3.11 | Carry Me Golems | Carrion/Stone Golem Elementalist | Very Tanky and High DPS summoner
" To add Renewal, use a "Add life modifier" from Harvest crafting. It's a life modifier. Edit: according to poedb, Renewal require a ilvl 50+ cluster jewel. And there are 3 life modifiers : - Feasting Fiend (ilvl 1) - Renewal (ilvl 50) - Primordial Bond (ilvl 68) Last edited by bigtoaster64 on Sep 5, 2020, 1:28:19 PM
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" If no big nerf on golems or any build breaking changes, yes, it's really good. It just require the basic Primordial jewel setup (1x Anima Stone, 1x Might, 1x Harmony/Eminence) to get going and 2x CIP (and maybe Primordial Chain, but not necessary) to bring you to red maps easily. I started Delirium (Stone golems) and Harvest (Carrion golems) with it, and it's smooth. Definitly smoother if you already have some currency to buy the basic jewels, but still a pretty easy starter. |
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Why do you not want to use Primordial Chain with Carrion Golems?
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" Carrion golem gem have a modifier that give more damage (more here is important) to carrion golems for each non-golem minions (5% per non-golem minion up to 50% more). So if you use Primordial Chain, that amulet prevent you from using non-golem minions, which basically cut down the damage potential of carrion golems by a ton. Good cheap alternative I like (while gathering some currency to craft a proper rare amulet) is Jinxed Juju. It's not bad to use it with Carrion Golems (actually it's really nice for leveling and getting started into a new league for example. Btw you can kill Sirus A8 easily and do end game content with it, cause I did it), it's just that you are missing the "real" end game stuff with it. Last edited by bigtoaster64 on Sep 5, 2020, 6:13:09 PM
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Any tips on how to league start BEFORE getting jewels?
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I spent about 20ex and switched to Carrion Golem. 10ex was on the amulet alone. Lucky I have done well this league, so it wasn't too much of a problem.
My opinion on the non-primordial chain version of the build. Definitely more damage, but this is primarily due to the support spectres, not because the carrion golems themselves are much better. Sure they gain 50% more damage for having 10+ minions, but that isn't really where the damage is coming from. The primary damage comes from the Host Chieftain and Carnage Chieftain which grants frenzy and power charges. Unfortunately, this makes pinning down their DPS a bit difficult. They won't *always* have these charges. Much of the time they will, but there will be times when they only have 1 of each, or sometimes not have any. You also really need to link them with blood magic, otherwise they run out of mana and can't cast the buff that grants those charges. Trying to an AG in the build is a bit tricky, as a result, but I managed to work around it a bit. The AG itself is also a huge boost to the build. There are other specters you can add to provide some damage and damage mitigation. However, the two most popular are annoying AF. Arena Master sound effect got on my nerves and ditched him quickly. Things pops off in your hideout the whole time. They of Tul is so awesome, but he blocks almost everything visually, so you can't tell if you are sitting in degen. Very annoying, so I ditched him too. Comically, I think that is part of the reason they are so powerful... GGG is like "If they can put up with this, they deserve the buff"... Well, I can't put up with it. Again, I almost never play META, so I definitely deviated from the build. I am around 2.5 million per carrion (not including AG buffs). That said the build is solid and I am heavily geared more towards mitigation and I plan to stay way. I still think Determination, especially with Brass Dome is better than running Pride. There is definitely a noticeable difference in survivability on T16 juiced maps when not running determination. The key is, IMO, to get a good watchers eye with added physical reduction when using DET. When mob damage scales up, physical mitigation via Armour doesn't keep up like it does with elemental mitigation. So running maps with "increased monster damage" will increase physical damage taken more than 25%, because the larger the hit, the less effective Armour is. Hence, why I stress that sheet physical reduction isn't reliable. As the portion of physical mitigation which is contributed to by Armour varies depending on the size of the hit. So as the hit goes up, the amount of damage mitigation goes down. With elemental resistances, this isn't the case. 25% more damage is just that, 25% more damage. Anyhow, about to spawn Sirus again. It will be interesting to see if my AG survives, as he is not elemental immune like my golems. But according to POB, his base effective HP is like 420,000 - When configured for the physical damage Sirus does in his last phase, he has like 80K EHP. So he *should* have no issues... But who knows. I put 2Ex into my AG and the only time I have seen him drop to 1/2 health is when I opened a chest that detonated the dead. He regenerated back to full life in seconds. Also, I would recommend "grave intentions". Because the cluster jewels we use boost damage when HP is full, this nice extra padding ensures that they are more often getting that bonus buff. I kinda feel the option "Minions always at full life" is a sketchy to check and while they are on full life way more than not, it still seems to me that there are some occasions that they are not. Getting hit before they fire their attack, for example, of a degen that competes with their regen, hence that being short 1HP from full, etc... will impact whether this feature works not. I think Grave Intentions is helpful in that regard. But that is just my opinion. I am still very new to pet builds and have used this thread and some of the great advice on it to quite successful with both of these builds. Edit ** I must be super tired, had to fix a ton of typos. Also, I just finished Sirus again. One thing I found with Sirus is that his ground degens vary heavily with each fight. This can be the difference between an easy fight and a hard fight. To clarify, sometimes he throws degens everywhere all the time, and they stick around. Other times he throws only a few degens. Because of this, no fight is ever the same and having degen everywhere really complicates the fight when using pets. I can easily avoid the degens hitbox on my character, but my pets, not so much. Even with then sticking close, there are often too many degens to where they take damage. Almost lost a few zombies multiple times. But in the end, defeated him without a death and without losing a minion. Question: If you do lose a zombie, can you summon without a corpse? Does their own corpse count? Curious, really. Last edited by ArchAngelGabe777 on Sep 5, 2020, 11:38:08 PM
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So this build heavily relies on Chaos resistance being maxed. While it's easy to max it out in Harvest (just slam +30-35% chaos res on any rare item), what's the strategy for the next league? It seems hard to find gear with Chaos resistance...
