[3.14] Flame Golem 101 - Complete Guide To Golemancy, ✔️All Bosses Down, ✔️Necro, ✔️Elementalist
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Good day! I need help on how I can improve this build https://pastebin.com/s9pAct0Q. I'm also debating on switching to the 6 linked weapon.
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" Hey :) You can increase your EHP (HP + ES) by quite a but by upgrading boots and helmet. Rare ES armor could also work fine at increasing the EHP without losing too much damage. TV Specs are main damage dealers at boss fight after all. Necro Aegis also doesn't boost Tukohamas Specs damage almost at all, so the charges are mainly used for clear-speed and Phase Run increase. " Hello :) Welcome back to Poe! I would always recommend Necro variant for players that are starting or unsure about what to take. Necro has been tested most thoroughly and can clear all content for relatively cheap cost. When you get lvl 85+ Necro, I can recommend trying out the Elementalist Pledge of Hands setup if you want something different. It relies purely on Golems, and has very different play-style compared to Necro. However it's still in development, so it might require some fine-tuning. If you want to go for Elementalist with Tukohamas and Golems, I would still only run 4x + 1xice +1 lightning Golems to get the immunities and still have 4x Flame Golems to clear maps fast. " Hey :) Your setup look very DPS oriented. I would run Temp Chains in Blasphemy myself, especially if using the Vics Charity as you have almost no defenses at the moment. I tested Zealotry briefly, but I felt it added too little for the cost. Dual curse seems stronger as you get both defense and offense for about same mana usage. Aspect of Avian also seems weaker than Spider as you get both DPS and defense from Spider and it's non-swapping unlike Avian. You could test the "Pledge of hands" variant, as your gear seems to be pretty close to what it uses and skill tree also. If Pledge setup seems too exotic, you could try running Tukohama Vanguard Specters in 6-7 link helmet. The add tons of damage as they don't use weaker spells against bosses unlike Flame Golems tend to do. You can check the setup from the current Elementalist variant. [3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist https://tinyurl.com/y8k9fa2f Zuletzt bearbeitet von mika2salo#7776 um 27.07.2019, 17:52:05
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Hi I tried pledge of hands flame golem it was pretty fun
but I think the bow is stronger as I can also use quiver for more defence. I also took divine flesh keystone at bottom right of passive tree with the glorious vanity jewel, I think this keystone is really strong for defences as I was getting 1 shot constantly in delves but once I got this I don't get 1 shot and even tanked a volatile, this was in 400+ depth I think. Do you have any sugggestions on how I can make this better? Was using flammability curse before but now using projectile weakness for the pushback effect although it doesn't seem to do much. |
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" Hello :) Was the damage and clear-speed with bow as fast as with Pledge? Haven't really tested Golems with Bows yet, but will surely try them if they are as good as Necro / Pledge variants. Divine Flesh sounds interesting. I haven't tested it myself. Can you give more info about how to setup for it and how much did it cost? Whole jewel mechanic in league is pretty unclear. Projectile Weakness is used with Temporal Chains, Hinder and Aspect of Spider to keep physical melee enemies far enough to prevent them for dealing dangerous attacks and to ensure Golem will cast Magma Orbs. It's success varies, but some map bosses are literally glued to wall with enough Golem spam. High tier bosses are mostly immune to knockback, rangers don't really care about it and with huge amount of enemies in the screen the effect is weaker per enemy. Other curses / auras can work as well. Your setup looks very interesting. If you ever do video about game-play, I'm very interested to see how it works. The setup is so far from my own, that recommending anything is pretty hard as I have hard time imagining ow your current setup compares to mine. I wonder if you could take some minion cast speed nodes? Golems are very slow at casting normally, and you have minimal amount of cast speed for them. I guess adding cast speed could be one of best ways to increase their DPS. Especially "Redemption" is great for 3x nodes. I have a quesionare about the Pledge setup if you got time to answer at some point. All feedback is very useful :)
Spoiler
1) Have you played Necromancer variant earlier? 1.1) If you have, how does Pledge variant compare to it in : 1.1.1) Clear-speed? 1.1.2) Boss damage? 1.1.3) Defense? 1.1.4) Utility? 2) Have you tried playing with and without Primordial Might? 2.1) If you have, how does playing without Might compare to playing with it? 3) How much currency have you spent approximately on the gear currently (if not private info)? 4) Overall feel for the variant? 4.1) Good parts? 4.2) Parts that could be improved? 5) Improvement ideas for the variant? I would really appreciate if you can find time to answer. You can answer either in thread or PM me privately, whichever feels better. Thanks in advance! :) [3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist https://tinyurl.com/y8k9fa2f Zuletzt bearbeitet von mika2salo#7776 um 31.07.2019, 05:32:51
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" The damage and clear speed I tested was with delve and Hall of Grandmasters with pledge the spider queen takes forever to kill but with bow it dies really fast. In delve I also feel the bow kills much faster than pledge. In open maps I am not sure as I don't really do that content anymore. Divine Flesh was really easy to setup I just needed to invest 1ex to buy chaos res ring, then with the rest of my gear I just crafted chaos res. To get Divine flesh keystone you need a certain glorious vanity jewel and a keystone node, for me it was the acrobatics node I also got a cult of chaos node from my glorious vanity jewel which gives 1% to max chaos res so I am sitting at 86% chaos res. I think this gives one of the best defensive layers for my character and I don't really need to worry about chaos damage because of this. 1) Have you played Necromancer variant earlier? No, I did try ice golems and armor and mind over matter instead of evasion base with auras. 2) Have you tried playing with and without Primordial Might? I always used primordial might. 3) How much currency have you spent approximately on the gear currently (if not private info)? Hard to say as this was originally an Ice golem build but I got bored of it so switched to flame golems. also most of the stuff I crafted myself such as the bow, only big buys were the watcher's eye I'd say its within 20-30 ex spent. 4) Overall feel for the variant? Great clear speed but ice golems are better for bossing. 4.1) Good parts? Divine Flesh this is easily my favourite keystone now, level 28 flame golems, 4 auras and 1 curse; Anger, Zealotry, flesh and stone, grace and proj weakness curse. I've done hall of grandmasters on this build deathless a few times. 4.2) Parts that could be improved? Aura/curse setup could be better, needs more Physical damage reduction. 5) Improvement ideas for the variant? Elemental equilibrium maybe, don't know how to add this in without taking out utility and cast when damage taken defensive layer though. |
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Hey, thanks for build. Just wondering, you're using 7 harmony jems, but no other golems?
