Golem FAQ Revised

Sorry for the double post (as I did see an EDIT button anywhere, which I do see in this post :scratch: ):



Another question concerning Iron Golem; if you've created an IG (ie. lvl 1 IG) & later, still having the same lvl 1 IG, you decide to put more points into Golem Mastery, CG, IG, BG or FG.

After improving any of those skills & creating/joining a new game (where the IG is automatically remade) does it receive those increased stats or do I actually need to summon a new IG?


(Hopefully you understood what I meant, it's a bit hard to explain ;) )
 
Grombolar said:
After improving any of those skills & creating/joining a new game (where the IG is automatically remade) does it receive those increased stats or do I actually need to summon a new IG?

It will receive the new stats. Basically every time you join a new game the IG is resummoned.
 
Forgive me for being a 'golem fanatic' but I have a question concerning the 1.11 patch;

I have not found a proper link to see ALL of the 1.11 skill changes. Has Blizzard changed any golem stats or their synergies?
 
As far as we know they haven't changed the skill/synergy dynamic whatsoever outside of eliminating the charged synergy bug which made marrowwalks useful to bone based necros.
 
Even though the IG can attack at 9 fpa, it's still crippled by the 15 frame AI delay, which all minions have, even Hydras and traps.

Just something that needs to be said. :)
 
So does that mean there is a cap at 15 fpa for all minions? I don't quite the AI delay thing. Does it have something to do with why Baal turns into a worthless piece of crap when you CG and decrep him?
 
Pherdnut said:
So does that mean there is a cap at 15 fpa for all minions? I don't quite the AI delay thing. Does it have something to do with why Baal turns into a worthless piece of crap when you CG and decrep him?
It's a delay between animations (actually decisions, but it's virtually the same). At best the IG can attack at 24 frames, and he's doing nothing for 15 frames in that time.

It's Baal AI that kills him, not this delay AFAIK. Just a theory, but I think that his AI tells him to do a new attack based on the unmodified animation length, not taking into account that this might skip the hitframe if the animation is slowed down far enough.
 
Yet Fanatacism seems to give skeletons a faster hit rate, no? I've never had a fanat granting before so I don't know from experience. From what people have posted it seems to though.
 
Stormlash (flail) – 15% chance of lvl 10 Static Field, 33% CB, 20% lvl 18 tornado. I’ve never seen a build based on this weapon so it probably doesn’t have crazy trade value, but still hard to find.
Yeah.. right... ever heard of a zealer? or maybe a smiter? or maybe a warrior monk? or... basicly all uber killer builds could use one of those :gasp:
 
I have read everything in this thread (I think) but I couldnt find what I was looking for. 3 things..

1. How is the IG damage calculated?

Let's say I have a weapon with 800 max damage and +300%ed (180% from merc and 120% from FG synergi). Will he damage 2400 ?

Or does the %ed only affect his tiny base damage ?

2. Will he gain critical strike from Insight ?

3. Does it mather what level the item is when I create my IG?
If not, can I make him out of an elite eth rare/unique weapon to speed things up at lv24?
 
Re: Golem FAQ Revised

wow 3 good questions there Cave, I'm looking forward to that info as well.

I've been dinking around with Fishy ideas for a bit and decided to go all out for an Iron Golem. I was all set on Beast for Fanat but got to thinking there are many valuable mods available especially after I read things about the +res making him ele imm and the like.

1. With Tomb Reaver, does the 10% chance to revive as minion work with IG? because if so, I think TReav is godly (and uberexpensive) for an IG, you get huge resists, reanimate, great damage and speed as well as 3 custom sockets for open wounds/crush blow (in my case) or ed or whatever your hearts desire.

2. If the Iron Golem is made out of Bramble himself, the Thorns will still not override the IG's oiwn dmg return ability?

