[3.10] Stone Golem Golemancer Build -DELIRIUM-BALANCED- ALL CONTENT -Everything Dies-Huge Damage
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Chumber escreveu:
I'm running this build in HC, quite successfully so far (Lvl 86) and i stumbled across the Cold Iron Point
Which seems super strong tbh and doesn't rely on charges, the question tho is, does the "No Elemental Damage" include your golems and null the ice damage from
PoB says no, i see my golems sometimes freeze hit enemies but im not sure if they are hitting for cold damage aswell - but if they do, wouldnt the dagger be stronger? I mean you don't have to build up charges or anything...i've seen builds on ninja with 2 of those, thats +6 on Stone Golem, Hatred and Vulnerability (!) which puts my damage in PoB above the Shield and Minion Charges which you might not have in a boss fight anyway.
And even if they don't i might switch out the gloves tbh because +6 Golem Level is just super strong...
Cheers
Go full physical if you're playing CIP, you won't regret it.
This is my current equip, my next goals are:
- change the ring to get a better one
- enchant the boots with something useful
- corrupt the chest to get something decent (i have 3 6L waiting for it)
- get an awakened multistrike
I have all resistances (chaos too) up to 115-120, so I'm able to go for every map but no regen and phys reflect.
Yesterday I've been able to kill Sirus AL8 deathless by almost tanking his death beam, so thanks a lot for the tips I've read in this thread :)
Go full physical if you're playing CIP, you won't regret it.
This is my current equip, my next goals are:
- change the ring to get a better one
- enchant the boots with something useful
- corrupt the chest to get something decent (i have 3 6L waiting for it)
- get an awakened multistrike
I have all resistances (chaos too) up to 115-120, so I'm able to go for every map but no regen and phys reflect.
Yesterday I've been able to kill Sirus AL8 deathless by almost tanking his death beam, so thanks a lot for the tips I've read in this thread :)
Thanks man, so you ditched the ice gloves - roger that! A potential Level 30 Stone Golem just seems wrong lol (+3 Dagger*2, Empower +3, Level 21 Base)
I have to upgrade alot but i put it off a bit until i know where i can put my resis :) this makes it much more clear. Next Goal is that amu but it costs 150c+ in HC -.-
Última edição por Chumber#7648 em 14 de abr de 2020 04:20:57
Hello everyone,
I'm currently following this build which I think is really great!
I think I have a good equipment but I want to know what you think could be improved.
I'm interested in all your opinions
Thanks to you
Go full physical if you're playing CIP, you won't regret it.
This is my current equip, my next goals are:
- change the ring to get a better one
- enchant the boots with something useful
- corrupt the chest to get something decent (i have 3 6L waiting for it)
- get an awakened multistrike
I have all resistances (chaos too) up to 115-120, so I'm able to go for every map but no regen and phys reflect.
Yesterday I've been able to kill Sirus AL8 deathless by almost tanking his death beam, so thanks a lot for the tips I've read in this thread :)
Thanks man, so you ditched the ice gloves - roger that! A potential Level 30 Stone Golem just seems wrong lol (+3 Dagger*2, Empower +3, Level 21 Base)
I have to upgrade alot but i put it off a bit until i know where i can put my resis :) this makes it much more clear. Next Goal is that amu but it costs 150c+ in HC -.-
As someone who's currently running 8 stone golems + 1 chaos golem, can I ask under what circumstances it's better to run with a lightning golem as well (7+1+1) instead of just stone+chaos (8+1) with the CIP build?
Maybe I'm missing something, but I've done quite a bit of testing and I'd like to at least challenge the assumptions on the multistrike/cooldown/slam side.
When I watch my golems, they are, sometimes, very clearly not doing the slam (where they use both hands at the same time to hit the ground and the ripples sort of come out) and doing what looks like "normal attacks" (where it looks more like they're throwing a baseball or punching with one hand).
I have a stone golem attack rate of 2.45 (1 / 2.45 = 0.408 s per attack) - PoB says 2.25 and I am mentally adding 0.20 for the onslaught from Ravenous Horde which I cannot for the life of me figure out how to get to come through in PoB. This is the golem attack rate that results after being enhanced by various passives, ravenous horde (and accompanying onslaught), and feeding frenzy.