If you get another 3 of other types it will be 20% * 7 * 4 = 560 % damage increase? Or the math is wrong? |
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" Hello :) Thanks for answering! I will definitely test the bow later, but I just spent all my currency on the +1 curse Chain amulet. Could take a while before I can test something expensive again in standard. I checked threads about Divine Flesh, but it seems to require pretty specific setup to be useful. I'm always trying to find ways to make char more tanky against physical damage, but most defenses take too many nodes or offer too little protection. " Hi :) Your math is good. However, Necromancer variant has only 4x Flame Golems. The Golems already have hundreds of % increased damage, so adding more "increased" damage starts to be less effective than adding "more" damage, charges or cast speed. By dropping 1 of 4 Golems, DPS is lowered by 25% form the total Golems damage. Sometimes when moving in tight maps, one Golem might get stuck in another room, so you would now lose 33% of total DPS when running 3x Flame Golems + 1 extra. Using more projectile based Golems just feels much better for clear-speed. Tukohama Vanguards are doing most boss damage anyway, so increasing Golem damage by lowering their number doesn't seem very effective. Elemetalist variant uses more Golem types, as it has more Golems out and losing 1-2 from 6-8 Flame Golems is not big drop in clear-speed. [3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist https://tinyurl.com/y8k9fa2f Zuletzt bearbeitet von mika2salo#7776 um 06.08.2019, 18:52:23
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The PoB pastebin (basic necromancer) has phase run at level 5 and quality 20. Why only level 5?
Another doubt I have. I have a helmet with burning damage, minion life and minion damage as recommended in the guide. Can I use this same helmet for both solar guards and Tokuhama Vanguards or the burning damage is wasted in solar guards? Thanks! Zuletzt bearbeitet von haitike#6900 um 13.08.2019, 11:58:43
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Hello!
I'm eyeing the build as something I might try out but I had a question. Specifically, another golemancer build claimed that it's not worth it to use a victario's charity and to instead go for a second clayshaper, as it claimed that the frenzy charges don't do much for flame golems as they're being gated by cooldowns rather than cast speed, which POB apparently doesn't properly take into account for the golems. This results in it being more beneficial to take a second clayshaper for more golems since the victario's charity doesn't do much for you (supposedly). There's a link to a spreadsheet going over some numbers on it (on the "how many harmonies should I use" tab) here. What's your opinion on the matter? |
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" Hello :) Phae Runs dexterity requirements raise really fast and the benefit is only some movement speed. Char normally needs about 100+ dex, while Phase Run goes over 150 dex on max level. Level 5 is balanced with other DEX requirement from gear and gems. Burning damage on helmet works pretty much only with Tukohamas. Solar Guards can ignite enemies, but their damage is so low that support wont really increase DPS even if it works. " Hey :) Golems damage has lot of modifiers like : - Base damage - "Increased" damage - "More" damage - Cast speed - Cooldown - curses / auras / Animate Guardian etc Lot's of the stats are not visible to the player and PoB has hard time calculating minions real damage. Stacking only one of the list modifier works only so far, and becomes weaker the higher you stack it. For example harmonies add lots of "increased", but no "more" damage. Golems get hundreds of % of increased damage easily, so stacking as many Harmonies after certain point comes weaker. It becomes easier to raise DPS by increasing other modifiers after that point. There are lot of calculation about how many Harmonies should be used, how many Golems types and if Eminences should be used also. I can't say that there is any "right" number as we can't really verify it. I recommend mixing decent amount of Harmonies and maybe other Golem types if you can keep at least 4x Flame Golems active. After certain amount of Harmonies, cast speed becomes slowing factor compared to cooldown as Golems cast slower than cooldown is. There are only very few ways to speed their casting and Frenzy Charges is one of the best way (45% cast speed). I recommend trying with charges and without and see which works better. Charges give about 1.5x DPS multiplies and makes Golems lot faster (15% movement speed). Increase is more noticable in clear-speed than in bossing. [3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist https://tinyurl.com/y8k9fa2f Zuletzt bearbeitet von mika2salo#7776 um 14.08.2019, 15:32:14
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