3. I'm sure I missed this somewhere, but how does Ethereal/Indestrucatable effect the IG? I'm certain a Zod wouldn't render him immortal. Self repair on the item does not mean regeneration correct?

sorry if this was in the thread, i didnt read all 10 pages:lipsrsealed:
 
Re: Golem FAQ Revised

1. How is the IG damage calculated?

IG functions as though he equips the item he was made from. As far as I know the base damage from IG is added to the damage from any weapon he is made from. Then the combined %ED of IG and any other bonuses is applied to this new damage to give the total damage. So in your example he should be doing 800 * 4 = 3200 damage.



2. Will he gain critical strike from Insight ?

IG already has 5% chance of CS. He will not gain the bonus from Insight since that adds the Amazon skill. IG's can't use those player skills.



3. Does it mather what level the item is when I create my IG?
If not, can I make him out of an elite eth rare/unique weapon to speed things up at lv24?

No. You can make him out of any thing you want.



1. With Tomb Reaver, does the 10% chance to revive as minion work with IG?

Yeah, I think it does. It is just a procing mod and most of those work with IG.



2. If the Iron Golem is made out of Bramble himself, the Thorns will still not override the IG's oiwn dmg return ability?

No. The IG's own aura takes precedence over the others.



3. I'm sure I missed this somewhere, but how does Ethereal/Indestrucatable effect the IG?

Ethereal makes the IG translucent. That is all. Those mods affect durability and since the IG doesn't have durability it doesn't affect him.



 
Re: Golem FAQ Revised

Wow, thanks for an in-depth and informative response! I've been working on whether or not I'll be going for an expensive IG and which one, so this will really help. Thanks :laugh:
 
Re: Golem FAQ Revised

In the FAQ, Pherdnut mentions using BG + Thorns as a weak possibility... but if Thorns damage doesn't give the Necromancer a boost, wouldn't any other Golem be just as good then? When the Necro loses HP from BG getting hit, does that add to the Thorns damage returned?

I'm making a Returnomancer at the moment, and since Blood Golem is the ONLY golem I've yet to use, I was hoping he would be interesting for this build.
 
Re: Golem FAQ Revised

The only other Golem useful would be the FG. Clay has that slow aura which is kind anathema to damage return and IG has his own much lower damage return aura. But FG is pretty expensive mana wise and not many people put a point in it.
 
Re: Golem FAQ Revised

Very informative thread, but I need opinions on the following:

My (currently) Level 83 Hardcore Ladder Lower Resist / Summoner Necro, "Mr_Hate", has about 14 skill points saved up and is about (I hope) to whack Mephy (without getting killed I hope). :whistling:

So far I have mostly been using Sparky via a wand with "+1 to Fire Golem" built in (I haven't put any points into Golems past one into Gumby and Golem Mastery). The principle here is that my main curse is LR, so although he admittedly does pathetic damage, at least it gets a bit boosted by the curse. (Note: I have been experimenting with the IG, but he dies a lot, it takes some time to shop a suitable +elemental damage weapon to make him out of, and he can't be easily re-cast through doors, which is a key disadvantage in scary places like the Durance.)

Unlike a lot of people who play Necromancers, I don't think that Sparky is as bad as the various build guides make him out to be; the only real problem that I've run into is simply that he costs a fair amount of mana to cast, and since I use an Act I Rogue merc (e.g. no Insight), I have to watch my blue bulb constantly. (PS: Sparky definitely does get the benefit of the Thorns aura from the merc's Edge bow -- I'm 100% certain of that, although they sometimes take him down with them, he can kill a group of 3 to 4 Maulers or Blunderbores just by getting hit and reflecting the damage back on the beasties.)

What I'm wondering about is, whether it's worth sinking enough skill points (10 or more?) into Sparky so that his fire and aura damage get up to the point where they can actually kill things in Hell (also so he has enough hit points to survive an encounter with a dangerous boss pack, since it's annoying to have to constantly re-cast him). If I'm reading the comments earlier in this thread correctly, Sparky would do about 400 fire damage at Level 20, boosted by -50% Lower Resist should be about 600 equivalent per hit... against all but Fire Immunes that might be okay, I guess, but I'm wondering if it's really a good investment of skill points. (Alternatives are boosting CE or maybe trying to build up Poison Nova.)

Comments, anyone?

Regards

Mr. Bill
 
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