[3.14] Flame Golem 101 - Complete Guide To Golemancy, ✔️All Bosses Down, ✔️Necro, ✔️Elementalist

hm...
leak not fake
wtf? =)
"
Besovskii a écrit :


"
Besovskii a écrit :
hm...
leak not fake
wtf? =)


Hey :)

Well, this is pretty much more than I was wishing for. This was sent by GGG , so it's the real deal.

1) MINDLESS AGGRESSION

We gain access to more important nodes. 30% movement speed is huge buff added with all other good stuff in the node.

2) BONE BARRIER

By adding 1x Golems from the skill tree and changing armor to "Vis Mortis", we have 5x Golems, 4x Specs and 1 Animate Guardian = 10 minions. This results in :
- 10% Physical reduction
- 30% elemental resistances
- 30% faster recovery rate to ES and HP
- Bone armor

This is one massive defensive buff for the build. Builds only real weakness was physical damage, and with this we get 10% free reduction + how much Bone Armor will reduce.

"Bone Armour is a Guard skill like Steelskin that also applies to your minions." - Natalia_GGG

3) COMMANDER OF DARKNESS

Caps minions elemental resistances and raises chars resistance to +50%. With Aliras +15 elemental resistances and all resistance nodes from the tree gearing will be super easy and we can stack chaos res on about any rare item now.

Heavily over-capping also makes build immune to Elemental Weakness.

If Minions are tanky enough to tank without capped resistances or can be capped other-vise, this node will most likely change.

4) MISTRESS OF SACRIFICE

For block variant, this will boost block chance even higher than what it was. With physical resistances from Bone Barrier + Bone Armor it will be much safer to kite through physical mobs.

Block chance will be :
- Shield = 25%
- Bone Offering = 26% => 51%
- Rumi's Concoction = 20% => 71%
Total : 71% chance to block attacks

Spell Block
- Shield = 15%
- Bone Offering = 26% => 41%
- Rumi's Concoction = 10% => 51%
Total : 51% chance to block spells

51% Physical block which is almost permanent, 71% with Rumi's flask and it has multiple charges. This added to other physical damage taken reductions will be HUGE upgrade.



Other great nodes :

5) UNNATURAL STRENGTH

Will be most likely picked for non-block variant. Nice boost to overall damage if Specs scale well with added levels.

+2 Levels to Animate Guardian makes it much more tankier against endgame bosses.

Build can also drop Clayshaper + Shield for dual wielding new "+1 level for all minion gems" wands to reach very high level minions.

6) ESSENCE GLUTTON

Works nicely with builds 1-button Winter Orb -> Desecrate -> Offering combo. We get tons of Energy Shield regen while getting block chance and triggering Elemental Equilibrium by pressing only one button.

50 Mana regen per sec boosted by additional mana regen sources is very strong if going for "Mind Over Matter" and using mana as additional life.

7) PLAGUEBEARER

Works great with builds 1-button Winter Orb -> Desecrate -> Offering combo. Boosts Flame Golems area of effect, which means that more of Flame Golems orbs can now overlap, creating shotgun effect on their damage.

Also reduces physical damage even more by 10% added to Bone Barrier.

8) CORPSE PACT

Chill and Shock are very useful against bosses.



Pretty much all nodes are great or at least useful. I have very hard time deciding what nodes to take expect for the Mindless Aggression + Bone Barrier which are default choices.

Builds damage is already very high as endgame bosses can be killed in seconds. This is why I'm mostly leaning towards more defensive nodes, but I guess that we will see almost all possible combination as players own variants as all nodes work with builds default setup.
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
Dernière édition par mika2salo#7776, le 30 août 2019 à 19:38:47
This is hard, I like a lot of the options.
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sumfight a écrit :
This is hard, I like a lot of the options.


"
Besovskii a écrit :



Hello :)

Yep, I guess I have to fine-tune the final Ascendancies when we get PoB -data. At least 4th Ascendancy will be very close to "Pick your favorite", as there about 3x choices that work equally well for different play-styles.






Raise Specter got some changes also :

Gem now grants 2x Specters

This is very nice buff, and I hope this doesn't mean that they take extra Spec away from the passive tree. I can't imagine anyone going for the nodes if the Spec gets taken away, so seems unlikely

Raised Spectres are Level 80

Specters are now summoned directly at level that gem gives them. This let's me clear few pages of Spec info from guide as Specs are much easier to use, thx GGG!

