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

Not sure how you weren't able to get more DPS with 4+1+1 and 10 harmonies, the damage output with that is three times what I can get as Necro. The new helms mean the other two golems are no slouch either, Level 23 (or 24 with a +3) with Minion Damage, Minion Life, Spell Echo and Ele Focus still do some serious damage.

As you pointed out in your FAQ though, it gives up a lot of survivability. No shield and no offerings means you can't tank almost anything. Instant flasks and Vaal Discipline are about all you have.




Zuletzt bearbeitet von Aboba#5417 um 28.12.2017, 00:31:06
Hi,

i'm trying this build in Abyss league, today i've finally bought my Primordial Might jewel.
When i equip the jewel, my golems becomes static, they always stay behind me, a lot... Fortunately i have 6 zombies for now that blocks the enemy mob.
Anyone has the same problem?

TY.
Zuletzt bearbeitet von Steven_B12#4171 um 28.12.2017, 10:58:20
I keep reading people mention Specters but I don't see them anywhere in your build.

Where do you mention them? What piece of gear are they on?

Thanks
When righteousness falters
And chaos threatens to prevail
I take on a physical body
And manifest myself on earth.
"
Steven_B12 schrieb:
Hi,

i'm trying this build in Abyss league, today i've finally bought my Primordial Might jewel.
When i equip the jewel, my golems becomes static, they always stay behind me, a lot... Fortunately i have 6 zombies for now that blocks the enemy mob.
Anyone has the same problem?

TY.


Primordial Might vastly increases the AoE of their aggro. The biggest benefit from Primordial Might is it makes them attack bosses even when you're dodging things.

Normally, without Might, they will drop aggro if you aren't actively using an ability AT the enemy.

Might is also quite decent for mapping because it will usually mean they are using their Molten Ball ability more often due to their positioning and aggro range.

Realistically it's about preference. Not having might gives you more control over your golems, BUT it also means that you constantly HAVE to control them, meaning you'll often lose damage while fighting bosses.

After experimenting some more (I was initially on the No-Might side) I find that Primordial Might is just too good against bosses. It means you can concentrate fully on staying alive, while your golems constantly do damage. In general mapping I just use Convocation for positioning. This is Hardcore perspective.
Zuletzt bearbeitet von Shiverwarp#6758 um 28.12.2017, 17:48:15
"
Aboba schrieb:
Not sure how you weren't able to get more DPS with 4+1+1 and 10 harmonies, the damage output with that is three times what I can get as Necro. The new helms mean the other two golems are no slouch either, Level 23 (or 24 with a +3) with Minion Damage, Minion Life, Spell Echo and Ele Focus still do some serious damage.

As you pointed out in your FAQ though, it gives up a lot of survivability. No shield and no offerings means you can't tank almost anything. Instant flasks and Vaal Discipline are about all you have.


Hello :)

After certain point adding "increased" damage will give only small benefits. I used these path of building trees :

Necromancer, 4x Golems, Necro Aegis with Victarios Charity, 6x Harmonies
- 101k DPS per Flame Golem
- https://pastebin.com/nJnt3ETc

Elementalist, Same tree, 2x Clayshapers and 4+1+1 mix, 8x Harmonies
- 87k DPS per Flame Golem
- https://pastebin.com/sQ0iwFra

Exaclty same tree was used on both and same gear expect i added more harmonies on Elementalist and second Clayshaper.

What really increases the damage is "more" damage modifier, charges and cast speed.


"
Hi,

i'm trying this build in Abyss league, today i've finally bought my Primordial Might jewel.
When i equip the jewel, my golems becomes static, they always stay behind me, a lot... Fortunately i have 6 zombies for now that blocks the enemy mob.
Anyone has the same problem?

TY.


"
Primordial Might vastly increases the AoE of their aggro. The biggest benefit from Primordial Might is it makes them attack bosses even when you're dodging things.

Normally, without Might, they will drop aggro if you aren't actively using an ability AT the enemy.

