Energy Shield regen/leech for minions question!

Hi, first time doing a minion build, and I'm experimenting with 100% cold damage (triad gloves) stone golems.

I recently saw the chest fleshcrafter and I thought it'd be very imba to use that so that my minions would always be on full life and then stack renewal cluster passives for double damage on full life.

The problem is, if there's no way to give them really good es regen their life will inevitable get hit and then they won't be on full life!

I did some google searching but couldn't find anything.

It might seem obvious that zealots oath doesn't work cause minions aren't you....but I have to ask....does it work?

Anyone got any tips? Is there a way to give them high es regen? It's a shame if the innate regen that stone golems have can't be converted to es regen!
Last bumped on Dec 2, 2020, 8:04:35 PM
The idea behind fleshcrafter is that ES regens on its own, quite fast, if you dont take hits for a few seconds.

As long as your golems are not getting constant damage, they will be fine.

That being said.
I don't think fleshcrafter is the way to go for stone golems.

In a golem build, you will likely have several Primordial Harmonies equipped.
This along with the minion life regen from the tree will make your golems plenty tanky, particularly Stone golems, which have a "hidden" physical damage reduction bonus above other minions.

Get a chest that gives you defense, your stone golems should be fine, particularly if you are Elementalist.
Is primordial harmony good because of cool down recovery rate? Is this about their abilities having a cool down?

I'm not worried about them dying I just thought ignoring resists and doing double damage would be a big dps increase that's why I thought fleshcrafter would be good.

That was another question I had...one of the alt qualities gives reduced cool down...I was wondering is that for casting the golem skill....or for the golem's attack skills? I didn't see any data printed anywhere that their slams or rolls had a cool down.
Check this link https://poedb.tw/us/gem.php?n=Summon+Stone+Golem

Pretty much at the bottom all 3 abilities incl cooldowns are listed.
Well, default attaack has no cooldown, but the other two abilities do.



Cheers
If you stack Renewal jewels, they should be full life pretty much always, unless you're using them under-leveled or something. Renewal provides some life regeneration, which in most scenarios is enough to keep them full hp, even without ES.
Last edited by 6_din_49#4066 on Dec 2, 2020, 6:37:54 PM
Ignoring enemies elemental resistances is a good passive way to normalize your damage output as it makes all enemies take full 100% damage. But its also kind of a "noob trap" because enemies dont actually have that high of a resistance stats when compared to how much its possible to reduce those resists, meaning that with taking some effort you can get those enemies in to negative resistance values and since negative resist is a straight-up damage multiplier, doing that can be quite a big DPS increase.
"An it harm none, do what you will"
Thanks all the feedback was very helpful!
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starklife wrote:
Is primordial harmony good because of cool down recovery rate? Is this about their abilities having a cool down?

I'm not worried about them dying I just thought ignoring resists and doing double damage would be a big dps increase that's why I thought fleshcrafter would be good.

That was another question I had...one of the alt qualities gives reduced cool down...I was wondering is that for casting the golem skill....or for the golem's attack skills? I didn't see any data printed anywhere that their slams or rolls had a cool down.


Primordial Harmonies are defensively good because they give 2% life regen to golems, and that stacks.

They are good offensively because they lower golem cooldowns, which is huge for stone golem, as stone golems do a slam attack that is very high dps, but has a cooldown.

Harmonies also can give "20% increased golem damage per type of golem summoned." This can be abused for huge golem dps.

A golementalist can have 11 golems, 1 gem, 2 anima stone, 2 clayshapers, 2 elementalist, 1 tree, 3 primoridal ammy.

If you run 7 stone golems, and 4 other individual golems, you have 5 golem types. That means each max rolled harmony gives 100% increased golem damage. Imagine a build with 10 such jewels. 1000% increased golem damage.


P.S.
If you are going cold damage, i.e. 4 green socket Triad Gloves.
Get Elemental Equilibrium on the tree.
Three link storm brand, hex touch, frostbite.
This will lower enemies cold resist by 50-80% depending on how curse suseptable they are.
You can also socket in an elemental army support on an ice golem, to lower cold resist another 10% on bosses.

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