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" Shouldn't be much of an issue, i've always tried to cap chaos res to atleast 75% every league, but it's also dependant on the amount of rares you can equip. | |
Playing around in POB tonight and was curious what would happen if I ditched the zombies (freed up two gems slots, due to shared gems) and replaced by Carrion Golems with Stone Golems and here what I came up with, all things being equal. Only skill gems switched out, as I now have the space for them. These were Feeding Frenzy and Flesh Offering. Obviously large DPS boosts. Important, as noted in the following reddit thread (creator or maintainer of POB Fork) mentioned that the following lines must be added for the Carrion Golem DPS numbers to be accurate (or close to accurate) in POB. Here is what they said to add to any item (I added it to my amulet and removed it when configuring for Stone Golem)
" So with that, I added the following to my Amulet: " So with that said, this is what came up with, and note this is my specific config, I am not saying my specific config is the best way to gear these up. I favor mitigation and simplicity, so I am well aware that I could jack these numbers up further by switching out det for pride, etc... But the point was to compare, gear for gear, the difference between the golems. Using the stone golems I was able to make room for feeding frenzy and flesh offering, something I did not have room for with the Carrions. I didn't want to sacrifice certain things for it. If I went with the 1xChaos and 5xStone, I actually freed up 3 gem slots. The following DPS numbers from these three different configurations do not include the buffs from my AG, for any of these configs. Carrion Golems 4 x 2,940,923 (Total = 11.8 Million) 1 Chaos (Physical Mitigation) 1 Stone (Health Regen) 80% Physical Mitigation (configured POB for a 3942 physical hit) 1570 Health Regen Other Minion DPS? No clue... I have no idea if the flat damage added to the Zombies results in meaningful DPS. I am only only focused on the main DPS Golems. Stone Golems 5 x 3,051,253 (Total = 15.3 Million) 1 Chaos (Physical Mitigation) 76% Physical Mitigation (configured POB for a 3942 physical hit) 1402 Health Regen Note: Had to migrate almost all eminence to harmony just to get the CD lower than the length of the slam attack. While this did lower the DPS if slam (assuming there was no CD for the ability), it was necessary if we want the Stone Golem to use his Slam abiliy every time. Also note that the jewel conversion from eminence to harmony is what caused the slight drop in mitigation and regen, as the bonus to golems buffs for us drop. Stone Golems Configuration 2 4 x 3,690,206 (Total = 14.8 Million) 1 Chaos (Physical Mitigation) 1 Lightning (Attack/Cast Speed Increase for us) 76% Physical Mitigation (configured POB for a 3942 physical hit) 1402 Health Regen 52.5% Increase Attack/Cast Speed - great for movement skills. Hopefully others will find this somewhat useful. I think some questions I have revolve around the zombies and spectres and their respective DPS. The Carrions give them some nice fat flat increases, and so I probably need to explore the DPS increase from them and add their numbers in to really determine which brings more DPS to the table. Also please note, I am referring to the non-primordial version of these builds so they both have their support spectres. Host/Carnage Chieftain, primarily. Last edited by ArchAngelGabe777 on Sep 7, 2020, 12:01:48 AM
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What is the best way to have flat physical mitigation? I remember reading a post before about it but I just cant seem to find it now. It was something like chaos golem buff, crafted endurance charges, etc.
Also did someone finished the testing on the offensive ascendancies? There was an interesting debate about testing to apply shock on Drox. If someone has time it would be really good to find out if it works or not as it seems that there will be no changes for the ascendancies next patch... |
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