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

"
mika2salo escribió:


Spoiler
Hello :)


Basically you can level up to Specters anyway you like. I recommend using SRS and Zombies as they scale nicely with early nodes and are very tanky with enough HP regen. After getting Specters and maybe Golems you have to focus on few points :

1) Stack EHP (HP + ES)
I have seen too many players with 10 ex worth Anima Stones and Sotls and still using lvl 30 rings with 20+ HP and some resitances. Trade aggressively for better jewelry every 5-10 level. Most jewelry costs 2-5c and will make huge difference in survival. Try to get high ES expecially in rings, amulet, belt (Crystal is best) and gloves.

Also craft something on every piece of gear with masters. Level Elreon, Haku and Tora as soon as possible.

2) Raise Temp Chains effect and radius as soon as possible
High level Temp Chains is propably best defense in the game against trash mobs. 20/0 TC and Blasphemy help a lot alone but you REALLY want quality on gems and "Enhance" with them to break TC. I don't recommend going for curse on hit -> Ball Lightning stuff as it leaves you open for surprise attacks.

3) Raise Golems level
Golems usefulness comes directly from their level. Each level gives Golems roughly 10% more DPS and HP, so try to get 21/0 Flame Golem gem and Empower 3 corrupted (both 10c in league in first week) and try to get Sotl 2r2g2b and link them there for extra levels. Golems will be almost immortal after that point and their damage will be huge. I dont never level Golems from 18->20 myself as they are weak at that point and upgrading straight to 21 costs 10c and gives 30% more DPS and HP.

4) Try to get t16+ tier Specters from someone as soon as you can enter maps

Prioritize 1-3) in the order you feel that is lacking most at any point. That should give you smooth sailing up to T16 maps ;)



Thanks a lot for the follow up. Will you update the guide for 3.3 ?
I will be off-work on patch day and will try to level as fast as i can.
---
"
Kelemn escribió:
"
mika2salo escribió:


Spoiler
Hello :)


Basically you can level up to Specters anyway you like. I recommend using SRS and Zombies as they scale nicely with early nodes and are very tanky with enough HP regen. After getting Specters and maybe Golems you have to focus on few points :

1) Stack EHP (HP + ES)
I have seen too many players with 10 ex worth Anima Stones and Sotls and still using lvl 30 rings with 20+ HP and some resitances. Trade aggressively for better jewelry every 5-10 level. Most jewelry costs 2-5c and will make huge difference in survival. Try to get high ES expecially in rings, amulet, belt (Crystal is best) and gloves.

Also craft something on every piece of gear with masters. Level Elreon, Haku and Tora as soon as possible.

2) Raise Temp Chains effect and radius as soon as possible
High level Temp Chains is propably best defense in the game against trash mobs. 20/0 TC and Blasphemy help a lot alone but you REALLY want quality on gems and "Enhance" with them to break TC. I don't recommend going for curse on hit -> Ball Lightning stuff as it leaves you open for surprise attacks.

3) Raise Golems level
Golems usefulness comes directly from their level. Each level gives Golems roughly 10% more DPS and HP, so try to get 21/0 Flame Golem gem and Empower 3 corrupted (both 10c in league in first week) and try to get Sotl 2r2g2b and link them there for extra levels. Golems will be almost immortal after that point and their damage will be huge. I dont never level Golems from 18->20 myself as they are weak at that point and upgrading straight to 21 costs 10c and gives 30% more DPS and HP.

4) Try to get t16+ tier Specters from someone as soon as you can enter maps

Prioritize 1-3) in the order you feel that is lacking most at any point. That should give you smooth sailing up to T16 maps ;)



Thanks a lot for the follow up. Will you update the guide for 3.3 ?
I will be off-work on patch day and will try to level as fast as i can.


Hello :)

Np, glad it helped ^^

I'm going to update to 3.3 as soon as patch-notes are out. I haven't seen anything too major to make radical changes but some things might be coming. Build is in extremely good shape atm and there's very little to improve.