This let's us resummon our Specs if they happen to die in map. It also let's us summon Specs directly in our hideout, which can spawn only one type of corpses and makes raising 4-5x same Specs easy.

Spec max level dropped from 84 -> 80, but can now be raised higher with levels.

Using Spec gem level 21 with Empower seems now much more viable than before.

I simulated dropping both Specs level from 84 -> 80 AND dropping Soul Weaver from the current PoB. I still had about 2/3 of damage left, and I'm not sure how much we will get increased damage from the Ascendancy or new minion nodes yet. DPS seems fine and can easily be boosted to old values or even over with +3 level to minion gems helmet, Empower, +2 level from Ascendancy or swapping Clay Shaper to new wand with "+1 level to all minion gems"
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
Dernière édition par mika2salo#7776, le 31 août 2019 à 14:39:41
Good changes for specs overall IMO. Removing a lot of the hassle of where and when to re-summon them will make me much more likely to use them going forward. I hope they haven't moved the +1 Spectre from the tree but I guess we will have to wait and see.

I'm thinking I may well start as an elementalist with 8 golems using double clayshaper. Then have either solarguards or TV specs as backup to add clear / boss damage as required. May depend on pricing of helms as to which one I end up sticking with! I normally run fairly low tier maps anyway so having a lot of boss damage / tankiness may not really be needed for me this league. Especially if there is no "endgame boss" to face this league.

I'm liking the changes to necro quite a bit. Definitely feels well rounded without feeling like you have to be necro to play certain summons like zombies / skeletons / Spectres. May not get round to playing one this league if the elementalist works out. Going by GGG's usual cadence I expect it will be OP this league and then over-nerfed next!!! I'm happy to stick with my dumpster-tier Elementalist which can surely only get better in the future!

On the downside I guess this league will make level 4 empower's extremely expensive!! Last league you might have only wanted one of them for ED. Now you might want several for various minion summons :(
https://pastebin.com/raw/kS2CPnFt
last baeclast
"
SUMMONER STUFF
==========================================================================

-they don't want to make animate weapon good because It AFFEcTs The theME oF THe SKilL

-animate weapon is not going to be viable in blight at all, confirmed by Neon, monsters aren't gonna drop weapons

-if you're targeting an enemy when casting srs, that enemy now becomes the default target of the srs when it is summoned, it might help focus fire bosses etc.
the change has some overlap with deathmark, but it was made before they made the support, and it seems kinda good so it stays

-it feels kinda off that if you want to play a summoner you have to pick necro
as a solution to that, necro is still the best and you're totally gonna pick that but idk at least they mentioned it during the podcast

-they don't want to force players to use multiple minions, say you want to do skeletons, you should be able to just use skeletons
exception being the new golem, you're probably gonna use it on minion builds cause it buffs minions

-the reason necro is getting some not-summoner support with gem levels, so you can get higher level corpses for detonating, is that they don't want to make a 1-build ascendancy

-they're MAYBE removing desecrate cooldown

-VD is just better DD, tough shit, Neon couldn't really disagree
Dernière édition par Besovskii#1866, le 1 sept. 2019 à 17:16:30
"
DrHarvey12 a écrit :
Good changes for specs overall IMO. Removing a lot of the hassle of where and when to re-summon them will make me much more likely to use them going forward. I hope they haven't moved the +1 Spectre from the tree but I guess we will have to wait and see.

I'm thinking I may well start as an elementalist with 8 golems using double clayshaper. Then have either solarguards or TV specs as backup to add clear / boss damage as required. May depend on pricing of helms as to which one I end up sticking with! I normally run fairly low tier maps anyway so having a lot of boss damage / tankiness may not really be needed for me this league. Especially if there is no "endgame boss" to face this league.

I'm liking the changes to necro quite a bit. Definitely feels well rounded without feeling like you have to be necro to play certain summons like zombies / skeletons / Spectres. May not get round to playing one this league if the elementalist works out. Going by GGG's usual cadence I expect it will be OP this league and then over-nerfed next!!! I'm happy to stick with my dumpster-tier Elementalist which can surely only get better in the future!

On the downside I guess this league will make level 4 empower's extremely expensive!! Last league you might have only wanted one of them for ED. Now you might want several for various minion summons :(


Hello :)

I think you mean 9x Golems as we get extra Golem from skill-tree now? ;)

Seems like boss damage is not most important aspect at least while mapping, so the extra Spec with 2x totems should become pretty effective tower defender.