According to PoB, I have a golem slam skill cooldown of 0.96s (with 7 Primordial Harmony jewels all with the maximum 45% golem skill cooldown reduction)
With multistrike, conventional wisdom would say that it takes 3 x 0.408 s = 1.224 s to finish one set of slam attacks. This is much higher than my skill cooldown, so there should never be a case where my golems are forced into their regular attack instead of their slam attack. I have put a lot of effort into making absolutely sure (hence only taking the perfect roll 45% golem skill cooldown reduction Harmony jewels) my cooldown is fast enough based on the comments in this thread.
However, I am seeing them "regular attack" quite often - assuming I am correct in that the "throwing a baseball" type animation is the regular attack and not part of the animation for the slam multistrike process.
Am I missing something?
Hmm, I noticed the same thing and decided to test this with 1 golem on Atoll's stationary boss.
The slam behavior is very inconsistent. Some times, there is no gap between slams. Sometimes 1-2 second gap, but most often a much longer gap where the golem will switch to normal attack for 3-5 seconds.
Thanks for confirming - really appreciate it. I also first noticed it when I was summoning my golems one at a time as I started a map and noticed my one golem sure seemed to be "regular attacking" a lot. For a while I thought I was crazy based on how everyone else in this thread has been talking about it but I triple checked my cooldowns and I'm not even running Redemption or the two minion attack speed nodes leading up to it so along with my perfect cooldown roll Harmony jewels I figured I should be safe.
In light of this finding, is there a chance that there's some interaction of slam with Multistrike that's not working properly perhaps, or maybe another configuration that ends up being better where Multistrike Support is replaced with Ruthless Support or something?
I'm fairly noob/casual so would welcome input on potential ways to optimize around this situation from people who are more experienced with builds than I am, maybe from OP or skyscan or someone?
Just wanted to put this out there again since many people seem to have nearly min-maxed this build but this seems like such a huge fundamental issue. And it's bothering me enough that it's haunting my dreams!
Does the "Chance to Avoid Elemental Ailments per Summoned Golem" in Elemancer Ascendancy node mean that we are immune to every ailment including freeze and stuff since we have a lot of Golems? Would it also prevent freeze from strongboxes if ever?
Hey guys, I'm considering switching to CIP because I'm stuck with the current build. My question is how tanky is the build and is the damage really that good? These two factors are important to me.
I am struggling to figure out if I did my math correctly. https://pastebin.com/3WN3pq9v is my pastebin and hopefully that includes the correct allocation of cluster jewel points. if it does not my PoB says my attack rate is 2.81/s (i dont think it accounts for ravenous horde so should I be calculating this at 3.01/s ?? ) and my skill cooldown is 1.1/s . if I do 1/2.81 = .355s per attack x 3 would be 1.067 which is less than my cooldown recovery which i think is negatively impacting my slam multistrike. should I lose a harmony or get one with less cooldown to be above the recovery rate?
@chipmunken any thoughts ? I don't have awakened multi yet.
Última edição por dinobrutalityx#0200 em 14 de abr de 2020 15:37:37
Hey guys, I'm considering switching to CIP because I'm stuck with the current build. My question is how tanky is the build and is the damage really that good? These two factors are important to me.
Tankiness is not the right way to think about it. No matter what you do with this and most builds, you will die in 1 hit. The goal is to kill monsters before they kill you, which means clear speed for maps and dps for bosses.
CIP trades significant clear speed for significant boss damage. By going CIP, you gain ~50% more boss damage. But you lose clear speed due to losing a lot of minion movement/attack speed from frenzy/wand, and you lose 1-button/key playstyle from convoking wand with trigger socketed spell. Losing clear speed means monsters stay alive longer, and you die more.
So if you are dying in maps, stick with the guide and look for ways to improve. If you are dying to bosses, then switching to CIP will help you there.
Última edição por Infl3x#0350 em 15 de abr de 2020 00:41:23