3.7 In-Depth Ice Golems Guide - Snowybois - On Hiatus for 3.8

A few points from Rory answering questions about minions this league.


https://www.reddit.com/r/pathofexile/comments/bxci5q/ggg_minions_in_37/eq84h2i/?context=3
"

Bex has summoned me, and I am here to grant you your one wish. Here are some minion points, and I'll try answer any other questions that come up:

Zombies, Skeletons, Raging Spirits, Herald of Purity and Dominating Blow minions, Animated Weapons, Animated Armour, Golems, Arakaali's Fang minions, Spectral Wolves, Dancing Dervish, the bestial minions from Yriel's Fostering, Spectral Spirits from the essence, Rampage minions and glove enchantment minions now have melee damage patterns that match their swings. This can mean they've got larger or smaller hit areas than player attacks. Sadly spectres need to be set up individually for each attack, so we've started on this for some monsters throughout the game, but there are many more to go.
Because of the above changes, Melee Splash will work with all of the above attacks.
There were a few technical reasons that Rage couldn't work with minions right away, and the restriction to weapons is only there because of Facebreakers. We'll try get round this in future.
Minions don't currently have a weapon specified in the same way players do, but this would be nice to fix at some point. This would open up the ability to let weapon restricted effects apply to minions, though there may be other technical hurdles.
Ask your questions and I'll answer them when I can, though there is still a lot to do for the patch!



The big takeaway here is that golem basic attacks will splash and can be supported by melee splash
Last edited by Utopian238#5973 on Jun 6, 2019, 7:24:04 PM
holy shit. so melee splash does indeed work with ice golems now. i am beyond HYPED
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KinGGaiA wrote:
holy shit. so melee splash does indeed work with ice golems now. i am beyond HYPED



Real talk though... does the 25% reduction in size from Primordial Chain nerf our splash radius?
Last edited by Utopian238#5973 on Jun 6, 2019, 7:31:09 PM
maybe, but i highly doubt it. im still not 100% sure how the new melee splash is going to turn out but quoting the manifesto "The skill now has a larger splash damage penalty, as it can much more effectively destroy groups of enemies." i am very confident that it will be a very strong addition for clearspeed.

we will see i guess

/edit holy shit. primordial jewel divination card revealed. ssf golems hype inc
Last edited by KinGGaiA#6634 on Jun 6, 2019, 8:29:02 PM
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Utopian238 wrote:
A few points from Rory answering questions about minions this league.


https://www.reddit.com/r/pathofexile/comments/bxci5q/ggg_minions_in_37/eq84h2i/?context=3
"

Bex has summoned me, and I am here to grant you your one wish. Here are some minion points, and I'll try answer any other questions that come up:

Zombies, Skeletons, Raging Spirits, Herald of Purity and Dominating Blow minions, Animated Weapons, Animated Armour, Golems, Arakaali's Fang minions, Spectral Wolves, Dancing Dervish, the bestial minions from Yriel's Fostering, Spectral Spirits from the essence, Rampage minions and glove enchantment minions now have melee damage patterns that match their swings. This can mean they've got larger or smaller hit areas than player attacks. Sadly spectres need to be set up individually for each attack, so we've started on this for some monsters throughout the game, but there are many more to go.
Because of the above changes, Melee Splash will work with all of the above attacks.
There were a few technical reasons that Rage couldn't work with minions right away, and the restriction to weapons is only there because of Facebreakers. We'll try get round this in future.
Minions don't currently have a weapon specified in the same way players do, but this would be nice to fix at some point. This would open up the ability to let weapon restricted effects apply to minions, though there may be other technical hurdles.
Ask your questions and I'll answer them when I can, though there is still a lot to do for the patch!



The big takeaway here is that golem basic attacks will splash and can be supported by melee splash


Actually I don't take that away from this message.

The golems basic ability will have the new melee splash mechanics they added this league, that all melee skills got, but the cyclone attack will not receive that splash damage at least according to another comment from him about zombies.

https://www.reddit.com/r/pathofexile/comments/bxci5q/ggg_minions_in_37/eq88axu/?context=10

Also Golems can't be supported by the melee splash skill gem.
"
WGD118 wrote:
"
Utopian238 wrote:
A few points from Rory answering questions about minions this league.


https://www.reddit.com/r/pathofexile/comments/bxci5q/ggg_minions_in_37/eq84h2i/?context=3
"

Bex has summoned me, and I am here to grant you your one wish. Here are some minion points, and I'll try answer any other questions that come up:

