Golem FAQ Revised
Necro Community Golem FAQ
Started by Pherdnut, Completed With a Ton of Help from RTB, Mad Mantis, an old post of JoJeck's, and much encouragement from others.
I've both asked a lot of questions and read a lot of answers on Golems so I figured I'd throw together a FAQ of everything I've learned and then maybe we can add to it until it's worthy of a sticky or something. I'll put a * next to everything I'm not 90% certain of so you guys can correct away in addition to anything else I completely misunderstood.
Golems in General
Useful, Not Deadly
Even when fully synergized at the unreasonable price of 100 skill points, none of the golems will rack up the kills like a well equipped Merc, a Grizzly Bear, a Valkyrie, or one of the assassin's Shadow minions. You might be able to get some decent damage out of an iron golem, but only at great point expenditure and using really powerful items that will be lost if your golem disappears or gets killed. The chief source of a summoner's killing power comes from skeletons, revives, and corpse explode. Golems work best as utility tanks. Consequently, putting all of your money on golems has not proven to be an effective build strategy in 1.10.
Golem Mastery
If you decide you want to be able to switch between two or more golems putting a full 20 points here is a much cheaper way to enhance their survivability and effectiveness than putting 20 into each golem you want to use. Golem mastery adds 100% to a golem's life every five skill points with no diminishing returns, adds a signifigant but diminishing speed bonus, and gives a nondiminishing attack bonus that will be important if you really need your golem to be hitting on a regular basis. Any attempt at a focused golem-based build (good luck!) starts with this skill.
Stats
I listed the base stats for each golem. They all have the same resistances regardless of difficulty (they don’t suffer a penalty like you do) and skill level. Golems do not have resist caps like players do. Anything that brings their resists over 100% makes them immune to that element. Only Summon Resists, resist items used to make the Iron Golem, or an aura will increase their resistances. Some Golems gain health as you level them up, while others only gain health from Mastery. All golems have increased health in every difficulty.
Clay Golem (AKA Gumby)
General
Like most other golems, Gumby will never do enough damage to be a primary killer. This guy gets lots of life and an extra fast healing rate however, and his slow ability is one of the most useful and cheaply attained skills in the game. He is also so cheap to resummon that you can effectively teleport him around by simply resummoning right in front of enemies that you want to be slowed. When you're in serious trouble, dropping gumby on a pack of pursuers while you run can be a life saver.
Base Stats
Damage: 2 - 5
Attack Rating: 60
Defense: 20
Hit Points: 100/183/288
Slows Effect: 11%
Immune to Life Leech
Synergy to other Golems: +20 to attack/level
Resists
Physical: 25%
Lightning: 20%
Cold: 50%
Fire: 0%
Poison: 0%
Points to Put in Clay Golem
1 in CG and 1 Golem Mastery is the typical answer. Generally we assume you're going to have roughly at least 7-10 +skills when you've put some decent gear together (this isn't as unlikely as it sounds to new players). A Clay golem at 10/10 should have about 1,245 hit points and a slow effect of 51%. If you want a speedier golem, more points in Golem Mastery is recommended. The slow effect hits serious diminishing returns at around level 16 where it gets 60% so make that your goal if you want to maximize his slowing ability (5% DOES make a noticeable difference). Both skills enhance the golem's life which, coupled with its outstanding healing rate, is one of the reasons it becomes so survivable with only plus skills to enhance it. It takes 100 skills to make a fire golem almost not worthless and 2 skills to make Gumby one of the most valuable additions to your army.
Slow and Decripify:
Yes, they stack. So do freeze attacks. This is one of the most effective strategies to use on any boss or particularly tough champion or super unique. It will nearly paralyze nightmare and normal bosses and make it easy for your skeletons to interrupt enemy attacks, upping their survivability considerably.
*The Slow Effect
Gumby’s Slow Effect kicks in when he is hit 100% of the time. If you plan on using him a lot, you may not want to put too many points into the IG for a defense bonus. He’s plenty survivable with a paltry 55 Def. It has not yet been confirmed whether he also slows enemies by hitting them, but that would seem likely since he seems to slow bosses down that don’t use physical attacks very frequently.
Monster Magnet
Monsters will actively prioritize Gumby over all other targets, which is exactly what you want in a tank that slows enemies when they hit it. I don’t know if this holds true for any of the other golems but it’s a beautiful thing on our little buddy, the CG.
