3.11 | Carry Me Golems | Carrion/Stone Golem Elementalist | Very Tanky and High DPS summoner

nah it wasnt a reflect, just a pack of baran dudes that smashed the shit outta me
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grimjack68 wrote:
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Wermine wrote:
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chodenode wrote:

I see. Do you by chance have a PoB or character I can look at that has that fleshed out? I'd like to try it, but I don't have currency to invest a second time in a new character.


I'm not that guy, but I have fully decked Carrion Golem char. Sirus A8, Uber Elder and Simulacrum were easy. I modified guide's version a bit. Feel free to ask questions.
Wow. Ok, his is significantly further along than mine! :)

With that said, feel free to check out mine as well, I'm a lot closer to the guide at a guess, but I'll bet I'm also pushing far less damage than he is!

https://www.pathofexile.com/account/view-profile/grimjack68/characters

I think starting with where you're at is more attainable for me. Mind if I ask how you crafted your amulet? I'm wasting a lot of currency on this and probably getting it wrong.
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chodenode wrote:

I think starting with where you're at is more attainable for me. Mind if I ask how you crafted your amulet? I'm wasting a lot of currency on this and probably getting it wrong.
Of course! I didn't pioneer this process by any stretch, I followed a post here quite a few pages back.

Start with 2 amulets, one with each of the +1 gems mods. That will make them ... warlord and hunter? influenced, if I recall. Ensure those are the *only* influenced mods on them. If you need dex, one of them should be the type of amulet you want to end up with, ie, jade.

Awakener's orb to create one amulet from the two, with one influence mod from each and the rest of the affixes randomly rolled. Read the description on the awakener's orb, it explains which amulet is destroyed and which is kept, which matters for the base you end up with.

From there it's a whole bunch of seed / bench crafts to get it to where you want it. The only thing you "cannot" reliably get rid of is a prefix that either isn't tagged at all, or is with something you can't remove, like +mana.



Mine isn't technically complete yet... I could scrub off the minion speed craft, hit it with prefixes cannot be changed, and either remove a physical mod to pull off the DOT affix, or scour to clear off all the suffixes. Scour seems more likely, then I could go for whatever combination I want - chaos resist with add chaos affix seedcraft, pride has reduced mana reservation with add influence mod seedcraft, and benchcraft the minion speed again looks like the best possible outcome. Additional resistance and skip the pride mod if I needed the resists - which I don't, at least not right now.

Exactly what crafts you need to use after the awakener's orb will depend on what affixes you roll. You're more than welcome to ping me in game if I'm on, link me the item and I'll give you advice on what to do next.
Current league IGN: Grimjack_Ritual_HOAG
Feel free to message me in game if I'm on.
Last edited by grimjack68 on Aug 20, 2020, 12:14:50 AM
I can't find a single medium cluster jewel with minion damage on trade, would a large cluster with with as few sockets as possible still work okay?
If i use Carrion Golem, do i need more Harmony Jewel?
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manipulos wrote:
I can't find a single medium cluster jewel with minion damage on trade, would a large cluster with with as few sockets as possible still work okay?


The medium clusters have: "minions have 12% increased maximum life" and not incrased minion damage like the large cluster jewels.
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_Deadly_ wrote:
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manipulos wrote:
I can't find a single medium cluster jewel with minion damage on trade, would a large cluster with with as few sockets as possible still work okay?


The medium clusters have: "minions have 12% increased maximum life" and not incrased minion damage like the large cluster jewels.
What he said. You want the large size, best is 8 nodes. 9 will work if you don't plan on using the 3rd notable - decent starter gems for anyone on a budget.

Here's a starter search for base gems to craft on: https://www.pathofexile.com/trade/search/Harvest/ZKrgPGzfQ
Current league IGN: Grimjack_Ritual_HOAG
Feel free to message me in game if I'm on.
Last edited by grimjack68 on Aug 20, 2020, 2:22:54 AM
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thuanhieu01 wrote:
If i use Carrion Golem, do i need more Harmony Jewel?
I'm still running the same gem setup I was with Stones.

1xMight
1xAnima
2xEminence
7xHarmony

Haven't worried too much about whether this is optimal, damage hasn't been a challenge, and I haven't lost a golem in hundreds of maps. Zombies die now and then. Spectres rarely. Animated Guardian only died in Hall of the Grandmasters, and same with Golems.
Current league IGN: Grimjack_Ritual_HOAG
Feel free to message me in game if I'm on.
I've made my quad curse switch.
It's almost certainly no better than the basic build, an d considerably more expensive. I just like putting my own twist on things.
Getting frenzy charges for minions is a bit hit and miss, I need to cyclone into packs before the mintons slam them, and then sometimes the explosions kill the stragglers, not the golems. It's helping a bit though.


