[3.14] Flame Golem 101 - Complete Guide To Golemancy, ✔️All Bosses Down, ✔️Necro, ✔️Elementalist
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Trying a low life necro version of this in standard (I don't play enough to make that kind of currency in a league). Seemed really fun and very very tanky with 10k ES + bone offering + rumi's.
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" Hello :) I have bee using 3x Abyssal minion jewels while leveling. I have 3x5% Chance to taunt on attack, 1x5% chance to blind on attack and 10% chance to main on spell hit. I'm using 8x Zombies, SRS totem and 4x Flame Sentinels and results seem to be pretty good. Especially the taunt seems to make Abyss rifts really safe. Maybe mixing one "chance to hinder with spells" for Golems and maybe adding 2x Melee specters or zombies with Animate guardian for "chance to taunt with attacks" will be good results even in final build as minions attack / cast speed is very high with charges. " Hey and thanks for report! ^^ Primordial Might seems pretty cheap atm, so I'm trying to save currency for it asap myself also. I will definitely try charge generating with spell totem and Victarios Charity. Loss of Power charges is big hit on clear speed but frenzy charges are most important ones on boss fights anyway. Maybe running TV or Wickerman specs with Golems will lets you kill more enemies with damage over time and thus gain more "kills" for yourself. I will have to test the unearth instead of Desecrate later for CWDT links ;) The need of Primordial Might depends purely on plays-tyle. If you like to kite far from mobs and trust in Shield Charge and Phase Run, you want to keep Golems as long in target as possible and not following you. However if you like to trust Block chance and Temporal Chains while staying closer to enemy, Golems will be so close to target that they rarely will start to follow you instead of attacking even without Might. " Hi and thanks for support ^^ Build has lots of room to build it tankier / more DPS oriented according to own taste. Anima Stone prices are pretty low in league atm, so it's possible to farm currency to required item in decent time. [3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist https://tinyurl.com/y8k9fa2f Dernière édition par mika2salo#7776, le 11 déc. 2017 à 05:50:21
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Hello, will you update the guide with new items like abyss jewels, new uniques and new pseudo 6L helms?
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" Hello :) I will be updating the guide with new items as soon as I get to test them. I have been testing new "minions have chance to taunt on attack" jewels with zombies and they seem to be drawing aggro in Abyss rifts very well. For rest of mods there are lists about what lines they can spawn : http://poedb.tw/us/mod.php?cn=Elder http://poedb.tw/us/mod.php?cn=Shaper For Jewels : http://poedb.tw/us/mod.php?cn=BaseItemTypes&an=Ghastly+Eye+Jewel I see lots of extremely promising stuff that need to be tested but if it works, it will make build even more stronger. I'll post more detailed info in few days ;) [3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist https://tinyurl.com/y8k9fa2f Dernière édition par mika2salo#7776, le 11 déc. 2017 à 20:48:18
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Hello Guys!
First time i am trying this build (this is only my 2nd season in poe :D )and i have some questions: Can someone take a look at my character and tell me why i have so huge problems even on t3 oder t4 maps? (Edit: huge is maybe the wrong word, but i die way too much) What items/gems should i upgrade next? Is it worth for me to drop zombies, buy tabula and go for flame golems allready? ty for your time and help! Dernière édition par Manking1337#6683, le 12 déc. 2017 à 10:36:26
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What do you guys think? :)
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" Hello :) You should continue using specters if you don't have Anima Stone yet. Staying alive in abyss rifts or new maps is trickier but easy after you get some improvements : - Buy "Ghastly Eye" jewels They cost 1 c piece and can have 2x useful lines + all elemental res for minions : - Minions can taunt on hit - Minions can hinder with spell hit The taunt works with zombies extremely well. I'm using zombies at the moment linked : Zombie -> Melee splash -> minion life -> fortify and they can tank damage extremely well. When zombie hits, melee splash gives it chance to taunt whole area on hit at once. When you add 6-8 zombies they keep pulling all aggro from you or specters. Hinder works with specters that can hit. Tukohama has not hit, so as they just set mob on fire. However I recommend testing "Flame Sentinels" as instead. I'm using experimental links : Raise Specter -> Minion Damage -> Controlled Destruction -> Volley fire -> Elemental focus -> Conc effect. Flame sentinels alter between 3x projectiles and chain. Volley makes them shoot in straight line which really boost their damage. When the ball hits, it has chance to hinder (slow) all enemies in hit range. then it has chance to chain and hit new pack of enemies and hinder again. Im using my specters in elder item I bought for 2 c and it gives Flame Sentinels pseudo 6 link. The specters hit like a truck and wipe abuss rifts in seconds so they are good replacement for other specter types and in budget item. [3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist https://tinyurl.com/y8k9fa2f Dernière édition par mika2salo#7776, le 12 déc. 2017 à 21:06:25
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Anyone had any luck with corrupting clayshaper to something helpful to this build?