*Slow in Hell and Nightmare
While I'm not clear on the details, chill and slow effects do appear to get reduced in Hell. Fortunately, attacks from different types of slowing abilities continue to stack, so hitting enemies with every source you have is still very effective. Hitting bosses with decrepify, your clay golem, and chilling attacks (typically from a merc or a skeleton mage) will almost completely cripple bosses in normal and nightmare and significantly slow them down in Hell. Necros can take on any boss with ease using this combination.
Possibilities
I can't see anything new to be done with this golem. Its perks are pretty straightforward. It's probably more ideal for a damage return build than any other since its survivability comes from massive health and healing rate rather than difficulty to hit. Dumping full points into it could make it a terror against slower duellers due to its speed upgrade and enhanced slow effect. It's also cheap enough to effectively teleport by resummoning it right in front of people.
Blood Golem
General
This is the most nerfed golem in version 1.10. Although its universal synergy is additional life to all other golems, it has the lowest number of starting hit points itself and only gains more life through golem mastery. Furthermore, it has pitiful defense and pretty low damage without dumping full points into the fire golem.
Stats
Mana cost: 25
Damage: 6 - 16
Attack Rating: 60
Defense: 80
Hit Points: 201/388/637
Susceptible to Life Leech
Synergy to Other Golems: +5% life/level
Resists
Magic: 20%
Poison: 20%
Lightning: 0%
Cold: 0%
Fire: 0%
Life Sharing Ability
When you summon a blood golem, your hit points are pooled together with its. Consequently, if it's taking a beating so are you. A blood golem must be constantly using its life drain ability to keep your health up since it's constantly going to be taking damage due to its low def. Damage return skills and auras can help this situation but see below for a caveat. A blood golem taking damage can never kill you directly, but it can bring you down to one point.
Life Draining Ability
Disregard what Arreat says on the matter. The BG's life drain is now based completely on its own attack rather than the total amount of your enemy's hit points. Furthermore, if it is affected by a damage return ability like Thorns or Iron Maiden, the life drained is based off of its attack rather than how much damage the enemy attacker did to it. Without a heavy investment in points, it's not likely that it will be making up the difference against some of the nastier melee attackers in Hell and it remains highly vulnerable against elemental attacks.
Possibilities
With heavy point investment in the fire golem and golem mastery, I suspect the BG/Thorn combo will still work in areas where you're having trouble with getting swarmed by melee attackers. Unfortunately, the BG is an easy target for ranged attackers and magic attacks, putting you at a severe disadvantage in areas with lots of these enemies. You can spend 60-80 points to try and get this golem to work, or you can just play a melee or commandomancer with 1 point in life tap.
Final Analysis
Thumbs down all around. Too expensive to make any kind of build strategy that focuses on it for any reason other than novelty. Maybe, just maybe it will have some utitlity with a Bramble armor based damage return build, but I suspect even then, you would be wanting to switch to another golem in certain areas. The only other reason to put points here is to give more life to other golems.
Necro Community Golem FAQ
Started by Pherdnut, Completed With a Ton of Help from RTB, Mad Mantis, an old post of JoJeck's, and much encouragement from others.
I've both asked a lot of questions and read a lot of answers on Golems so I figured I'd throw together a FAQ of everything I've learned and then maybe we can add to it until it's worthy of a sticky or something. I'll put a * next to everything I'm not 90% certain of so you guys can correct away in addition to anything else I completely misunderstood.
Golems in General
Useful, Not Deadly
Even when fully synergized at the unreasonable price of 100 skill points, none of the golems will rack up the kills like a well equipped Merc, a Grizzly Bear, a Valkyrie, or one of the assassin's Shadow minions. You might be able to get some decent damage out of an iron golem, but only at great point expenditure and using really powerful items that will be lost if your golem disappears or gets killed. The chief source of a summoner's killing power comes from skeletons, revives, and corpse explode. Golems work best as utility tanks. Consequently, putting all of your money on golems has not proven to be an effective build strategy in 1.10.
Golem Mastery
If you decide you want to be able to switch between two or more golems putting a full 20 points here is a much cheaper way to enhance their survivability and effectiveness than putting 20 into each golem you want to use. Golem mastery adds 100% to a golem's life every five skill points with no diminishing returns, adds a signifigant but diminishing speed bonus, and gives a nondiminishing attack bonus that will be important if you really need your golem to be hitting on a regular basis. Any attempt at a focused golem-based build (good luck!) starts with this skill.
Stats
I listed the base stats for each golem. They all have the same resistances regardless of difficulty (they don’t suffer a penalty like you do) and skill level. Golems do not have resist caps like players do. Anything that brings their resists over 100% makes them immune to that element. Only Summon Resists, resist items used to make the Iron Golem, or an aura will increase their resistances. Some Golems gain health as you level them up, while others only gain health from Mastery. All golems have increased health in every difficulty.