Possible changes :

- "Combustion" support
The Chance to Ignite Support Gem has been renamed to Combustion Support. Enemies ignited by supported skills lose up to 19% fire resistance. At gem level 20, it has 29% more fire damage, 49% chance to ignite, and -19% fire resistance on ignited enemies.

"Chance to Ignite" gem will be changed to Combustion and will now grant fire resistance debuff. Tukohama Vanguards already apply their fire res debuff, so replacing "Controlled Destruction" with new "Combustion" will lower enemies fire res even further without even using Elemental Equilibrium. If the fire res debuff is global and will boost damage to all sources, this might easily replace Controlled Destruction as it has 29% more damage and Golems will have 84% chance to ignite (49% from gem and 35% from crit chance)

- Dropping Elemental Equilibrium (EE)
GGG said thay they are going to change EE, but did not specify in which patch. If EE will get nerfed, it will be replaced by possibly global fire res debuff from new "Combustion" support gem and maybe adding Dyadus to Animate Guardian

- Double / single Dyadus equipped Animate Guardian (AG)
Equipping AG with Dyadus gives huge boost to Specters burning damage. It however lowers AGs chance to block, so it has to be balanced by giving AG more support gems or other ways of defense. Equipping "Advancing Fortress" and Dyadus to AG will give it great chance to block and running Bone Offer should keep AG safe. I need to verify after 3.3 that the Dyadus interaction wont be nerfed with AG as it's extremely strong and seems like GGG is thinking about removing it.

Overall changes will be pretty small if nothing big appears and with good results from last league build is ready for new challenges :)
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
Editado por útlima vez por mika2salo#7776 en 29 may. 2018 15:00:40
"Primordial Harmony: Now grants your golems 30-45% increased cooldown recovery speed, to compensate for a bug that was fixed. Existing versions of this jewel can be updated with a Divine Orb."

from the patch notes. does this mean i should divine my jewels when the patch is out? this is a buff?
"
Lumweishaupt escribió:
"Primordial Harmony: Now grants your golems 30-45% increased cooldown recovery speed, to compensate for a bug that was fixed. Existing versions of this jewel can be updated with a Divine Orb."

from the patch notes. does this mean i should divine my jewels when the patch is out? this is a buff?

before Bestiary leage Mark_GGG say about nerf CD for golem skills becouse this jewell bugged.
if this true we have nerf for golems ability CD.

"Primordial Harmony: Now grants your golems 30-45% increased cooldown recovery speed, to compensate for a bug that was fixed. Existing versions of this jewel can be updated with a Divine Orb."

and

"Fixed a bug where stats added to a skill by skill-specific mods would be copied to minions created by that skill. This caused a variety of unintended effects, the most notable of which was the cooldown modifier to Golem skills found on the unique jewel Primordial Harmony. In addition to its regular effect, the cooldown modifier was carried through to the Golem's cooldown skills, lowering those cooldowns as well."

As a result, golems will be much less likely to cast their own abilities
"
Golem Skills have (20-30)% increased Cooldown Recovery Speed
Golems have (10-15)% increased Cooldown Recovery Speed

in 3.2: 30+15=45% to golems (supposed to be just 15) and 30% to golem skills.
in 3.3: 45% to golems and 30% to golem skills. So basically the same, just properly working.
the 3.2 ones will be "fixed" and will only have 15% cooldown (not 45%).

Look like huge nerf for golems build. im right or not?
Editado por útlima vez por Besovskii#1866 en 30 may. 2018 7:09:16
"
"Primordial Harmony: Now grants your golems 30-45% increased cooldown recovery speed, to compensate for a bug that was fixed. Existing versions of this jewel can be updated with a Divine Orb."

from the patch notes. does this mean i should divine my jewels when the patch is out? this is a buff?


"
Besovskii escribió:
"
Lumweishaupt escribió:
"Primordial Harmony: Now grants your golems 30-45% increased cooldown recovery speed, to compensate for a bug that was fixed. Existing versions of this jewel can be updated with a Divine Orb."

from the patch notes. does this mean i should divine my jewels when the patch is out? this is a buff?

before Bestiary leage Mark_GGG say about nerf CD for golem skills becouse this jewell bugged.
if this true we have nerf for golems ability CD.

