Using golems for the buffs just feels awful, some suggestions
I'm playing a build to utilize chaos, lightning, stone and flame golems for a trapper elementalist and the build heavily relies on golems staying alive since chaos is pdr, lightning is trap throwing speed, stone is regen and flame is damage. But they're just dying all the time to every AN rare and it doesn't even make sense to scale their defenses in a build like this. Sure, they respawn in 4 secs but it doesn't really mean much when they die 3 seconds after they respawn.
My suggestion would be to change the golem commander wheel's mastery to golem mastery for more specialized stuff, as none of the minion masteries do anything for an elementalist who just wants the buffs. Obviously, there would be only one golem mastery on the tree so it could have some potentially strong stuff for golems and golems only. There are hundreds of possibilities here but I'll list some of my suggestions. - Skills that summon a golem are instant - Stone golem's life regeneration bonus affects all golem minions - 50% chance to avoid elemental ailments while you have an ice golem, a flame golem and a lightning golem - Summoned golems are defensive and have 10% chance to taunt on hit - Summoned golems recover 40% of their life on golem death - Carrion golem's added physical damage bonus also affects golem minions - 80% less duration of poisons on you while you have a chaos golem - Summoned golems deal 90% less damage and gain 100% of their maximum life as extra maximum energy shield - Unaffected by bleeding and corrupted blood while you have at least two stone golems - 400% increased effect of buffs granted by your golems if you have at least four summoned golems and all summoned golems are of the same type - Summoned stone golems are immune to physical damage - Summoned chaos golems are immune to chaos damage There are so many things GGG can do with these things. Respawn after 4 secs was only a bandaid solution and does pretty much nothing for a build that wants to utilize the buffs, especially vs these rares. So pretty please. "buff grenades" - Buff Grenades (Buff-Grenades) Last bumped on Oct 23, 2022, 4:52:26 AM
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I think it unlikely, and some of these are way OP.
e.g. 400% increased effect of buffs granted by your golems if you have at least four summoned golems and all summoned golems are of the same type 400% increased effect = 5x normal Level 20 chaos golem = 4% PDR, so x5 = 20% PDR 4 golems = 80% flat PDR *just from this passive*. And it's easy to get 5+ golems even as SSF, meaning immunity to physical damage. Sure, it might be nice, but I don't see it as realistic. The cluster becomes too much of a must-have and GGG don't like that. Looking for a mature guild to play with?
http://www.guildmedieval.com Courtesy, Integrity, Fair Play. I understand this is a role playing game, but I don't think the best role to play should be shopkeeper. - AlteraxPoe |
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" that's not how golems work, you normally dont get anything from the same golem after the first. summoning 4 chaos golem doesnt do anything compared to 1. that's exactly why I thought it could be interesting for people who want to focus on just one golem buff. and the wheel is already a must have for any elementalist build that's going elemancer, you either path towards it or take it with thread of hope "buff grenades" - Buff Grenades (Buff-Grenades) Last edited by auspexa#1404 on Oct 12, 2022, 8:36:28 AM
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Stat Stick Golems used to be a great spec. Not the best at anything but good at a lot.
I miss it. Just grab your Anima Stone and go with whatever crazy idea you have. Sad to see yet another build foundation die because it got caught up in nerf not even targeting it. RIP Second Wind Enduring Cry. I played many stat stick golem builds back in the day. They didn't need the re-summon crap cuz they didn't die. They didn't do any damage either but that was the point. "Never trust floating women." -Officer Kirac
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" It does. You do get an increment... sort of. But OK, it's not flat despite what the gem says. Chaos golem, on my elementalist (who has various golem nodes), with no other golems. Gem tooltip says flat 4% PDR. 0 = 63% PDR presumably from armour/determination #1 = 75% #2 = 76% #3 = 77% #4 = 78% #5 = 79% #6 = 80% #7 = 81% Looks like the first is a flat 4% which then gets buffed by nodes, and each one after the first is an increased 4% on that. Similarly stone golems give regen as follows... incidentally the tooltip implies a flat 105 life/golem/second regardlesss of how many are out already 0 = 117.4 (base) #1 = 460.1 #2 = 488.1 #3 = 516.3 #4 = 544.3 #5 = 572.4 #6 = 600.5 #7 = 628.6 Looking for a mature guild to play with? http://www.guildmedieval.com Courtesy, Integrity, Fair Play. I understand this is a role playing game, but I don't think the best role to play should be shopkeeper. - AlteraxPoe Last edited by Varana#3018 on Oct 12, 2022, 8:54:35 PM
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I know, that's because you're getting the bonus from the "per summoned golem" node. so summoning the same golem more than once does nothing compared to summoning one of each type, thats what I meant. there could be builds where you'd summon 5 chaos golems for some specific bonuses, which we dont have right now
"buff grenades" - Buff Grenades (Buff-Grenades) Last edited by auspexa#1404 on Oct 12, 2022, 9:28:45 PM
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@Varana: Auspexa is correct, you have a node that increases the buff per summoned golem. But multiple chaos golems do NOT give you the buff multiple times.
As for the 400% buff, golem buffs were nerfed a few leagues back because they were deemed too high. There's little hope that they will be re-buffed. Despite their survivability issues, the buffs they provide are pretty substantial already with somewhat minimal investment. Anomalous + Elementalist + multigolems already yields 200%+ buff effects, which gives you the greatest source of any of those buffs you can possibly achieve. Chaos golem + 200% yields more flat phys reduction than endurance charges, Stone Golem is more than a t1 life regen roll or comparable to a lvl 20 vitality. Flame golem 60%+ increased damage. When you look at it that way, it's already somewhat absurd what they can give you (with buff effect ofc). I totally agree though, they really shouldn't be dying except to the hardest content or it should be a single keystone node somewhere similar to Austexa's idea. However, I would edit it slightly to this: "Your golems deal no damage. Your golems cannot die" A counterpart keystone to that should be "Your golems deal x% more damage, Your golems provide x% reduced buff effect" for those who want to make a golem attacking build. Last edited by jsuslak313#7615 on Oct 13, 2022, 11:05:19 AM
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Stat stick golems also lost the general damage per golem bonus at some point too, It was my base build for almost everything I loved the general bonuses provided by 4-6 golems.
I think they killed it with the tweaks though, elementalist has one of the best ascendancy balances right now its so hard to pick any 2 pts over any others and the golems requiring 4 kinda shuts them out except for golem builds specifically. |
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