![]() Chaos golem + 200% yields more flat phys reduction than endurance charges, Stone Golem is more than a t1 life regen roll or comparable to a lvl 20 vitality. Anomalous + Elementalist + multigolems already yields 200%+ buff effects, which gives you the greatest source of any of those buffs you can possibly achieve. Despite their survivability issues, the buffs they provide are pretty substantial already with somewhat minimal investment. There's little hope that they will be re-buffed. But multiple chaos golems do NOT give you the buff multiple times.Īs for the 400% buff, golem buffs were nerfed a few leagues back because they were deemed too high. So pretty Auspexa is correct, you have a node that increases the buff per summoned golem. Respawn after 4 secs was only a bandaid solution and does pretty much nothing for a build that wants to utilize the buffs, especially vs these rares. There are so many things GGG can do with these things. Summoned chaos golems are immune to chaos damage Summoned stone golems are immune to physical damage 400% increased effect of buffs granted by your golems if you have at least four summoned golems and all summoned golems are of the same type Unaffected by bleeding and corrupted blood while you have at least two stone golems Summoned golems deal 90% less damage and gain 100% of their maximum life as extra maximum energy shield 80% less duration of poisons on you while you have a chaos golem Carrion golem's added physical damage bonus also affects golem minions Summoned golems recover 40% of their life on golem death Summoned golems are defensive and have 10% chance to taunt on hit 50% chance to avoid elemental ailments while you have an ice golem, a flame golem and a lightning golem Stone golem's life regeneration bonus affects all golem minions There are hundreds of possibilities here but I'll list some of my suggestions. ![]() Obviously, there would be only one golem mastery on the tree so it could have some potentially strong stuff for golems and golems only. My suggestion would be to change the golem commander wheel's mastery to golem mastery for more specialized stuff, as none of the minion masteries do anything for an elementalist who just wants the buffs. Sure, they respawn in 4 secs but it doesn't really mean much when they die 3 seconds after they respawn. But they're just dying all the time to every AN rare and it doesn't even make sense to scale their defenses in a build like this. I'm playing a build to utilize chaos, lightning, stone and flame golems for a trapper elementalist and the build heavily relies on golems staying alive since chaos is pdr, lightning is trap throwing speed, stone is regen and flame is damage.
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