"Primordial Harmony: Now grants your golems 30-45% increased cooldown recovery speed, to compensate for a bug that was fixed. Existing versions of this jewel can be updated with a Divine Orb."

and

"Fixed a bug where stats added to a skill by skill-specific mods would be copied to minions created by that skill. This caused a variety of unintended effects, the most notable of which was the cooldown modifier to Golem skills found on the unique jewel Primordial Harmony. In addition to its regular effect, the cooldown modifier was carried through to the Golem's cooldown skills, lowering those cooldowns as well."

As a result, golems will be much less likely to cast their own abilities
"
Golem Skills have (20-30)% increased Cooldown Recovery Speed
Golems have (10-15)% increased Cooldown Recovery Speed

in 3.2: 30+15=45% to golems (supposed to be just 15) and 30% to golem skills.
in 3.3: 45% to golems and 30% to golem skills. So basically the same, just properly working.
the 3.2 ones will be "fixed" and will only have 15% cooldown (not 45%).

Look like huge nerf for golems build. im right or not?


"
Hi
but path notes say:
"Primordial Harmony: Now grants your golems 30-45% increased cooldown recovery speed, to compensate for a bug that was fixed."
Not golems skills
this affcet only for recast CD or im wrong?


*FIXED*

Hello :)

The wording is pretty dodgy.

If Player gets the extra cooldown reduction, it will be nerf.

If Golems gets the extra cooldown reduction, it will be buff.

However it was posted earlier that only some setups had the bug. It's hard to say how many setups were ever affected it in the first place. If players get the cooldown reduction, it might still be that most of us wont even notice the "nerf" as we never had the bug in the first place.

Elemental Equilibrium is still the same. No change to EE triggering skills.

Dyadus got nerfed, so Animate Guardians gear set will remain the same.

New "Combustion" gem look promising and worth testing instead of Controlled Destruction. This might be also slight buff to total damage as Tukohama Vanguards and Flame Golems will both apply different fire res debuffs.
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
Editado por útlima vez por mika2salo#7776 en 30 may. 2018 8:12:56
"
mika2salo escribió:
"


Hello :)

Earlier it was posted that Golems were affected by the cooldown bug only occasionally. This means that most of us might have always had non-bugged version of cooldown reduction.

Since they will buff harmonies equal to value that they will remove with 3.3, all new Harmonies will be actually better since you are 100% guaranteed to get the buffed cooldown reduction. This is slight buff, since all players are now getting the 45% cooldown reduction instead of some players with bugged configs.

Elemental Equilibrium is still the same. No change to EE triggering skills.

Dyadus got nerfed, so Animate Guardians gear set will remain the same.

New "Combustion" gem look promising and worth testing instead of Controlled Destruction. This might be also slight buff to total damage as Tukohama Vanguards and Flame Golems will both apply different fire res debuffs.

2x Slight buffs and no nerfs this time. Seems like GGG is pretty happy with Golems cost <-> effectiveness :)


Hi
but path notes say:
"Primordial Harmony: Now grants your golems 30-45% increased cooldown recovery speed, to compensate for a bug that was fixed."
Not golems skills
this affcet only for recast CD or im wrong?
thanks for keeping up the build with the updates!
"
Besovskii escribió:
"
mika2salo escribió:
"


Hello :)

Earlier it was posted that Golems were affected by the cooldown bug only occasionally. This means that most of us might have always had non-bugged version of cooldown reduction.

Since they will buff harmonies equal to value that they will remove with 3.3, all new Harmonies will be actually better since you are 100% guaranteed to get the buffed cooldown reduction. This is slight buff, since all players are now getting the 45% cooldown reduction instead of some players with bugged configs.

Elemental Equilibrium is still the same. No change to EE triggering skills.

Dyadus got nerfed, so Animate Guardians gear set will remain the same.

New "Combustion" gem look promising and worth testing instead of Controlled Destruction. This might be also slight buff to total damage as Tukohama Vanguards and Flame Golems will both apply different fire res debuffs.

