Start-End! 3.13

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LibraExAnima wrote:
Spoiler
I'm not a very patient person and get way over my head very quickly. Pairs well with my other mind conditions, heh. But yeah, as I said I aimed too high too quickly. I just replaced my gloves and run some labs for the glove enchantment, the name I forgot but I'll recognize it when I see it.

Inspiration wasn't linked in my boots because I used life gain on hit for a while for farming the terrace map for the beautiful Arboreal Hideout (With no luck, may I add) and the boss there with his weird dot that kept almost killing my a few times.

I'm always having an eye out for a better (and affordable) weapon. Most good weapons we want add fire or cold damage either to spells or spells and attacks, which makes it very difficult to find a good fit. So I'll have to life without BL for now - but only for now! :D

I'm having the sound of PoE switched off except for chat notifications and the filter I use because I'm running Netflix in the background (otherwise I'd be bored to death with the game x)), I guess that complicates things a bit. But good to know! I'll keep that in mind once I drop another T16 map and am able to more or less comfortably run it.
Cool. Good luck! You have a cool setup.
https://www.ForeverExiled.com/: Forever Exiled, A Path of Exile Podcast
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AndyLovesHisBge wrote:
Spoiler
oh my god I am so stupid.

When I read the Elemancer node on the Ascendency, I mistakenly thought this line was referring to the Golems. It actually refers to us instead, making us fulling elemental immune (no ignite, shock, chill, freeze, scorch, brittle or sap) when we have at least 3 summoned.

35% chance to avoid elemental ailments per Summoned Golem.


That is a really nice QOL to not have to worry about with flasks.
Haha! It's easy to misread things in a game this complex. I do it all the time.
https://www.ForeverExiled.com/: Forever Exiled, A Path of Exile Podcast
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AndyLovesHisBge wrote:
oh my god I am so stupid.

When I read the Elemancer node on the Ascendency, I mistakenly thought this line was referring to the Golems. It actually refers to us instead, making us fulling elemental immune (no ignite, shock, chill, freeze, scorch, brittle or sap) when we have at least 3 summoned.

35% chance to avoid elemental ailments per Summoned Golem.


That is a really nice QOL to not have to worry about with flasks.


Welcome to Dingustown! Here I actually was afraid to trade away my helmet because of freeze immune or being afraid of being shocked, but yet I realize I didn't read the node carefully as well! :D :D Haha!
Want to play a beginner friendly, highly expandable and reliable build? Try WreckerOfDays' ! https://www.pathofexile.com/forum/view-thread/2606288 -- My Hideout -> https://hideoutshowcase.com/hideout/show/2881
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LibraExAnima wrote:
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AndyLovesHisBge wrote:
oh my god I am so stupid.

When I read the Elemancer node on the Ascendency, I mistakenly thought this line was referring to the Golems. It actually refers to us instead, making us fulling elemental immune (no ignite, shock, chill, freeze, scorch, brittle or sap) when we have at least 3 summoned.

35% chance to avoid elemental ailments per Summoned Golem.


That is a really nice QOL to not have to worry about with flasks.


Welcome to Dingustown! Here I actually was afraid to trade away my helmet because of freeze immune or being afraid of being shocked, but yet I realize I didn't read the node carefully as well! :D :D Haha!


yeah! :)

You should be able to test it really easily. Stay in your hideout, summon at least 3 golems and take off your helmet. Then bring up your Character window and look at the Defesive tab which will list your Avoidance stats.
I have decided to add this ring to my end game set up even though it is not a Vermillion ring (my other ring will be Vermillion).




This simple ring gives me solid life, lots of dex, some damage for RF, and most importantly a socket so that I can add Dash into the mix. I like having a basic movement skill to cross gaps and cover open ground when needed and I also like it when having to dodge big hits.

Last edited by AndyLovesHisBge#5265 on Feb 27, 2021, 4:18:00 PM
@ Wrecky;

Maybe you wanna add to the guide the following suggestions that are basically free except that they must be 'farmed' at the Eternal Lab (Lab Nr4):
Spoiler

--> Gloves Enchantment:
- Commandment of Winter
Spoiler
Unleashes an icy projectile that pulses with cold as it travels. (So it's a dot?)

