[3.14] Flame Golem 101 - Complete Guide To Golemancy, ✔️All Bosses Down, ✔️Necro, ✔️Elementalist
Hello Mika
I got a question about the Jewel setup. I have been away for a bit and since i last played this build it seems that you did add an "Watcher's Eye". Right now i have one Jewel slot less. So Iam not sure if i should use a 7th Harmony or only six Hamonys and a Watchers's Eye. My six Harmonys have 43, 44, 45, 44, 44 and 43 inc cooldown recovery speed atm and iam sitting on ~2.8kHP and 7.1k ES. Thanks for any advice - and thanks a lot for this build. Before i played this build i only played "direct damage" builds, but this one was a true eye-opener. :) Last edited by ondoki#0943 on Jun 19, 2019, 7:35:03 PM
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Has anybody tried the New Pledge of Hands with Flame Golems?
livejamie
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" Hello and thanks for support ^^ Golems work very well even with 6x Harmonies. Using less Harmonies lowers their DPS only somewhat, but boss damage comes mostly from Tukohama Vanguards. As long as Flame Golems are cleaning map at movement speed, you have enough Harmonies and minion damage. There are some really Watchers Eyes that work well with the build. Optimal would be : 1) Energy Shield from clarity 2) 2x of these three : - Energy Shield regen from Discipline - Energy Shield Recovery rate from Discipline - Energy Shield faster recharge rate from Discipline Good Watchers Eyes can however be extremely expensive and there is no way to craft one as they are totally RNG based. League also has new legion jewels that can add huge damage boost to minions, but I have not seen any in use yet. " Hey :) I have also been wandering about how new Pledge would work with Flame Golems. I don't have access to one myself, so maybe someone could post results here? PoB doesn't have stats for new Pledge of hands yet, but I found this thread : https://www.reddit.com/r/pathofexile/comments/bye5z5/how_is_the_new_pledge_of_hands/ It seems that each cast has added area of effect and damage multiplier. This could make cast animation last long enough for Golems to get new charge before old one of spent. This could in theory prevent them from going to melee range with weaker spells. Setup would have one less Golem and no charges, but should be worth testing. PS, I actually got generous donation form guild member and did some testing with it on standard : FLAME GOLEMS - Golems cast 4x times with Greater Echo and Spell Echo, you also cast 4x Golems at once - Golems will cast longer, which makes they stay in one place which wont let them go to melee spells so fast - Golems don't move in animation lock, but you can force teleport them near you so this is not big minus - Damage starts slower as you lose 1x Golems, but ramps higher as last Orbs deal much more damage - With Inc AoE instead of Combustion, Flame Golems can clear larger areas. They gain 50% increased AoE per repeat, which ends with ability to clear 1/2 screen per volley, orbs also overlap so this could be small DPS boost Best Flame Golems links were : - Flame Golems -> Minion Damage -> Echo -> GMP -> Ele Focus -> Cont Dest as Pledge cant have +1 level to gems and Empower is not that strong in it. Flame Golems felt pretty similar to what with ClayShaper + Victarios Charity. Clear was bit slower at first, but when they got to 4th cast DPS was buit higher. Both setups are viable and I did test with Necromancer, so I had only 4x Golems. Maybe Elementalist with even P.Chain would benefit more from it as there would be much more Golems shooting. LIGHTNING GOLEMS - Lightning Golems lay orbs much faster - Orbs don't get benefit from echo or greater echo - Pledge could work with Elementalist with P.Chain against stationary bosses like U Elder, U atziri or Shaper I also tried Lightning Golems for fun as I test them from time to time and they seem to get nice boost from Pledge. Best setup I could find was : - L Golem -> Minion Damage -> Echo -> Added Lightning -> Ele Focus -> Cont Dest. They could also work much better with Elementalist with P.Chain as losing 4x golems to 3x golems is pretty big DPS loss. Overall Pledge was very fun to test and worth trying out if you want to do something different. All legacy pledged in standard were rerolled to be new Pledges, so you can buy any 6 link pledge for 4 exalt in standard. Spell damage doesnt matter as its your damage and not minions. [3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist https://tinyurl.com/y8k9fa2f Last edited by mika2salo#7776 on Jun 22, 2019, 5:25:06 AM
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Hi Mika
Question, why are we stacking harmonys vs jewels w/ min life + min dmg + min res/block? i mean considering that the latter affects both golem and tokuhama where as the harmonys only affects the golems. Thanks! Last edited by msterry#0049 on Jun 23, 2019, 10:22:08 AM
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" I think you usually go for 5 or 6 harmonies. That should be enough to get the cooldown on their fireball spell pretty low. Plus it will give your golems a lot of regen making them close to unkillable. Then you can definitely start trying to get the rare jewels with the affixes you suggest. |
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" " Hello :) Rare elemental resistance jewels were meant to be make sure that Golems or Animate Guardian wont die on boss fights. Necromancer wont need them as much, but as it raises Tukohama Vanguards damage and they are dealing most boss DPS running maybe one is good practice if it has good stats for you also. Golems have to deal enough damage to clear at movement speed and have low enough cooldown to constantly cast the orbs. They will deal less damage at bosses anyway, so raising their damage is not most important and you can run Watchers Eye or rare / Abyssal jewel with good stats instead of all Harmonies. UPDATE POSSIBLE ELEMENTALIST VARIANT CHANGES I have been testing "Pledge of Hands" with Elementalist + Primordial Chain now for few days with excellent results. I'm thinking of converting whole Elementalist variant to use both Pledge + Primordial Chain and dropping Tukohama Vanguard Specters with Elementalist. Path of Building does not have new Pledge yet, and also Elementalist Ascendancy nodes seem to be broken. Lot of developing has to be done by trial and error. There's also some tweaking I'm working on that seems to affect Flame Golem AI making them better at boss fights. Also have to make Youtube video of map run with Pledge. You can check my lvl 97 char in standard if your interested in checking the development. There's very nice and effective setup coming put in near future ;) [3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist https://tinyurl.com/y8k9fa2f Last edited by mika2salo#7776 on Jun 23, 2019, 6:28:36 PM
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Seems Pledge Golementalist would become boss killer with the new setup...