2x Slight buffs and no nerfs this time. Seems like GGG is pretty happy with Golems cost <-> effectiveness :)


Hi
but path notes say:
"Primordial Harmony: Now grants your golems 30-45% increased cooldown recovery speed, to compensate for a bug that was fixed."
Not golems skills
this affcet only for recast CD or im wrong?


*FIXED*

Hello :)

The wording is pretty dodgy.

If Player gets the extra cooldown reduction, it will be nerf.

If Golems gets the extra cooldown reduction, it will be buff.

However it was posted earlier that only some setups had the bug. It's hard to say how many setups were ever affected it in the first place. If players get the cooldown reduction, it might still be that most of us wont even notice the "nerf" as we never had the bug in the first place.

Elemental Equilibrium is still the same. No change to EE triggering skills.

Dyadus got nerfed, so Animate Guardians gear set will remain the same.

New "Combustion" gem look promising and worth testing instead of Controlled Destruction. This might be also slight buff to total damage as Tukohama Vanguards and Flame Golems will both apply different fire res debuffs.

"
thanks for keeping up the build with the updates!


Thanks for support ^^

I'll update tree and guide to 3.3 before friday and will post new updates when league starts ;)
[3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist
https://tinyurl.com/y8k9fa2f
"
Lumweishaupt escribió:
"Primordial Harmony: Now grants your golems 30-45% increased cooldown recovery speed, to compensate for a bug that was fixed. Existing versions of this jewel can be updated with a Divine Orb."

from the patch notes. does this mean i should divine my jewels when the patch is out? this is a buff?

tl;dr; it's neither a buff or a nerf, it's just a bug fix and adjusting the value to have it the correct place.

Originally, the bonus are these:
"
Golem Skills have (20-30)% increased Cooldown Recovery Speed
Golems have (10-15)% increased Cooldown Recovery Speed
(16-20)% increased Golem Damage for each Type of Golem you have Summoned
Golems regenerate 2% of their Maximum Life per second

The second line is supposed to affect the golem, but the bug was that both first lines were stacking on the golem.
Now instead of this, we still have the first but only the second applies to the golems.

And it's stated "grants your golems X% increased recovery", not "grants your golem skills" (which clearly means "Summon XX Golem", not the "golem's skills" which would mean the skills of the golems).

@mika:
- what about swapping discipline to vaal discipline, since in 3.3 vaal will also have the non vaal version included ?
- same for vaal IC (i didn't understand in the patchnote if they made it undroppable actually... so maybe not add it if it's the case)
My version of golementalist: https://www.pathofexile.com/forum/view-thread/1827487/page/276#p15615251
Editado por útlima vez por Anakhon#4996 en 30 may. 2018 8:43:28
"
mika2salo escribió:
If Player gets the extra cooldown reduction, it will be nerf.

If Golems gets the extra cooldown reduction, it will be buff.

However it was posted earlier that only some setups had the bug. It's hard to say how many setups were ever affected it in the first place. If players get the cooldown reduction, it might still be that most of us wont even notice the "nerf" as we never had the bug in the first place.


It's neither a buff or a nerf in terms of actual gameplay with fresh 3.3 Harmony Jewels.

I believe all golem builds were affected by the bug, but GGG is downplaying it a bit by saying only "some". They're probably including non-golem builds that use golems only for the buff. Those builds, of course, would never notice it. In all the testing I did, the results showed a bugged firing rate every single time. Pretty sure Shiverwarp, the guy that discovered the bug, had the same results.

The bug gave golems extra cooldown. GGG is removing the bugged cooldown and making up for the loss by boosting legit cooldown to the same levels. End result: no nerf, no buff.

I think all golem players can breathe a sigh of relief. This could actually be considered an indirect buff, since it's much easier mathematically to hit 45% than it is to hit 30% and 15% consecutively (assuming evenly weighted odds for each percent). That means a relatively larger/cheaper supply of well-rolled Harmonies.
⚡ Lightning Golems:
/1902593
⛄ Ice Golems:
/1914382
Editado por útlima vez por tomatopotato#6384 en 30 may. 2018 9:12:43

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