- Deals 1020 to 1615 Cold Damage
- Trigger this Spell when you're Hit
- Damage cannot be Reflected
- Cooldown: 10 seconds

- Commandment of the Tempest
Spoiler
Charges you with lightning which lasts a duration (2 seconds) before unleashing, damaging surrounding enemies.

- Deals 3739 to 5920 Lightning Damage
- Trigger this Spell when you Hit
- Base duration is 2 seconds
- Damage cannot be Reflected
- Cooldown: 10 seconds


They are fairly common and trigger EE while providing a bit of extra damage that procs reliably every 10 seconds as long as we hit something, plus scales with our elemental damage.

--> Helmet Enchantments
Spoiler
- 100% increased Effect of the Buff granted by your Chaos Golems
- 150% increased Effect of the Buff granted by your Flame Golems
- 150% increased Effect of the Buff granted by your Stone Golems
- 30% increased Flammability Curse Effect
- Consecrated Ground from Purifying Flame applies 9% increased Damage taken to Enemies
- 40% increased Righteous Fire Damage
- 24% increased Righteous Fire Area of Effect
- Wave of Conviction's Exposure applies -6% Elemental Resistance

Viability may vary, but those are the effects that are the most useful to us. Plus, unfortunately to gain a specific helmet enchantment is rather difficult due to the grand pool of possible ability alterations in that enchantment slot. It may be better to outright buy a helmet that has one of those on it, that may be pricey though.


--> Boot Enchantments
Spoiler
- Regenerate 2% of Life per second if you were Hit Recently
- 10% increased Movement Speed if you haven't been Hit Recently
- 120% increased Critical Strike Chance if you haven't Crit Recently

I'm not sure which one of those would be the most useful. There are also options, in the same manner with "If you were/weren't hit recently", with dodge. I think the movement speed would be the most useful for bossing and fighting breaks while mapping, right?

Want to play a beginner friendly, highly expandable and reliable build? Try WreckerOfDays' ! https://www.pathofexile.com/forum/view-thread/2606288 -- My Hideout -> https://hideoutshowcase.com/hideout/show/2881
Last edited by LibraExAnima#1943 on Feb 27, 2021, 6:34:48 PM
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Wrecker_of_Days wrote:
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AndyLovesHisBge wrote:
Spoiler
oh my god I am so stupid.

When I read the Elemancer node on the Ascendency, I mistakenly thought this line was referring to the Golems. It actually refers to us instead, making us fulling elemental immune (no ignite, shock, chill, freeze, scorch, brittle or sap) when we have at least 3 summoned.

35% chance to avoid elemental ailments per Summoned Golem.


That is a really nice QOL to not have to worry about with flasks.
Haha! It's easy to misread things in a game this complex. I do it all the time.


It really is complex!

I know it is just remnant of a previous version of the build but knowing we have freeze immunity now, you can probably remove freeze from your dream flask mods in the 3.13 version.
Would u mind explain how elemental equalibium works? I am not sure how it works and afraid it will work against RF, can u take a look at my build also?
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jamie_4_1_0 wrote:
Would u mind explain how elemental equalibium works? I am not sure how it works and afraid it will work against RF, [...]


Cold and lightning damage you deal reduces the enemies fire resistance (and the other elemental resistance - so fire and cold if you deal lightning, and fire and lightning if you deal cold damage) while at the same time the resistance against the element that dealt damage rises. It works with hits, so RF doesn't trigger EE. Golems don't trigger it either as it seems like. Your cyclone attack damage, if you are like me and have + lightning damage to attacks on one of your gear pieces, can trigger EE as well as Lightning Ball (which is there for triggering EE specifically). In my case, since I deal lightning damage with my cyclone, swapped Lightning Ball for Frost Bomb for it's other effects.

It works the other way around too, if you deal fire damage the resistance for fire goes up and the other two resistances go down.

---

Your golem ring seems interesting, by the way. I didn't know it existed :D
Want to play a beginner friendly, highly expandable and reliable build? Try WreckerOfDays' ! https://www.pathofexile.com/forum/view-thread/2606288 -- My Hideout -> https://hideoutshowcase.com/hideout/show/2881
Last edited by LibraExAnima#1943 on Feb 28, 2021, 6:04:21 AM
Thanks for the explanation, but I do not use any attack skill, I only use flame dash to trigger inspiration, so there is no way I can utilize EE?

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