[3.14] Flame Golem 101 - Complete Guide To Golemancy, ✔️All Bosses Down, ✔️Necro, ✔️Elementalist
|
im intrested in the guild , I started standard and I like golems and curses so trying to make some kinda build vvith those , the names in here doesn't exist in game it seems so feel free to add me in game ill be playing ellenVDberg
|
|
|
I'm level 89 now with this build as my league starter. I really enjoyed leveling it and seeing it come together. Im sitting at 2400 Life and 6100 ES, 55% chaos resistance, running Charity instead of a spirit shield with block chance.
Whats been getting fairly annoying is getting one shotted. I can clear tier 8 maps with ease, I'm pushing tier 12, but I still died four times yesterday while trying to safely get to 90 with tier 8 maps. Often times I don't even know how I died. Even when I try to stay way behind the golems, a stray projectile may one shot me from offscreen (monoliths). Is that normal? Would speccing defensive fix this? Are most builds out there tankier to deal with this? |
|
|
@iskala you should let us see your char ... but it is blocked from your side: https://www.pathofexile.com/account/view-profile/utrecht6
|
|
" Hello :) I just sent you an invitation. Welcome to the guild! ^^ " " Hey :) Glad to hear you like the build! It's very fun to level it as all the skills start to work in synergy at some point. Biggest and pretty much only problem with the build is lack of armor and 0% physical damage reduction. This makes Minotaur one of the most dangerous bosses in the game. Build has high amount of EHP (hp + es) and easily capped resistances, so it has very good defenses against everything else. Best ways to avoid lack of armor is to kite a lot. Most physical enemies deal only high melee damage, but Legion adds high damage physical archers which are pretty hard to kite. Going for Shield and block chance is great way to increase defenses. You get much higher EHP and stacking shields block chance, bone offering and Rumi's flask, you get decent chance to avoid half of the hits. I can recommend trying this out as the hit to DPS is not that high and it feels much safer this way. Many players have liked this setup much more in dangerous leagues like Syndicate once they tried it. Your char seems to be set to private, so can't see you gear. However your stats from message sound pretty good, and physical archers avoid most of defenses like temporal chains and Phase Run. [3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist https://tinyurl.com/y8k9fa2f Последняя редакция: mika2salo#7776. Время: 5 июл. 2019 г., 17:17:54
|
|
|
^
Thanks for taking the time to reply! I'm going to give the spirit shield variant a shot a later tonight to lessen the chance of getting one shotted :) Made my char visible, had no idea I had it set to private. Последняя редакция: iskalla1#6898. Время: 6 июл. 2019 г., 06:41:07
|
|
|
After playing with cyclone and essence drain/contagion I'm finally going back to flame golems as my final build for the league. The new pledge setup looks really interesting and I look forward to giving it a try.
I'm a little confused about your comment a few pages back, " I'm not understanding this very well, should I be going for a certain range of Golem cooldown Recovery Speed with Primordial Harmony jewels? |
|
" Hello :) Np, glad to help ^^ If you can find pseudo 6-7 link helmet with good supports, you could get lot more DPS out of the Specters. More DPS is one of the best ways to survive as shorted fight means less kiting. Adding Enhance to Temporal Chains links would slow enemies down further and add lot of defenses. I would also drop nodes near the grave pact and also maybe take the flat ES nodes on top of witch start. Overall you gear looks pretty good and I think that with some changes and going for block version you will be much safer in encounters ;) " Hi :) The Pledge setup has been very fun to play and looks very promising once the PoB updates and we finally get some data. With the cast speed / cooldown, this is still purely theoretical but there are 3x different situations : Golems have more cast speed than cooldown Golems will finish casting orbs before they generate new orb charge and will most likely start using weaker spells while still on cooldown for Orbs. This requires them to move closer to enemy to be able to use short range spell. We dont want this as they wont go back to orbs after casting the weaker spell as range is too short. Golems have more cooldown reduction than cast speed Golems get extra charge before they can start casting new Orbs. This results in charges to accumulate for no reason and results in potential DPS / defense loss. extra Harmonies could be used for Watchers eye, cast speed for Golems, etc. Golems have as much cooldown reduction as cast speed Golems finish casting at the same time as they get new charge. This lets them cast new Orbs immediately and wont risk them having to use the short range spells. extra resources wont be used for them to accumulate extra charges, so the extra harmonies can be used for extra defenses if wanted. So basically 1:1 ratio for total cast speed length to cooldown duration should be optimal in theory. It's quite tricky to calculate as we can't get exact numbers from PoB yet, but can be estimated roughtly. About 1.1-1.2 sec for both total cast speed and cooldown reduction seems to be easy to achieve with standard items. You can safely stack as much cast speed and cooldown reduction as you want as the only thing that this should affect is the Golems AI or wasted defense in accumulated charges. If you notice Golems going for short range spells, you might want to tweak the cooldown / cast speed values to keep them locked in magma orb animation. [3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist https://tinyurl.com/y8k9fa2f Последняя редакция: mika2salo#7776. Время: 7 июл. 2019 г., 19:42:02
|
|
|
I am interested in the pledge version, i played a golemancer several leagues ago and i was wondering what the damage difference between 6:1:1 and 5:1:1:1 would be? I will assume 6+ Harmonies
|
|
|
Additional question: As pledge staff fully linked starting around 5 ex ... i can't afford that,
So 5 link pledge is possible, but which gem to drop from the 6 link setup? Combustion or controlled destruction? |
|
" Hello :) Each extra Golem seems to be about 15-20% DPS increase to each other Golems. You would lose one projectile based Golems, but it should be manageable. I value more shooting Golems higher myself for clear-speed, but both setups should be able to clear maps and deal high boss damage. " Hey :) Good question. Controlled Destruction gives more DPS against trash mobs, which have almost 0% fire resistance. Combustion gives more DPS against rare / unique monsters once they are ignited. It's useful against high HP enemies and for maps that have increased elemental resistances for mobs. If you want to clear at maximal speed, I would go with Controlled Destruction. If you want to deal higher damage to rares / unique monsters but can clear bit slower, I would go with Combustion. [3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f |
|




























