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Blood Golem

Hymn

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Oct 14, 2003
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Blood Golem

Blood golem got a pretty signifigant bonus in 1.13

-Blood Golem - Removed negative shared life effect (player no longer loses life when golem takes damage).

Maybe makes the blood golem more viable as a damage mitigation system for teleport necros?
 
Re: Blood Golem

AFAIK there is no damage mitigation at all involved with the BG. The only benefit was that the necro had a 30% life leech on the BG's hits.

Otherwise that would become pretty imba indeed in pvp.
 
Re: Blood Golem

This indeed does revive the utility of the Blood Golems. I was toying around with one on the PTR. To get any usefulness out of it it seems that the Fire Golem Synergy would need to be pumped.
 
Re: Blood Golem

Now it seems like a great "secondary" golum. When you lose a little health but are not in any danger of dying, you can cast a blood golum next to a leechable monster instead of drinking a purple. Then when your globe is full recast your fire or clay golum (because the other aspects of blood golum remain useless).
 
Re: Blood Golem

Blood golems never killed you. hey got you down to 1 hp minimum.

Also, they were useful even before the patch. they öeech 30% to the nec, but 70% to themselves, meaning they're great tanks. And the overheal on the golem will go to the necromancer. So one way or another the golem will always heal 100% of it's damage (or actually more, depending on level), divided among the nec and golem. It should be great for skelemancers, who have so many auras and such.
 
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