Might is also quite decent for mapping because it will usually mean they are using their Molten Ball ability more often due to their positioning and aggro range.

Realistically it's about preference. Not having might gives you more control over your golems, BUT it also means that you constantly HAVE to control them, meaning you'll often lose damage while fighting bosses.

After experimenting some more (I was initially on the No-Might side) I find that Primordial Might is just too good against bosses. It means you can concentrate fully on staying alive, while your golems constantly do damage. In general mapping I just use Convocation for positioning. This is Hardcore perspective.


Hi :)

Primordial Might makes Golems more aggressive, so they will wander farther away from you to attack enemies. This means that they will stay farther behind to finish enemies and also keep attacking boss while you are kiting farther away. Might has both advantages and disadvantages and comes down to personal preference.

I recommend using Convocation or shield charging through / by mobs to force Golems to teleport to you if you are having troubles keeping up with you. Best upgrade would be Minion speed on rings and other gear as Golem speed is not limited and with 60-100% movement speed they will run with you. That is something Specters cant do as their speed is still capped. I would not however change any 6-link gem to minion speed.


"
I keep reading people mention Specters but I don't see them anywhere in your build.

Where do you mention them? What piece of gear are they on?

Thanks


Hey :)

Specters are mainly used to level the build and to collect currency while saving for Anima Stone and 4x Golems. However this league there are lots of "pseudo" 6-links, so many guide followers have been mixing specters on helmet with 6 link in them.



Helmet like this can be used with "Solar Guard" Specters, and with "increased burning damage support" instead of conc effect you can use "Tukohama Vanguards". You can check Leveling section of the guide for more info about the Specters ;)
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
Zuletzt bearbeitet von mika2salo#7776 um 28.12.2017, 19:14:37
"
mika2salo schrieb:
After certain point adding "increased" damage will give only small benefits. I used these path of building trees:
I don't believe this is an accurate characterization. "Increased" will do what it implies, which is increase damage, no more, no less. Although it increases additively rather than truly multiplicatively (as with "More" multipliers), you'd need to already have +2000% increased damage to safely say it gives "only small benefits".

"
Necromancer, 4x Golems, Necro Aegis with Victarios Charity, 6x Harmonies
- 101k DPS per Flame Golem
- https://pastebin.com/nJnt3ETc

Elementalist, Same tree, 2x Clayshapers and 4+1+1 mix, 8x Harmonies
- 87k DPS per Flame Golem
- https://pastebin.com/sQ0iwFra

Exaclty same tree was used on both and same gear expect i added more harmonies on Elementalist and second Clayshaper.

What really increases the damage is "more" damage modifier, charges and cast speed.
Disagree here as well. What is best for your overall flame golem DPS is an optimal mix of "More", "Increased", "cast speed", and others. I really advise against discounting the value of "Increased" mods.

There are a few reasons you're not getting better output from your Elementalist tree:
- Your tree isn't optimized for ELE
- You are not using any Eminence
- Your gem links aren't optimized (AG vs. real 20/20 EleWeakness; Emp4 vs. EleFocus)
- others

Here is a more optimized Elementalist tree:
+ 154k DPS per Flame Golem (Magma Ball)
+ https://pastebin.com/MRNvnEU8
+ 500 more EHP than the NEC tree
+ can easily hit 250k+ on extreme offense version

"
Aboba schrieb:
As you pointed out in your FAQ though, it gives up a lot of survivability. No shield and no offerings means you can't tank almost anything. Instant flasks and Vaal Discipline are about all you have.
Not sure I totally agree here. Offerings are pretty big, but Elementalist has access to lots of defensive tech as well. It just depends what you spend your gem slots on.
⚡ Lightning Golems:
/1902593
⛄ Ice Golems:
/1914382
Zuletzt bearbeitet von tomatopotato#6384 um 29.12.2017, 07:48:58
Thank you for the answers, i will keep testing the jewel, and as soon i have a decent amount of chaos i will try to buy rings with minion speed.

Thank you again and happy new year :)
Is this build better at boss killing than spectres build?


