Golem Skill support gem idea (opens new window for melee gems!) EDIT: Now with added ideas!
" To get a shield, it would need the Necromantic Aegis keystone. I'm not sure how dual-wielding would work. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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I love this idea, just one thing: I think it should be focused around the idea of increasing the options for melee attack delivery, and does not need to stoop to allow summoners to use it. If summoners choose to use it, that's up to them. I think it should use the holder's melee weapons, just like the ranged attack totem. In fact, I'd like to see the golem able to use all weapon types, and any skills that are compatible with them. It could have a bit less damage than a ranged attack totem but a lot more HP and the ability to move around. It would also be unafraid and charge blindly into foes even if equipped with a ranged weapon.
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"I agree that it should use the held weapons to determine melee damage, which would mean you'd have to be a moderately specialized summoner to use it. However, I wouldn't discourage that particular build. It would lead to more interesting dagger and scepter choices (a mix of caster and melee mods) which would be a good thing. However, I don't think ranged is a good idea. This is, in concept, a melee totem. Use Ranged Attack Totem for that stuff. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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Okay primarily the reason why I didn't consider that the golem scales off the users weapons is because how useless the skill becomes to most summoners in the game.
--------------------------------------------------------------------------------------------- Now hear me out on this, the statement that summoners will be specialized with high melee damage is very much not in the cards for them to really do unless they want to go full-on golem, which is basically just melee character. Now my original thought was to have separate nodes in the tree for the golem specifically, which meant summoners had to already sacrifice a lot anyway. But adding the fact that damage scales off of the characters weapon would make it completely not viable for a working endgame summoner to do.. --------------------------------------------------------------------------------------------- Now one way this could work is to make a completely melee-geared support so that its a buff to melee and not to anyone else, but for that to work Golem has to be its own monster and have its own nodes in the tree because if it has to be used with ancestral bond to get two golems they're near useless seeing as a melee character just lost all of his DPS. I propose it have its' own place in the tree that's easily accessible for all characters going melee (ie the middle of the tree). The way that the passives could work could be as simple as this: >Its a circle of nodes with the entrance having the effect {Players can only use melee-based attacks, golems have 30% MORE attack speed} this is similar in its' limiting effect and max ES increase like in the CI nodes. >The subsequent nodes after that are buffs to the golem in life, damage, attack speed, etc. with the final node being something like {+1 max golems, +15% max life and damage of golems} so people are rewarded for going all the way to the end of the nodes like CI and Acrobatics. --------------------------------------------------------------------------------------------- I suppose it has more viability to work like that instead of being used by both summoners/casters and melee characters. So I may be adding this in as a new edit to the post if people like this a lot better than what I had originally. :P (btw I'm trying to get better at writing these long paragraphs so that they're more presentable so please let me know if I'm improving XD) "Playing jank off-meta minion builds since 2012" Последняя редакция: ProtectorOfFaith#3643. Время: 1 апр. 2013 г., 12:56:59
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" Full summoner with near zero personal offense is already viable. People use Queen's Decree, for example; not what I'd call a caster weapon. Asking full-on summoners to spec melee a little harder isn't going to hurt them significantly, and it definitely wouldn't hurt the Ancestral Bond variety. They might have to scrap the Decree and get an actual good sword, but that's the trade-off for getting a Golem. Giving Golem both the Minion and Totem tags is more than sufficient to ensure its proper support; massive passive tree changes are not required, and trying to tack them onto this suggestion would almost definitely kill it (devs will not redo the whole tree to add one skill). When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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I agree, ranged is a bad idea. More than anything because it needs a lot of HP to do melee, and doing ranged with a lot of HP makes it overpowered.
But ProtectorOfFaith, I think you should stop thinking of it as a summoner's skill. It's more like a melee attack totem. It's not a totem because totems don't move and thus an actual melee attack totem would be nearly useless. So basically I think the golem should fill the same role for melee as the ranged attack totem does for ranged, and the spell totem does for casters. |
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" I like OP's idea. I think your points are accurate. I feel like giving it both tags would be sufficient. |
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" Rereading it, I have a problem with it not being based off your weapon damage. It should be, just like the Ranged Attack and Spell Totems. My reasoning is that one of the weakest builds in PoE currently is pure melee, whom I believe should be the primary audience for and beneficiary of this skill. Because it's a cool moving dude who attacks things, summoners should have a chance to play with it too -- hence adding the Minion tag to the skill -- but that's mostly a secondary effect, and I have no qualms about making the summoners gear and passive specifically for Golem if they want to use it effectively. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Последняя редакция: ScrotieMcB#2697. Время: 2 апр. 2013 г., 11:52:48
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+1
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Make it possible GGG!
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