Any info about the meteor golem?

What is the burning ground damage based on? Golem hp? Just levels? How much damage does it do?

What are fire spray and wave of fire damage? Are they spells? It says "cast" but one of them looks just like reave, I don't get it. What are the tags for each skill? What are the cooldowns? Does the golem have auto attacks or something or just these two?

Is the meteor auto targeted for Liege of the Primordial users?

How is anyone supposed to make a build around this without any information? No wonder there is only 1 player using this on poe.ninja. did you make the skill for 1 player ggg?

beats me



"buff grenades"

- Buff Grenades (Buff-Grenades)
Last edited by auspexa#1404 on Dec 17, 2023, 6:04:04 PM
Last bumped on Dec 20, 2023, 2:05:51 PM
poedb is a good place to find information like this - see here https://poedb.tw/us/Meteor_Golem#MeteorGolemFireElementalMeteorTalismanT2. There's also the wiki with some more qualitative descriptions https://www.poewiki.net/wiki/Summon_Flame_Golem_of_the_Meteor.

I absolutely agree that the lack of info on this is killing its appeal to buld creators.
Pretty much immediately on seeing this gem revealed I had the idea of a Liege of the Primordial Meteor Golemancer. I have now attempted to use it and learned several things about the gem in the process which I can share.

Basic build description: Infernal Legion + Minion Instability to create endlessly falling meteors as a sort of auto-bomber.

tldr it simply doesn't work.

First I'll answer the questions in the OP, in order:

1. All damage stats are now in POB. The damage is pretty good; slightly higher than Minion Instability was getting. Probably not enough to use by itself though: You need other golems doing regular attacks.

2. Speaking of, the Meteor Golem's other attacks are the same as the regular Flame Golem's. They're fine.

3. I'll get back to this one because it's the thing that breaks (in the bad way) this build: They respawn next you.

Right, so now let's go over the details:

Problem #1: Currently the gem is just bugged. Meteor Golems take no damage from Infernal Legion for several seconds after spawning. This means I was getting a minimum possible lifespan of about 6 seconds. A shorter lifespan would mean more golems in circulation, more meteors and more damage.

This is not a huge issue mind, the build would still be viable if that was the only issue. You have a golem cap of 6 (Base + ascendancy + passive skill + 2x Clayshapers + Anima Stone) and with a few Primordial Harmonies you can get the skill cooldown down to 1 second. With these facts, the 6s lifespan and the 4s respawn time you can get 10 golems into circulation, with one spawning every second. Adding in everything the other golems are doing I was estimating on my stolen ignite golemancer build around 600k damage. Which isn't amazing (especially given the price of Primordial jewels), but it IS usable. Note that you cannot use the second golemancer ascendancy with Infernal Legion.

In the event any problems ever get fixed I will give the full details on how timing can (what I figured out in a database may not [probably won't] actually match the game, but it can help give an idea, at least) work out for various combinations:

"
6 Golems, 1s Cooldown, 6s life
Meteor Rate - 1/s
Time to summon all - 10s


6 golems, 1s cooldown, 3s life
Meteor Rate - 2/s
Time to summon all - 14s


6 golems, 1s cooldown, 4s life
Meteor Rate - 1/s + 1 extra every 3 times out of 8
Time to summon all - 13s

Note: The 11th Golem must be summoned after an additional 2 second delay

5 golems, 1s cooldown, 6s life
Meteor Rate - 1/s - 1 every 10s
Time to summon all - 9s

Note: The 6th golem must be summoned after an additional 1 second delay


Problem #2: The reason this build just won't work is because golems respawn next to your character. By itself this wouldn't be too bad, but the meteor attack takes 1 second (base) to complete. Even with additional attack speed it only really goes down to about 0.5 seconds. This means that if you're moving through an area the meteor ends up falling behind you instead of in front, where the enemies are. It's more effective against bosses, though having to stand right in their face is not exactly good for survival and even here it will sometimes miss as the golem spawns to the side, not on top of you.

I'm really sad it didn't work, because it seemed like a really neat idea, but as things stand my conclusion is that the transfigured gems (except maybe Stone [or Chaos I guess, but since the damage auras don't stack I doubt it]) are not worth using over the buff-granting golems.


If anyone at GGG reads this:

If you want to make Golemancers more viable, and from the addition of these new gems I assume at least someone there does, these are my suggestions:

1. Make Primordial items a lot more common. They're incredibly rare for what they do and how niche golem builds actually are, which drives up the prices and makes it all the harder to actually make a golem build.

2. I understand that the Transfigured gems have lost the buff effect in exchange for new attacks/more golem capacity, but this does make all the "increased golem buff effect" skill nodes kind of weak. Which is a problem when the only time anyone takes them is if they want to play a golemancer, and the only reason to use the transfigured gems is if they're playing a golemancer... Consider giving the new gems a buff effect, increased by these skills, that only applies to the golem itself and not the player. Nerf their stats if necessary. Alternatively give them the normal buff at half value or something.

3. Where golems respawn due to Liege of the Primordial should be governed by whether they're Defensive or Aggressive. Defensive golems continue to spawn beside the character, Aggressive golems spawn on an enemy. While this will be most effective with the Meteor Golems, it will also help all the others too as it gets them into the battle much faster.

4. Ice Golem of Shattering's death nova effect should not be overridden by Minion Instability. Both on-death effects should trigger.

5. The additional golems obtained via Horde gems are absolutely not worth the loss of the buff and the nerf to Anima Stone. +4 would be better than +3, or you can give them the half value buff mentioned before. If I want support minions it becomes a choice between 2 golems or, say, 7 zombies and if that's two different types of support minion it drops to only 1 golem. The Horde gems just aren't worth it unless you're using one as your main damage skill.

I hope this post proves useful to someone, even if it's only to discourage people to wasting time getting to Act 3 and learning it won't work themselves.
Last edited by IndigoVitare#7892 on Dec 20, 2023, 1:36:43 PM
thank you for the detailed response and testing. it seems it's suffering from the issues I thought it would and can't be used for an endgame build

a while ago I made a suggestion thread with ideas to replace the minion mastery on the golem wheel with an exclusive golem mastery to solve the issues of buff based golem builds but that feedback was ignored by ggg. don't think they care about golems at this point, considering how outdated primordial and the unique golem rings are
"buff grenades"

- Buff Grenades (Buff-Grenades)
Last edited by auspexa#1404 on Dec 20, 2023, 2:09:54 PM

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