[2.5] Summon Raging Inferno ( 6L flame golems) - atziri 5L - 5 curse support!

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axlechen01 wrote:
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TheClownKing wrote:
@axlechen01 Have you done more testing with CI in this build? .

yes, because i still have no passive points left to spec into health nodes


it's the best if you want to have the maximum amount of damage
you don't have 9 jewel sockets as life build
and 5 or 6 primordial might jewels are 200% - 270% increased minion dmg and 85% - 120% minion life (huge boost to caustic cloud dmg)

otherwise you have just have half of that stats




on the topic about my mana:
i run 3* blasphemy in heretics veil. supported by enhance (115% mana multiplier)
i run lvl 1 clarity and discipline. supported by enlighten (92% mana multiplier)

i have 34% reduced mana reserved from passive nodes
i have 20% reduced mana reserved for discipline as my helmet enchant

if you don't have the 20% helmet enchant, you need to drop enhance to improve your cursed



all said and done i have 82% mana reserved. so enough left to cast the golems and spells
i find the enhance worth the cost, because it's the biggest possible boost for your curses. elemental weakness gains 6% additional reduced resistance ;)
and outperforms flammability



What @@? Could you show your gear perhaps? You are saying you are running Blasphemy + Enhance on Heretic's? So then only 2 curses on Heretic's? Perhaps one CoH then for 3 curses? I am trying my best to run 4 myself. What 3 Curses are you running then? I know you mentioned running Enfeeble earlier, So Enfeeble, Elemental Weakness and?

Also forgive me if you answered this already, but why level 1 Clarity if you are already getting commander effect from Discipline? And are you investing in mana nodes to have enough to cast golems with 82% reserved? my Golems cost 278 mana to recast. And with 5-6 might jewels are you running harmony for the rest?
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TheClownKing wrote:


What @@? Could you show your gear perhaps? You are saying you are running Blasphemy + Enhance on Heretic's? So then only 2 curses on Heretic's? Perhaps one CoH then for 3 curses? I am trying my best to run 4 myself. What 3 Curses are you running then? I know you mentioned running Enfeeble earlier, So Enfeeble, Elemental Weakness and?

Also forgive me if you answered this already, but why level 1 Clarity if you are already getting commander effect from Discipline? And are you investing in mana nodes to have enough to cast golems with 82% reserved? my Golems cost 278 mana to recast. And with 5-6 might jewels are you running harmony for the rest?


what do you mean by @@?
i run 3 curses + enhance in my 4 socks heretic's. heretic's already has blasphemy as support in the item. you don't need that gem.
i run either Enfeeble + Elemental Weakness + Temporal Chains, or change TP with Flammabilty
you should note, that Temporal Chains scales best with enhance support and flammability does not get much of that support gem


i run lvl 1 clarity. because commander of darkness gives 10% dmg and 5% cast speed PER aura.
if you have 5 auras, you get 50% dmg and 20% cast speed. the 20% all res is the same no matter how many auras you run



and yes you have to invest in 4 mana nodes and/or have mana and int on your gear ;)
https://www.pathofexile.com/passive-skill-tree/AAAABAMDAJuKvk_sg9OPSI4N4hUnjLHfiukCEVA1uacrbRnZWxslS66DCX0Ya9vsikyz0B_v66yY99fMvGaeqsSFYE25EJeESFxrw22boY9GGGp4L3zlWAcdFLGQpwjr7hzcjxq4kyj6gsf56NP7E2yofVqRaqwYVi9v2RNwu1XW6rrviPk3gKS0DBcv-tKMdtfPKlOycDwoZOcNH5MnvoqhL3IPlG9mVFfJDXyYrdkLKpj6gFH7zRYfGEmxHU-cvkGHf8bBxewYLL8V14auVmNYWlIpVeA7DREPRnHhiB2q_knK0xg8vSctqL6AnDK3MaXETm1vnspKX7CbtYTFwzoZivsJ9toaj3RVXyo=
you need at least 1500 mana



and again. this is my absolut perfect min/max theroy build
i'm not there yet. i still need to get my stuff together

run your curses without enhance first




Last edited by axelchen01#0725 on Dec 9, 2016, 2:54:40 PM
What would be the 6l setup for bosses ?
for example breachlords, golems are not using that projectile attack, because they are facetanking and doing that aoe thing.. what if we swap out multiple projectiles for added cold maybe? would work well with EE , and we loose that less dmg from MP.