Got this one. I hope it's good enough for our build...
"
mika2solo schrieb:
Hey :)

I tested the unearth + different links but as I don't have char with almost 50/50 HP + ES ratio, the spirit offer gave nice ES heal but needs more base HP to really help.

However I checked lots of other builds using unearth + spirit offering and they can heal almost instantly, so the links are working as good as you told :)

I'm trying to figure if the unearth can be used to proc EE without adding jewel with no minion damage mod. Shaper rings can actually roll "adds lightning damage to spells and attacks", so maybe i can find good roll to test it.


Yeah I mentioned the rings (and helms) when I first brought up using unearth for EE, but I think it's a bit too much investment to get a good ring for the slot. Jewels are much cheaper, and you only lose a small amount of damage.

But I've moved on to the Spirit Offering CWC setup anyway. I would never advise using spell totem unearth for EE simply because the Spell Totem AI doesn't work at all for hitting enemies with it. It's great for laying corpses, but Unearth needs to be shot past the enemy, not at its feet like the spell totem does. Unearth works great when self casting though for EE.

"
tomatopotato schrieb:
Not sure I totally agree here. Offerings are pretty big, but Elementalist has access to lots of defensive tech as well. It just depends what you spend your gem slots on.


I'm curious, what is the defensive tech available to Ele that isn't available to Necro? The only thing defensive the Ascendancy gives is 8% reduced damage taken of an element after being hit once with it, and a small amount of ele res.

Also, when measuring the effect of cast speed on DPS in Path of Building, does it actually take into account the cooldown on the spell? Because right now with 7 harmonies, my Magma Ball cooldown is 2.93s, and my cast rate is 2.65 (Which means it finishes one cast, including the echo, of Magma Ball in .75 seconds), so the Flame Golem will have to wait 2.18 seconds before it can cast Magma Ball again, so at this point Cast Speed doesn't actually help them cast magma ball more often, just makes them more likely to run in and use other spells.

EDIT: Yeah PoB is definitely broken in regards to cast speed giving DPS even though what's restricting the DPS is the cooldown. (Cast speed is still fine if you want your golems to use other abilities of course, but it's not going to give you accurate DPS calculations)

Realistically our DPS is measured by taking the average damage, multiplying it by two, and then dividing by the cooldown time rather than the casts per second.



My golems for example, showing 53k DPS with Magma Ball.

PoB finds this by taking the average damage, and dividing by casts per second (20132/0.377 = 53400)

But this is inaccurate because of the cooldown. You need to find DPS by multiplying damage by casts per cooldown, then dividing by cooldown time. It's not really possible to have cooldown be lower than our cast time for a spell echo, so this should always be accurate except at low levels without cast speed on golems.

(20132 x 2 / 2.93 = 13.7k DPS)

This is because we're only getting 2 casts every 2.93 seconds.

EDIT AGAIN:

Did some in game testing, I can only conclude that the cooldown for magma ball is just inaccurate. Because a single flame golem seems to cast 4 magma balls non-stop with my current setup.

It seems finding the optimal set up for jewels could be pretty hard since PoB is effectively useless for this.

EDIT AGAIN AGAIN:

After some more messing around, I'm actually suspecting that Magma Ball uses a charges system, similar to Desecrate, or it's just the way Flame golem AI works - With spell echo and no CDR they'll cast it 6 times before moving in.

Example: https://gfycat.com/ExcitableComplexDungenesscrab

With no harmonies (No cooldown recovery) and no spell echo, they seem to cast up to 3 times before moving in.

Example: https://gfycat.com/DismalWhichIndianrockpython

So my guess is that cast speed will help with front-loaded damage to use up all the charges quickly, whereas cooldown reduction will help with boss fights.

This really explains the weirdness with cooldown and the way they cast in my opinion. Most likely the cooldown in PoB is accurate, but the charges system complicates things.
Zuletzt bearbeitet von Shiverwarp#6758 um 29.12.2017, 18:20:07

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