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

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Qpxswe wrote:
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


Here is my interpretation of the wording:


"Golems Summoned in the past 8 seconds deal (35-45)% increased Damage"

lets say you have 10 jewels

You summon two golems (Spell echo)

Those golems gain 10 x (35-45%) increased damage for 8 seconds. Summoning again does not affect these 2 golems.

You summon 2 more golems after the CD is up. These golems gain 10 x (35-45%) increased damage for 8 seconds.

Then the buff expires soon on the first two golems once their 8 seconds has transpired.


The first part of the jewel relates to "you" the caster


"(25-30)% increased Damage if you Summoned a Golem in the past 8 seconds"


again, if you have 10 jewels, you would gain 10 x (25-30%) increased damage for 8 seconds if you meet the criteria. Casting again does not stack another damage buff for you, it just refreshes it.

As for the hp thing, that will be up to GGG to fix the tooltip.

Main characters: Deep_water - AnomaIy - Artica
Build guides: https://www.pathofexile.com/forum/view-thread/1602863
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DreamScythe wrote:
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.


I was planning to go a route with minimal Mights, just because I'm not expecting to get enough currency to be able to deck out my tree with them. Do you (or anyone) have any insight as to what benefits Flame Golems the most between Increased Attack/Cast Speed (Eminence), Increased Cooldown Recovery Speed (Harmony), and Increased Minion Damage (rare jewels)?
This may not be mathematically correct, it is just an assumption, but I would say you could run all your jewels as the primordials (and 1 anima stone ofc). I do not believe the cd reduction is worth it on a flame golem. If flame golem's fiery barrage (the long range attack) has a cd, it would be more like a trap with charges - and the cd reduction on the jewel behaves more like the cooldown for energy shield recharge.
Main characters: Deep_water - AnomaIy - Artica
Build guides: https://www.pathofexile.com/forum/view-thread/1602863
Last edited by DreamScythe#1384 on Dec 11, 2016, 7:59:58 AM
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DreamScythe wrote:
This may not be mathematically correct, it is just an assumption, but I would say you could run all your jewels as the primordials (and 1 anima stone ofc). I do not believe the cd reduction is worth it on a flame golem. If flame golem's fiery barrage (the long range attack) has a cd, it would be more like a trap with charges - and the cd reduction on the jewel behaves more like the cooldown for energy shield recharge.


I think this would be worth asking in the mechanical thread.

To see if the cooldown reduction for golems (not the skill itself) is comparable to cast speed.
Crit Shockwave Totem 650k +: #1657327 / Crit VMS (1 mil DPS): #1511368 / Crit self-cast spark: #1565708
1.3 crit firestorm: #1280086 / 1.3 crit Ice Nova: #1219809 / Flame Nova (sire of shards incinerate): #1359847
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DreamScythe wrote:
This may not be mathematically correct, it is just an assumption, but I would say you could run all your jewels as the primordials (and 1 anima stone ofc). I do not believe the cd reduction is worth it on a flame golem. If flame golem's fiery barrage (the long range attack) has a cd, it would be more like a trap with charges - and the cd reduction on the jewel behaves more like the cooldown for energy shield recharge.


I'll try and remember to try it tonight as I use 3 cooldown ones with stone golems I can switch back to the flame ones and see how it goes but seems more like a range thing that triggers it than a cooldown.

UPDATE: They don't spam it, anything gets close they switch to the incinerate even with 3 Harmony gems
Last edited by Drekor#4913 on Dec 11, 2016, 7:44:24 PM
Drekor,

So are you saying that if it was a choice only between primordial harmony and eminence for flame golem, the better choice for dmg increase would be eminence (ias)?

Thanks!
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bcampbell2858 wrote:
Drekor,

So are you saying that if it was a choice only between primordial harmony and eminence for flame golem, the better choice for dmg increase would be eminence (ias)?

Thanks!

Yep, if you are going for DPS eminence is the better choice.
hello. i am having fun with this build so far. the golems magma orbs do do a number on older computers... anyway, i wanted to say that i am running a lower cost ascendancy variant of this build by going elementalist instead of necromancer. the reason why i chose this route is primarily costs.

- can't afford the +1-2 golem jewel (i have literally 6c atm)
- can't afford helm or gear necessary to run maximum auras (will only run 3 - enfeeble, flam, and dicipline/artic armor)

i think elementalist works also because i am going the +1 golem node (which also makes them invulnerable to ele dmg) and then i am going the +100% ele dmg/ 25% aoe node and afterwards the -25% mob resist node. i want to go ci eventually but sticking with hybrid atm.

anyways fun stuff. hopefully it works well in yellow and red maps. i am lvl 61 atm.

** nevermind the 100% ele doesnt apply to minions... WutFace FeelsBadMan
Last edited by bakotako#2734 on Dec 12, 2016, 11:35:56 AM
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bakotako wrote:
hello. i am having fun with this build so far. the golems magma orbs do do a number on older computers... anyway, i wanted to say that i am running a lower cost ascendancy variant of this build by going elementalist instead of necromancer. the reason why i chose this route is primarily costs.

- can't afford the +1-2 golem jewel (i have literally 6c atm)
- can't afford helm or gear necessary to run maximum auras (will only run 3 - enfeeble, flam, and dicipline/artic armor)

i think elementalist works also because i am going the +1 golem node (which also makes them invulnerable to ele dmg) and then i am going the +100% ele dmg/ 25% aoe node and afterwards the -25% mob resist node. i want to go ci eventually but sticking with hybrid atm.

anyways fun stuff. hopefully it works well in yellow and red maps. i am lvl 61 atm.

** nevermind the 100% ele doesnt apply to minions... WutFace FeelsBadMan



you dont neeed alot of currency to start the build... you can easily run 3curse with your own blasphemy jewel and 1 coh to get 4curse.. dont NEED +1 golem jewels.. he also suggests that you grab 4-5 extra to lvl along with ur other gems for once they hit 20 can you vaal and +1 it urself.


as for your minions taking dmg, they dont... i havent had a single 1 of my golems die since i started the build.. im assuming they have somewhere around 8-10k hp and with some primordial's giving them regen.. + convocation youre good on healing them.

my current setup - 3 curse aura + coh ass's mark - triple golem(almost 5 just waiting on another primordial might)


oh and im doing this on HC.. so #hcviable
Last edited by Goosfraba#7277 on Dec 14, 2016, 7:16:32 AM
So, I suck at making my own builds etc and I'm in love with this, but I have no idea how I would turn this to hybrid build? Possible link to planner? Thank you.

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