Ascendancy Unique Item Preview - Clayshaper

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Boem wrote:
I'm not really disagreeing, it is flawed design, but the alternative is not much better imo. At lvl 40+- you can still do a fair amount of damage by hitting even if your not specced into attacks.

Combined with duration minions for which the items are designed your dps output should be fine.

If we take away the attack rolls, what would you suggest in it's place?

Jorrhast's unique modifier is pretty much OP, given that animated weapons are already OPieop.(disregarding the QoL they lack obviously) So giving it even more minion buff would probably push the item beyond it's intended purpose in an end-game setting.


Yeah, that' what we usually call a noobtrap, something that kinda works at low-mid levels but has no endgame alternative, it's very hard to pull off or just isn't worth it.

I wouldn't really want to see those mods removed. My first option would be to move those uniques to a higher base and have the attack mods within a usable range. I'm not even asking for entry level dps like Primacy or Doomsower, ~350dps for a 2H weapon would be fine and ~200 for 1H. Though, honestly, a hybrid is already struggling for dps compared to a focused build, if they got a high INT requirement to compensate for high dps, that would work too.

If that isn't possible, it means we aren't supposed to have an endgame-worthy weapon that supports a hybrid summoner build, and I sure don't want getting used to having one in mid levels just to abandon it later for an ordinary rare. In that case, I'd be for removing attack mods and giving it something caster-oriented, like mana and regen, maybe some chaos res, that's always nice and it goes hand in hand with necromancy. More minion buffs aren't really needed, just less bullshit.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Fun idea to have 3 golems with dualwield, but truth is golems do fuck all dmg.
And I say this without even researching wiki.
Just the way I played my summoner, and sometimes watch her golem bash 1 trash mob,
doesn't even do 20 dps for crying out loud.

"Im smartest. Your stoped. Dael wiht it."
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Quantume wrote:
Fun idea to have 3 golems with dualwield, but truth is golems do fuck all dmg.
And I say this without even researching wiki.
Just the way I played my summoner, and sometimes watch her golem bash 1 trash mob,
doesn't even do 20 dps for crying out loud.


Can work, watched a video where some guy clears Apex of Sacrifice with just Fire golem and support skills, though, admittedly, it was painfully slow at times. Can't remember which weapon he used but I don't think anything he had can beat having one more golem.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
There are options that'd be at least somewhat less noobtrap-ish, at least for folks who aren't T15 clearspeed hounds.

Offhand a Clayshaper with a standard ele-damage spell stat-stick scepter, run Elementalist with Liege, Pendulum and Mastermind. Do Flame and Ice golems, then use Pyre to convert ice skill of choice into fire damage. 80% increased damage for your spell, as well as doubled Flame and Ice golem bonuses. Slip a lightning spell in there as support and you trick Mastermind into behaving - using Cold spells gives Lightning penetration, and using Lightning spells gives Fire penetration - A.K.A. what your Cold spells are actually dealing. No need to futz around with a third spell type to get penetration for all your hittables.

Is it a lot of faff and bother that clearspeed hounds don't need? yeah, of course - but some folks like faff and bother, and see it as 'more engaging gameplay' rather than faff and bother. Me, this might well be a thing in Ascendancy; (Fiery) Freezing Pulse, Shock Nova, dual golems, assorted supports to taste. Not going to be any kind of clearspeed champ, but it could be a lot of fun to run.

And that's important, for some folks.
She/Her
Could be interesting. The 2 builds I initially thought of as well were the off-hand this for an extra elemntal buff (Where is that lightning golem now?!) with the elemntalist or the Full on Summoner with SRS supporting Fire Golems
Hm, 3 golems with buffed life. Take "minion instability" and you can get a veritable jihad going...
May your maps be bountiful, exile
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kahzin wrote:
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Caliginosus wrote:
Auras of the same Golem type wouldn't stack, would they?

I don't think they do. And on another note: The Elementalist will only doulbe the buffs from the Fire and Ice Golem.


Has there been any information on whether GGG is adding any other new golems in the expansion?
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Britney_Spears wrote:
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kahzin wrote:
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Caliginosus wrote:
Auras of the same Golem type wouldn't stack, would they?

I don't think they do. And on another note: The Elementalist will only doulbe the buffs from the Fire and Ice Golem.


Has there been any information on whether GGG is adding any other new golems in the expansion?


Yes, I think Rory was asked about lightning golem in one interview and said 'maybe some other time'.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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raics wrote:
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Quantume wrote:
Fun idea to have 3 golems with dualwield, but truth is golems do fuck all dmg.
And I say this without even researching wiki.
Just the way I played my summoner, and sometimes watch her golem bash 1 trash mob,
doesn't even do 20 dps for crying out loud.


Can work, watched a video where some guy clears Apex of Sacrifice with just Fire golem and support skills, though, admittedly, it was painfully slow at times. Can't remember which weapon he used but I don't think anything he had can beat having one more golem.


afaik it was a srs setup with a +3 fire gems staff, and he just switched srs with flame golem

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