Act 3 Made me realize a summoner archetype i want/need

With the potential return of golems in PoE 2, and playing in Act 3 Zones, I've really come to desire a need for "powerful golems" as a reservation skill and minion archetype. After having played BAMA for several leagues in PoE 1, and the statements of the above, along with the gorgeous designs of A3, we need super golems, badly.


Normally Minion skills scale specifically on minion damage. With the changes to minion skills, this would work in a variety of interesting ways, now that minions have specific skills associated with them. With the addition of the druid class, PLEASE GIVE US A VAAL ARCHETECH STYLE ASCENDANCY! We need an ascendancy that's got some kind of theme similar to the vaal, with ritualistic style theme that gives us access to "powerful golems" and what i mean by this is the following.

-Max Golem Limit is (2), regardless of spirit.
-Spirit cost for golem is 50% of your spirit if above 100 spirit, or 100 spirit, which ever is higher.
-Max Golem limit could potentially be further increased from uniques or specific modifiers
-Golems gain 50% of your modifiers to spell damage as additional damage of that element. This only affects global modifiers, such as "%increased spell damage" and "adds x spell damage" of that type of element. Modifiers to ailments and ailment magnitude do not count.
-Earth Elemental gains 50% of your global physical damage
-Fire Elemental Gains 50% of your global fire damage
-Air Elemental Gains 50% of your global cold damage
-Lightning Elemental gains 50% of your global lightning damage
-Chaos Golem gains 50% of your global chaos damage
-Each golem grants a particular aura, similar to PoE1, these auras can be what ever you think would work
-Each golem also grants 3 abilities that can be bound to your skill bars
-Resurrect time for golems is 15 seconds by default, reduced by minion revived speed.

Ultimately, golems would be specific, quite tanky, singular powerful minions that walk around with you and playing around them is significantly more vital than any other types of minions. They could be built around playing around them specifically and using them to combo your own spells around them. For example, an Earth Golem could be quite affective at breaking armor, and stun build up encouraging a shaman or some melee or phys based character to combo hard hitting abilities to play alongside you. Using their golem abilities to either be the source of your damage or a large portion of your damage while playing as a "coop minion" would be way more effective than the traditional "minion army" archetype.
Last edited by khaosshinobi#3916 on Dec 13, 2024, 8:44:52 PM
Last bumped on Dec 13, 2024, 8:43:39 PM

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