Zombies, Skeletons, Raging Spirits, Herald of Purity and Dominating Blow minions, Animated Weapons, Animated Armour, Golems, Arakaali's Fang minions, Spectral Wolves, Dancing Dervish, the bestial minions from Yriel's Fostering, Spectral Spirits from the essence, Rampage minions and glove enchantment minions now have melee damage patterns that match their swings. This can mean they've got larger or smaller hit areas than player attacks. Sadly spectres need to be set up individually for each attack, so we've started on this for some monsters throughout the game, but there are many more to go.
Because of the above changes, Melee Splash will work with all of the above attacks.
There were a few technical reasons that Rage couldn't work with minions right away, and the restriction to weapons is only there because of Facebreakers. We'll try get round this in future.
Minions don't currently have a weapon specified in the same way players do, but this would be nice to fix at some point. This would open up the ability to let weapon restricted effects apply to minions, though there may be other technical hurdles.
Ask your questions and I'll answer them when I can, though there is still a lot to do for the patch!



The big takeaway here is that golem basic attacks will splash and can be supported by melee splash


Actually I don't take that away from this message.

The golems basic ability will have the new melee splash mechanics they added this league, that all melee skills got, but the cyclone attack will not receive that splash damage at least according to another comment from him about zombies.

https://www.reddit.com/r/pathofexile/comments/bxci5q/ggg_minions_in_37/eq88axu/?context=10

Also Golems can't be supported by the melee splash skill gem.


If i read it right, The cyclone will not be supported by melee splash that is correct.

However and very importantly: Golems can still be supported by melee splash. The golems basic attack will be supported in addition to getting the new splashing mechanic. See Rory's comment here about zombie's basic attacks

https://www.reddit.com/r/pathofexile/comments/bxci5q/ggg_minions_in_37/eq88axu/
Last edited by Utopian238#5973 on Jun 6, 2019, 9:06:11 PM
I had the impression that Melee Splash Support has never worked on the Ice Golem's rolling cyclone skill anyway.

Back when I was chaining T15-T16 with this build last league, I felt that I was always JUST A TINY bit away from the perfect comfort zone running around with 6k HP.

What's your thought on going far right side for Phase Acrobatic instead? Sure, you lose out on 14% mana reserve, but do you really need that much mana reservation? Victario gives you 30%, Enlighten level 4 another 12%, Charisma node is another 12%. All that combined is already enough for 3 50% mana reserve aura, and you still have 22% more mana for stuff. And if that's not enough, you can take the Leadership node, and now you have enough mana reserve for 4 50% auras.
My goal is to create a very tanky character using this build and Ice golems.

This is what I have come up with so far, can't say I am very happy with it yet I would put Precision in the open ring slot, especially since we lost the 1000 accuracy from the gloves, I am very worried about the build not having enough accuracy for the golems.

https://pastebin.com/Lgsqbif9

But the only other unhappiness is I really wanted to run a steelskin with a CwDT setup and I don't see any way to incorporate it into the build. Or probably bring back War Banner as I feel DPS is a little bit low and War Banner is 80k dps

Safe to say I think the DPS is low.

Edit: Here is a different build where I get war banner back at the cost of my movement boots, I split them up so they are no longer 4L and can run war banner this way.

https://pastebin.com/wt4KqLmJ
Last edited by WGD118#6591 on Jun 6, 2019, 11:03:59 PM
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tavi2530 wrote:
Back when I was chaining T15-T16 with this build last league, I felt that I was always JUST A TINY bit away from the perfect comfort zone running around with 6k HP.

What's your thought on going far right side for Phase Acrobatic instead? Sure, you lose out on 14% mana reserve, but do you really need that much mana reservation? Victario gives you 30%, Enlighten level 4 another 12%, Charisma node is another 12%. All that combined is already enough for 3 50% mana reserve aura, and you still have 22% more mana for stuff. And if that's not enough, you can take the Leadership node, and now you have enough mana reserve for 4 50% auras.


Phase Acrobatics is great, the very first version of this I built was actually Phase Acrobatics with Grace Aura.

Personally It always felt like I was randomly getting gibbed as acro though. With the changes to monster accuracy it could be significantly better than before?

Here's the tree I used at the time

https://pastebin.com/CjCvgqwt

Ignore the skills/items i imported an old character, that tree should be solid.

Grace, Dread Banner, And the new sand stance should all be solid in this kind of setup with further interactions with monster hit chance.
Last edited by Utopian238#5973 on Jun 6, 2019, 11:02:30 PM

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