Golem Skill support gem idea (opens new window for melee gems!) EDIT: Now with added ideas!
" What so ets just make freezing pulse a str skill because it's silly right? |
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@Kadrek
Just read what I wrote and if you still don't understand it, PM me and I'll explain it in PM, this is off topic. (On the other hand bumping this excellent idea ...) ✠ ✠
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It sounds a T-UP idea for me.
By the way which another new gem would support melee skills? Just wondering... |
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" Um not sure exactly what your asking but the melee skill gems it would link with if that's what your asking would range from viper strike and whirling blades (whirling blades I'm kinda on the fence about) to leap slam and glacial hammer, moth dex and str melee-based gems. "Playing jank off-meta minion builds since 2012"
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I think it's weird to use this as a support gem that just casts a golem like that.
I'd rather see a support skill gem like "Golem Shaper" that uses the enemies blood to build a golem. Each level of the gem would have a specific amount of damage it needs to cast golem. You then have to deal that amount of damage with the connected melee skill and the percentage is shown to you in the top left corner, like a charge. If you don't attack with a golem supported skill for 1-1.5 seconds, the percentage begins to drop again. And of course, once you have gather 100% of the needed damage, a golem is formed beside you. |
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" This is an interesting concept I admit but however I'm not so sure how viable this will make actual support skill. The whole point of ranged attack and spell totem were to use the skill so you didn't have to, but what you're suggesting makes the skill what you have to use like nonstop, almost like the golem himself is a frenzy charge or something. The golem--in my eyes and why I made this very popular thread--is meant to be a something that helps your melee character have more wiggle room with skills or have an alternative summon build setup for summoners. With the idea you are suggesting that accomplishes doesn't seem to accomplish either of those facts because the melee character has to constantly use that skill to keep the golem up for a short span of time and the summoner cannot use the golem altogether because they are not geared to fight in melee combat let alone dish out the damage needed to raise the golem. The idea that it uses "enemies blood" to build the golem is cool, but does it have to be enemies blood? why can't it be a mechanic like the blood golem in D2 where its attacks leech life/es (es if you have CI) and if he dies you suffer a small % of your life/es (es if CI ofc _._) as a result? I feel like there's a way we can both be happy here. "Playing jank off-meta minion builds since 2012"
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I was just wondering why this golem summon should be a support gem. What attack would you support with that, and why should that support gem put a constant mana strain on that skill if all you do is summon a golem once and then just waste mana?
My idea was to go more into the direction of a real support gem. I would use my kind of support gem for a skill that you only use occasionally, like frenzy. Build up frenzy charges, gather golem damage, and then use your normal attack skills. Then your golem is summoned, you gather a new set of damage, and as soon as it's full, it either summons a new golem, or gives the old one a full if there is one. But in general, I endorse golems. Naturally. Последняя редакция: golem09#3277. Время: 30 окт. 2012 г., 09:35:03
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" Well the attack that would support the golem (aside from any melee weapon based still) would be a normal melee attack that any old summon has, and then he would suppliment that attack with whatever skill you linked him with and summoned him with. As for your idea being a "true support skill" I beleive both ideas are completely valid as support skills, just different sides of the same coin. The only issue is the the way in which the minion is summoned and the way he outputs damage. With your way to work realistically without being too overly complitcated it should work more like frenzy. A charge is given on-hit regardless of damage and when you have full charges you can summmon the golem by hitting with your basic attack; this is similiar to how charge up-based skills worked in D2 for the assasin. I am aslo assuming with your idea that the golems damage will be based off of your characters overall damage by a percentage, which alienates summoners altogether from the skill. This part of the conversation however has been rehased in previous posts in this thread by me and others so I'm not going to go over it again. Just read. :D P.S. " -I see what you did there ;D "Playing jank off-meta minion builds since 2012"
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like the idea, stat specific summons are great ideas
State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084
State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078 State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3568062 |
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OMG Golem idea is golden, I really like how they stayed true to the D2 feel, but would like to see more improvment on the summoners side of things. I have a few ppl i play with and we all like to spam the crap out of our summons and the more the merry i believe. !!! I hope GGG takes a look at this post and your others.
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