[3.0 HC-Beta] Elementalist / Necromancer MOM 5-6 Golem Summoner [videos]
Would elemental equilibrium work with this? My understanding is that the damage delt by minions doesn't trigger it, only your damage. So you could cast arc or some lightning spell and it would proc the -50% fire damage and just torch everything.
edit* I can't tell if you are already doing this, I watched a few videos and it looks like you are. If so then just ignore this lol Last edited by laxcrazy#4604 on Jul 14, 2017, 2:13:10 PM
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Hey again, I will try again this build on the new 2 week event. Should I go Necromancer and lack some dps 'till I have my jewels set (4 harmony) or should I go elementalist and respec later on? Any idea doing same build as CI is viable ? Thanks for reading. |
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Re 2 week event: I don't think build is 2.6 viable, since 2.6 doesnt include the buff to MOM. Might be able to do it CI by respeccing tree appropriately.
Status Update: Died at 90 in an instructive way. It was to a volatile (at least one? as I was near full 9k effective life when it hit) and I was standing too close to the enemies and did not see the blob coming through the attacks of the flame golems. Something to watch out for if you try the build and get it to a high level. I guess we'll wait for 3.0 to see if it can handle Guardians/Shaper. But I still loved running it. -O |
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" Why not just run it in beta standard so you can test all of that content out with the build? I'm really enjoying it man, ty! |
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I might pick it back up on standard-beta a little later for the sake of further testing. Right now I'm going to take a break from it and see if I can make a melee-MOM build work. Lots of folks been complaining melee is too hard. Maybe they're right . . . Maybe not . . . I'm going to take a stab at finding out.
-O |
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Awesome build mate, I'm having a lot of fun running with my golens <3
Thanks for the correction on the ascendancy, would you mind posting the correct order for the necromancer and updating the skill tree til lvl 90? (here is only showing til lvl 79) |
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My intention isn't to criticize, so I hope you don't take this the wrong way, but some of the conclusions you've drawn are... kind of off. "Science" memes aside, I think if you analyze your experiences a bit more strictly, you'll have a better understanding of your build and be able to progress further. Again, no offense meant at all, I just want to clear up what I feel are some misconceptions and hopefully provide constructive feedback on some points:
8-9K EHP by itself is not tanky It's a healthy life pool and more than enough to attempt endgame assuming your other bases are covered. But without some other form(s) of mitigation (block/spell block/leech/etc.), I think it falls short "tanky". Over-emphasis on minion cast speed What helps your damage more is golem cooldown speed (on Primordial Harmony) so they can Magma Orb more often. Flame Golems do not have melee abilities and therefore only benefit from part of Minion Speed. CI has not been "nerfed to the ground" It's gone from awesome to viable. Another secondary golem doesn't use up more gem slots Ideally, if you're using one or more sub-golems, they should be slotted in a helm with +2 to minion skills. You've wasted gem slots by linking Flame Dash and Convocation to Increased Duration and Faster Casting. Necro vs. Elementalist Which one is better? Lots of misconception within the community on this topic, so for now I'll just say there's no clear-cut winner and depends a lot on how you spec. They're pretty evenly matched imo with a possible edge to Necro for benefiting from Bone Offering. For damage, 105% increased damage doesn't make up for the lost golem. Your build sacrifices Harmonies to boost EHP, which is why it seems like it makes up for it. A decked out Elementalist will usually have 8-10 slots filled with Harmony, which translates to 150-200% increased golem damage (some ridiculous builds slot even more Harmonies). The argument between Necro/Ele isn't just about damage numbers either. Both versions need to be looked at as a whole to do an accurate comparison. That's a post for a different day though... Now, you might be thinking you don't need more Harmonies, but I noticed you were aiming to take this build to endgame. That's awesome and I look forward to seeing you do it, but I don't know if this build in its current state is capable. It's great that you beat T15 Malachai, but I'm worried that you took the close call at 3:25 as a positive sign instead of a sign that something's possibly off. The reason you had that experience is because the damage was lacking, leading to a prolonged fight, exposing you to more risk. This risk is many times higher against Guardians/Shaper. Another things to consider is Uber Atziri. With only 4 Harmonies, your golems are at risk of dying to bleed against her spears. They're almost certain to die against the trio. If you go as Necro, there's also a chance of your golems being wiped out by a double flameblast. Another thing you might have to consider when going Necro is how many auras you want to run. The more you run, the more your minions benefit, but you also risk cutting into your EHP. There's some cake-eating proverb that usually goes here... Anyway, that's my take on it. Hope it didn't come off too harsh. ⚡ Lightning Golems:
/1902593 ⛄ Ice Golems: /1914382 |
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Re: Elemental Eq
Yes we do this with the ball lightning at the same time we apply the flam curse. Gives over 100% fire res reduction. Highly effective. -O Last edited by Orion72#3803 on Jul 15, 2017, 11:25:46 PM
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To tomatopotato:
Far from taking it as harsh, I greatly appreciate the feedback. As I said previously, this was my first minion build of any kind, and while it has been moderately successful, I am happy to have advice on how to improve it further. I continued with the dead character for a short second life as Necro in standard, testing in hydra and colloseum today. Both were "successful" but neither was deathless. This is a bit disappointing, but highlights your advice. I missed the golem elemental invulnerability from Elementalist greatly, and feel that golem death was a significant contributor to the imperfect runs. It left me with the feeling that for the -really- high end content, I might prefer elementalist after all. I agree that it overstates things to call 8-9k ehp "tanky" with no other mitigation. Wanted only to get across the idea that with use of flasks, this seemed sufficient to handle the T15s . . . as long as you don't miss a volatile masquerading as a flame golem. If you feel like replying further, I am interested in understanding how a golem summoner can have 8-10 Harmonies and also a decent effective life pool? I don't really see a straightforward way to do this in 3.0, post es-nerf, but it is entirely possible I have missed something. Anyway, I appreciate the feedback, -O |
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It depends what you consider "decent" I suppose. My (rough) rule of thumb is to have somewhere above 8k EHP, because the projectiles during Shaper's bullet hell phase (imo the sketchiest part of the fight) can chunk you for about 8k max. Everything else during that fight is no problem after you get enough DPS to clear the add phase. You can probably get away with 7k-ish on Uber Atziri. Of course, there's more margin for error if you use the appropriate Purity and/or elemental flask.
For 3.0, I don't have a solid answer. My general guess is that we need to not ditch ES. Grabbing ES is really efficient as a Witch. The nearby Written in Blood and Melding clusters make things even more efficient, since they boost Life+ ES to the tune of 9.44% per node spent. Naturally, you'll want ES+life gear. Here's a sample Hybrid/MoM tree I've been playing with in PoB that simulates 8.5K-ish EHP with really good (but not quite godly) gear (T2 Life/ES/ES% rolls across the board). This seems sufficient, but honestly, Hybrid builds make me kinda nervous, so I'm still considering CI or Hybrid Shav's variants (for which I have experimental PoB trees in the Passive Tree section of my Lightning Golem build guide if you're interested) ⚡ Lightning Golems:
/1902593 ⛄ Ice Golems: /1914382 |
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