what do you think guys
[discontinued] Dyadus Berserker: https://www.pathofexile.com/forum/view-thread/1886525
[discontinued] Flame Surge Berserker: https://www.pathofexile.com/forum/view-thread/1892524
Life is ethical
Life is Life.
Life is nonMETA.
can this build do shaper and other bosses like atziri?
Maybe I am stupid but i find primordial might super annoying jewel. "Aggresive golems" are actually super shit in my opinion. Instead of focusing boss they attack adds in corners. I really prefer to play without it and just add more cd jewels.
Atm im 90lvl, running 3 curses + disipline and clarity lvl 1 (flamma, ele weakness, enfeeble). 2 of my curses are linked with ball lightning curse on hit setup and when i attack my golems just follow it.
I only looted 2x t16 phoenix map. Cleared both without dead, pretty smooth run.
Also cleared twinned core, twinned abyss and other t15 twinned and a lot of deathless atziri runs.
Im playing hybrid 4900hp/5500es(need to change my helmet), 75%/50% block chance with nerfed rumis and only 1 clayshaper + shield. I find this setup way better than 2x clayshapers.

I think it can easily do shaper but I didnt have opportunity to try it yet.

@cr4ck4r Just make good use of convocation during boss fights to relocate your golems to position they can fire projectile attack.

Last edited by magnum555#7520 on Dec 10, 2016, 5:24:50 AM
@magnum555 do you mind sharing your skilltree or making your character profile public. Im also playing hybrid atm because i didnt like EB/Mom/ZO version and im interested how you did it.

I dont have the expensive jewels (anima and might) yet, so i added some spectre for more dps. But they are pretty annoying to summon :(

Another question:
Do you guys think a +2 minion helmet or a 5L is better for flame golems ?


Here are items im using now. Still a lot to change.
About jewels. I would probably use 2x clayshaper untill you The Anima stone. Then 1 clayshaper + shield and 4 golems are more than enough in terms of dmg

https://www.pathofexile.com/fullscreen-passive-skill-tree/AAAABAMDAQFvBLMI9A18DeIQlxEPEVAVJxZvGFYYaho4GmwbJRzcHxgkqicvKPopTyqYMtE1kjW5Nuk3gzkLOlg62DrhOw08LUGHRARFR0WdR4VIjkuuTLNN41H7U1JVxlfJWAdakVxrZlRodGjyakNqrGvbbRl4L3zlfRiCx4Nfg8yD24RIhWCFe4hAi3qMdoyxjxqPRpAzkFWYrZrgm4qboZ2unjyiAKZXpqym66cIpyuofarErJi3PriTvk_AVMBmw23MvM0W0B_T-9i92QvZW9pi34ri9-Nq5CLpAuvu7Djsiu_r8B_yRffB99f56PqA_gr-jw==

Passive tree. Im not good at it so there are probably few pathing mistakes.
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DreamScythe wrote:
I would say that its good to run one primordial harmony, and 2 might's.


Bandits are: 40hp - skill - skill


Is it not better the more mights you can run or is there a cap of 2 or something?

Btw, am i the only one who does not get a tooltip of any kind increase of golem hp upon using the might jewels(which are supposed to increase golem hp too) ?
"
Qpxswe wrote:
"
DreamScythe wrote:
I would say that its good to run one primordial harmony, and 2 might's.


Bandits are: 40hp - skill - skill


Is it not better the more mights you can run or is there a cap of 2 or something?

Btw, am i the only one who does not get a tooltip of any kind increase of golem hp upon using the might jewels(which are supposed to increase golem hp too) ?




Things to know about might:

1) the golem damage boost only applies to golems that were summoned within the last 8 seconds. With a 6 second CD, if you are spamming them I suppose 4 of them can benefit from this most of the time.

2) Primordial might does add a lot of damage, but I believe people are using it to stack insane golem HP and then use the the Necromancer's Beacon of Corruption to do insane chaos DoT.

You can go another route, such as stacking the 20% ias jewels. This is much cheaper and though it wont affect the Choas DoT from when they die, it will greatly affect their attacks.
Main characters: Deep_water - AnomaIy - Artica
Build guides: https://www.pathofexile.com/forum/view-thread/1602863
Last edited by DreamScythe#1384 on Dec 10, 2016, 3:34:55 PM
Yes, but like, if you have 4 might jewels..

First has 35% more golem dmg for 8 seconds after summoning one.
Second has 38% more golem dmg for 8...
Third has 42% more golem dmg for 8...
Fourth has 45% more golem dmg for 8...

How does it determine which one to get or does it calculate the average dmg % increase out of these 4?
Or does it calculate all-together as one?

Also, is there a way to actually see the golems proper hp? It's tooltip does not change at all even with 5 primal mights for me. Not on the skill and not under defenses.

(The same applies to the 25-30% increased dmg ofc, what actually determine if it's going to be the jewel with 25% inc dmg, or the one with 30%, or perhaps that one with 28%) ?

Hope someone can fill me in here as it's rather confusing for me :P
Last edited by Qpxswe#6296 on Dec 10, 2016, 3:55:54 PM

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