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" Hello :) Yep, I have been doing more optimizations with the setup and I'm surprised at how fast if clears packs and kills endgame bosses. Larger bosses die even faster as the orbs can overlap creating shotgun effect. PLEDGE OF HANDS -ELEMENTALIST CHIMERA BOSS RUN https://youtu.be/c_YLeI3n0Jc CHAYULA BOSS RUN https://youtu.be/m7hh5pAHIpA I decided to record Chayula run with the current setup, as it represents the situation in league where you need to kill large packs of enemies in short time. Chayula run is considered hard overall, so it also shows the variants defenses well. Here's list about what this variants benefits : - Massive damage and amount of projectiles (6x Golems shooting 5x projectiles 4x times per second) - Golems are immune to elemental damage (Can do reflect maps) - Golems projectiles will knockback, hinder and blind enemies - Character is totally immune to chill, freeze, ignite, shock, bleed (Hinder, silence, maim, corrupt blood if counting jewels) - Chaos damage does not bypass Energy Shield - Debuffs enemies with Temporal Chains, Aspect of Spider, Elemental Equilibrium (And debuffs from Golems projectiles) Setup is still experimental as I have to PoB -data, but pakcs / bosses die extremely fast and setup feels pretty safe. 4x Magma Orb repeats per cast seems to keep Golems at one place, so they don't go near boss and start using weaker attacks. Knockback from Projectile Weakness and all movement debuffs makes sure that any enemy wont get close enough for Golems to engage in close range fights. Most important rule seems to be keeping 1-to-1 ratio between 4x cast speed and cooldown for Magma Orb. If Golems cast faster than cooldown ends, they will go in with weaker spells. If they cast too slow, charges accumulate and DPS is lost. With 10x default jewels cast time for 4x orbs is roughly 1.2 seconds and cooldown is close to that, so that's good place to start. Best way to increase DPS is to cut down both cooldown and cast time for 4x casts with 1:1 ratio and not increase Golems damage directly. Overall this variant should work well in legion league as fast clear is needed there more than extreme boss damage. PS Added second video as Chimera boss run. Fixed my recording software settings and got finally smooth gameplay recording. It's not as colorful as usual, but fps is now much better. [3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist https://tinyurl.com/y8k9fa2f Last edited by mika2salo#7776 on Jun 26, 2019, 6:20:45 PM
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That flame golem range of attack is sick! Unfortunately this is not a starter build, 6link - Pledge, Shavronne and boots are 10-15ex in total. Probably for a second league char would be great, when currency is already farmed or playing with 5link Pledge won't be so bad. I think if you are posting as alternative version of Flame Golem 101 build, you should mention the order of gems. Gems in body armor could be 2 + 4 links i guess?
Last edited by crossroader#5145 on Jun 24, 2019, 11:00:45 AM
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" Hey :) yep, most of stuff I'm using is pretty expensive. However it can be swapped for budget versions easily. - Armor has to be 6 socket, but works with 3+2+1 links. Rare ES armor works instead of Shav's just fine - Helmet needs only minion life and Energy Shield (reduced mana reservation only if running Aspect of Spider) - Boots can be rare ones with Energu Shield (Bleed immune is lots, but can be fixed by usual anti-bleed flask) - Pledge should work as 5-link and it's spell damage rolls doesn't matter for minions - Enlightenment is only needed if running Aspect of Spider (Can be replaced with Enhance like in Necro variant) Armor works fine in 3+2+1 links too (Cwdt + Phase run + Discipline). I guess that the longer range with Flame Golems has to do with forced casts from Echos. Once the original target dies in first casts, Golem has to still repeat 3x times. My guess is that the AI will focus on next target and is not calculating the distance correctly. Maybe it tries to calculate time needed to run to shooting distance, but as Golems are forced in cast animation it just continues to cast them at new target from absurdly long distance? CHIMERA BOSS RUN https://youtu.be/c_YLeI3n0Jc Added second video about the Pledge of Hands variant. I ran Combustion instead of Elemental Focus this time. Got tip from guild member and it seemed to work well :) [3.12] Flame Golem 101 - Complete Guide To Golemancy, All Bosses Down, Necro, Elementalist https://tinyurl.com/y8k9fa2f Last edited by mika2salo#7776 on Jun 24, 2019, 7:17:38 PM
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