Gearing still needs a bit of work



I just couldn't get a better than t5 life roll on the chest so settled with the %life roll (I burnt through a LOT of weta seeds too). T1/T2 flat life is probably the best, but I may switch to rolling phys taken as chaos. Though my phys mitigation isn't too bad even without brass dome. My glorious vanity gives me another 4%, and I try and keep endurance charges up.

Not sure what to do with suffixes, hitting the good ones is tricky and they aren't really impactful enough to warrant doing prefixes can't be changed and add/remove influences. Ideally I'd like offering effect and/or life recovery rate.
Need to do something for the rings too. Right one needs crafting out, and swap left for something with minion damage. I'm way overcapped on ele res at the moment.
If I can get chaos capped from gear (I'm at 89% max chaos) I can change the boot enchant. Idea is to get lucidity, with the unwavering focus I get on megalomaniac, It gets me to 80% stun immune while cycloning (Also makes my cyclone free for no regen maps). I can get the last 20% with jewel enchants. If I can enchant all my jewels (Tricky!) I could use heart of oak instead.

I could just go unwavering stance, but evasion gives me an extra layer of defence.

Or does anyone have any better suggestions? I toyed with grabbing block too, now not using brass dome. Can get whirling barrier (Plus efficient access to discipline and training and sovereignty) with a thread of hope, anoint enigmatic defence, then go glancing blows. Probably not worth as it's burst damage that is our main threat.

With enough chaos res I can drop the three points I use to get +1max, 13% chaos res and get more life/another medium cluster.

Sorry, bit of a wall of text!

Main thing is, damage isn't crazy but enough for most content. Fairly tanky, and It's pretty automated for a smooth and safe playstyle. I don't automate convocation as i like the control, but apart from that I auto curse, desecrate/offering, molten shell (To be changed to steelskin) and fortify.







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bigtoaster64 wrote:
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Carlovski wrote:
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Stubby83 wrote:
One simple gem swap and my damage scaled way up. Linked Flash and Stone with Maim and put Stone golem in 6 link, dropping multistrike. Carrion Golem > Stone Golem > Impale > Melee Phys > Minion Damage > Brutality.

Carrion Golem damage didn't decrease much with loss of multistrike. But Stone Golem DPS went way up with impale, brutality, melee phys, and minion damage. Double 5 link golems working good for me.


That seems like a bad idea...
It might have increased your stone golem damage, but presumably you only have one of them, and you are mostlyscaling around carrion golem damage?
Not sure why it's not showing, but multistrike should be a very big dps increase for the carrion golems.


Remember that Multistrike make your golems hits repeat 2 aditionnal times (3 for the awakened version) without having to wait for the cooldown of the skill used by the golem, and considering that Stone Golems are naturally slow at attacking, removing MS from their link will basically cut down their damage by a ton, and it also break the attack rate/cooldown ratio...

Lets say your Stone Golems have a 2.5 attack rate. The formula with MS is
(1 / 2.5) * 3 = 1.2. Which means that your cooldown needs to be slightly under 1.2 second, which is fine. If you remove multistrike you have the following formula :
(1 / 2.5) = 0.4. Which means that your cooldown needs to be under 0.4 second which i don't think is possible to achieve without screwing up the whole skill tree to socket litterally Harmony everywhere lol.

Even if PoB says it OK, that's on paper. For Carrion Golems, it's not as worst but still a huge cut down in damage.


It is working well for early mapM. I am running carrion 6 link with multistike and stone 3 link maim>feeding frenzy. So I just temporarily moved stone to 6 link in place of multistrike. I am leveling 2 multistikes to pop in later for both carrion and stone. Just seems like prior to T-14-16, having impale/melee phy/brutality for both carrion and stone helps with fast clear and fast leveling. I'm only at 5 golems now so beyond the single chaos, I run 3 carrion/1 stone for clear and 3 stone/1 carrion for tough bosses. Takes care of them so fast I don't miss multistrike...yet. Even when I do swap back I think I'll keep flesh and stone/maim link and replace maim in stone golem setup for multistike, melee phys or brutality. Multistrike looks better in POB for exactly the reasons you stated. So just an option from end of acts until high tier maps.

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