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So apparently Shaper helms can roll +3 to minion gems.
![]() I imagine this would be stronger than Skin of the Loyal, correct? Assuming you roll some relevant support gems of course. |
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So I got one shot in Merciless Lab (Totally my fault, wasn't paying attention to buffs, golems killed everything too fast, so Izaro was fully buffed in final phase, got one leap slam off that killed me, even though I was around 4k life)
But I've been doing some thinking and experimenting with links, and I've come up with my favourite utility gem setup for hardcore version of this build (My personal preference, curious what others think, I'll put my thought process here) 4L Gloves/Boots (SR, Unearth, BL) [GGBB] GMP - Unearth - Ball Lightning - Bone Offering This lets us self cast Bone Offering before bosses, or on map start. I Found the CWC version too clunky and slow, and it also blew up corpses when I didn't want them to be exploded. For me personally this setup is a quality of life improvement. The CWC version has you standing still for quite some time,more than I'm comfortable with (It was the reason I died to izaro, really) and because of the way CWC cycles gems, it meant sometimes it would take longer for Bone Offering to come out. This way we can place a bunch of extra corpses from Unearth, and ball lightning also benefits from the same GMP support, making nice use of our limited sockets. The self cast bone offering means I can keep bone offering up full time by blowing up corpses at the end of a pack before moving on to the next. 4S Gloves/Boots (CWDT Desecrate IC) [RBGR] CWDT1 - Spell Cascade - Desecrate - Immortal Call Spell cascade does wonders with desecrate. Still only uses one charge, and makes the max amount of corpses. I'm still not sure if I should tweak the CWDT level, but it seems good at level 1. Bonus Immortal call, works great with block making sure to ward off bad luck block streaks. 4S Helm (Geofri's Crest until Vertex) [GGBB] Temp Chains - Flammability/Enfeeble - Blasphemy - Enhance Same setup as in normal in the guide. Blue socket means we can socket Flammability if we need more damage. Makes ignites stronger. 3L Weapon (Guardian Disc) [RBB] Animate Guardian - Minion life - Discipline Similar setup again to the original. No room for empower in Animate guardian. I don't think he should be dying with the very defensive gear we give him. I'm considering Ambu's Charge to share endurance charges generated from Bringer of rain. Thoughts? I feel like the physical damage reduction is more powerful than the consecrated ground regen, but not sure if he generates enough endurance charges for it to be worth it. 3L Shield (CWDT Spirit Offering-Bone Offering) [RBB] CWDTlv20 - Spirit Offering - Bone Offering (Order important!) This one is the real key, and the reason for messing around with things. CWDT procs the spells in order, so Spirit Offering goes first, and because of the way it works, from the gem text: "The new energy shield is recovered as it's granted", means that even if it is overridden almost instantly with bone offering again, we STILL gain the ES, and essentially never lose our block chance. Note: This can't go in the weapon, or you'll CWDT cast the stone golem. Now, the problems with this setup as far as I've seen: 1. No movement skill. This kinda sucks, but if we're running a quicksilver, I actually don't notice it much, other than being unable to cross gaps. If we're really missing the movement skill, we can swap out immortal call or the animate guardian's minion life for it. Using a movement skill on swap for gaps is an option, but it really slows you down because you lose a golem and your discipline, and have to re-cast them. This might be remedied by running a spare clayshaper in your weapon swap, as well as a spare discipline, but I've not tested this and have no idea how it would work. Might be good though, actually. 2. No CWDT Phase Run. This one was personal preference for me, you could swap it out for immortal call. But I've found I'm mostly taking damage from things that were already flying at me that phase run would not have helped against, because projectiles/AoEs already being cast will still hit you, even if no further ones will be targetted. I will definitely miss the phasing for when you get surrounded or just for the nice movespeed boost. 3. Self cast Ball lightning. Now this is again a personal preference thing. I prefer self cast ball lightning simply because it's better to direct golems with when not using Primordial Might. In the previous iteration we would have to use the spell totem (Don't really want to keep re-placing it because it messes with the casting of the actual ball lightning), or the CWC Scorching ray, which would blow up bodies we didn't want blown up. The down side is that you might spend a little more time casting, and less time dodging, but I think it's better than relying on CWC, which had you standing still longer. EE Lasts 5 seconds, so you don't have to re-apply it on bosses that often. 4. No convocation. Can make positioning a little annoying sometimes. 5. No fortify. Sorry for the hugely long post, but I've been theorycrafting a lot on this because I love the build, and want to personalize it a bit. I really wish we had another 6 sockets to work with, heh. TL;DR -> If you didn't want to read this, what do you think about Ambu's Charge vs Cassock on animate guardian? Dernière édition par Shiverwarp#6758, le 13 déc. 2017 à 17:49:57
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