My guess is that Necros will still be far from tier 1 builds clear-speed and don't really need much nerf expect maybe some defenses. Giving near-capped block to char that has low aggro already and can keep distance seems hard to balance.

The Pledge of Hands -Elementalist has been very fun to play and deals huge boss damage while clearing maps at good speed. It's not very expensive to gear if you can get you hands on 6-link Pledge somehow. I can recommend trying it out in standard when earlier league ends.

Yep, I also think that Empower and +3 minion level helmets will be very expensive this league. Might be good chance to do currency by rolling +3 elder helmet.

"
https://pastebin.com/raw/kS2CPnFt
last baeclast


Hi :)

Pretty interesting stuff. I wonder if they will drop Convocations cooldown somehow as Necro loses the 50% reduction.

Detonate corpse should be fun and I guess we will be seeing a lot of them this league. Desecrate cooldown removal would be very nice!
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
https://www.pathofexile.com/forum/view-thread/2627116

"
Some uniques have been changed to apply modifiers to global gem levels. This is mostly the case on caster weapons, but some specific minion items like Bones of Ullr have also received this treatment. Bones of Ullr now grants +1 to all Raise Zombie gems and all Raise Spectre gems, instead of affecting the maximum minion count, as the additional maximum spectres modifier was too much power from a single item. Now, raising the level of these minion gems to a high enough level will grant additional maximum minions, so these modifiers are still useful. All of the changes will be shown in the patch notes.


"
Minions

We've made a large number of additions and changes to Minions to improve build diversity and give players the option of having more control over their armies. You can read about some of these here.

Almost every system in the game that touches Minions has been reviewed and rebalanced or changed. Here are some of the more notable changes:

All minions have had their Accuracy increased. The result of this is that a level 20 Raise Zombie, Summoned Skeleton or Raging Spirit will have an 80% chance to hit a level 84 enemy, if you have no minion accuracy modifiers.

Golems have all been reviewed and adjusted, to make more varieties of golems have competitive levels of power. Chaos, Lightning and Stone Golems have been improved in various ways to make them more competitive with Flame and Ice Golems, as well as the new Carrion Golem. As an example, Chaos Golem has more Area of Effect on its Cascade, has 100% Physical Damage converted to Chaos, and its ongoing chaos storm now has "Spell Damage modifiers apply to this skill's damage over time", in addition to damage adjustments.

If you're targeting a monster when you cast Summon Raging Spirit, the Raging Spirit created will attempt to attack that enemy first. If it can't reach the enemy or the enemy dies, it returns to its standard behaviour. This is still overridden by the Deathmark Support.

The Minion and Totem Elemental Resistance Support has been changed to Elemental Army Support. It no longer applies to Totems, but lets supported minions apply a -10% Exposure based on their highest elemental damage dealt, and grants them More Elemental Damage. At higher levels it also grants more maximum elemental resistances.

Convocation's cooldown has been shortened, now that the Necromancer no longer has a notable that grants cooldown recovery to it. Its life recovery is now a percentage of maximum life, rather than a flat value, letting it scale to higher levels a little better.

Desecrate has had its cooldown removed, and now has a shorter cast time. It has a shorter duration and a lower corpse limit now, but this will make it a much more reliable tool for both Minion builds and builds that explode corpses.

Offerings are now more reliable and easier to manage. They now have a higher base duration, gain an additional second for each corpse consumed, consume half as many corpses, and they have an ongoing marker over the player rather than on the ground, so you'll always know when they expire.

The Dead Reckoning Unique Jewel can now turn up to 15 skeleton warriors into mages, up from 5 and is now limited to 1. Using multiple copies of the jewel was an unnecessary cost for the power provided, and this should make the build more accessible as well.

There have been many changes to crafting modifiers that affect minions, including:

A new Atlas-specific base type, the Convoking Wand, which has an implicit that lets it roll new Minion modifiers.

Essence of Fear has been changed to match other minion bonuses, which means it grants higher values of increased minion damage on weapons.

Incursion item Minion modifiers have been changed and improved.

A new Elemental Resistance and Minion Elemental Resistance crafted modifier has been added.

A new craftable Minion Movement Speed modifier has been added.

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