Clay Golem (AKA Gumby)
General
Like most other golems, Gumby will never do enough damage to be a primary killer. This guy gets lots of life and an extra fast healing rate however, and his slow ability is one of the most useful and cheaply attained skills in the game. He is also so cheap to resummon that you can effectively teleport him around by simply resummoning right in front of enemies that you want to be slowed. When you're in serious trouble, dropping gumby on a pack of pursuers while you run can be a life saver.
Base Stats
Damage: 2 - 5
Attack Rating: 60
Defense: 20
Hit Points: 100/183/288
Slows Effect: 11%
Immune to Life Leech
Synergy to other Golems: +20 to attack/level
Resists
Physical: 25%
Lightning: 20%
Cold: 50%
Fire: 0%
Poison: 0%
Points to Put in Clay Golem
1 in CG and 1 Golem Mastery is the typical answer. Generally we assume you're going to have roughly at least 7-10 +skills when you've put some decent gear together (this isn't as unlikely as it sounds to new players). A Clay golem at 10/10 should have about 1,245 hit points and a slow effect of 51%. If you want a speedier golem, more points in Golem Mastery is recommended. The slow effect hits serious diminishing returns at around level 16 where it gets 60% so make that your goal if you want to maximize his slowing ability (5% DOES make a noticeable difference). Both skills enhance the golem's life which, coupled with its outstanding healing rate, is one of the reasons it becomes so survivable with only plus skills to enhance it. It takes 100 skills to make a fire golem almost not worthless and 2 skills to make Gumby one of the most valuable additions to your army.
Slow and Decripify:
Yes, they stack. So do freeze attacks. This is one of the most effective strategies to use on any boss or particularly tough champion or super unique. It will nearly paralyze nightmare and normal bosses and make it easy for your skeletons to interrupt enemy attacks, upping their survivability considerably.
*The Slow Effect
Gumby’s Slow Effect kicks in when he is hit 100% of the time. If you plan on using him a lot, you may not want to put too many points into the IG for a defense bonus. He’s plenty survivable with a paltry 55 Def. It has not yet been confirmed whether he also slows enemies by hitting them, but that would seem likely since he seems to slow bosses down that don’t use physical attacks very frequently.
Monster Magnet
Monsters will actively prioritize Gumby over all other targets, which is exactly what you want in a tank that slows enemies when they hit it. I don’t know if this holds true for any of the other golems but it’s a beautiful thing on our little buddy, the CG.
*Slow in Hell and Nightmare
While I'm not clear on the details, chill and slow effects do appear to get reduced in Hell. Fortunately, attacks from different types of slowing abilities continue to stack, so hitting enemies with every source you have is still very effective. Hitting bosses with decrepify, your clay golem, and chilling attacks (typically from a merc or a skeleton mage) will almost completely cripple bosses in normal and nightmare and significantly slow them down in Hell. Necros can take on any boss with ease using this combination.
Possibilities
I can't see anything new to be done with this golem. Its perks are pretty straightforward. It's probably more ideal for a damage return build than any other since its survivability comes from massive health and healing rate rather than difficulty to hit. Dumping full points into it could make it a terror against slower duellers due to its speed upgrade and enhanced slow effect. It's also cheap enough to effectively teleport by resummoning it right in front of people.
Blood Golem
General
This is the most nerfed golem in version 1.10. Although its universal synergy is additional life to all other golems, it has the lowest number of starting hit points itself and only gains more life through golem mastery. Furthermore, it has pitiful defense and pretty low damage without dumping full points into the fire golem.
Stats
Mana cost: 25
Damage: 6 - 16
Attack Rating: 60
Defense: 80
Hit Points: 201/388/637
Susceptible to Life Leech
Synergy to Other Golems: +5% life/level
Resists
Magic: 20%
Poison: 20%
Lightning: 0%
Cold: 0%
Fire: 0%
Life Sharing Ability
When you summon a blood golem, your hit points are pooled together with its. Consequently, if it's taking a beating so are you. A blood golem must be constantly using its life drain ability to keep your health up since it's constantly going to be taking damage due to its low def. Damage return skills and auras can help this situation but see below for a caveat. A blood golem taking damage can never kill you directly, but it can bring you down to one point.
Life Draining Ability
Disregard what Arreat says on the matter. The BG's life drain is now based completely on its own attack rather than the total amount of your enemy's hit points. Furthermore, if it is affected by a damage return ability like Thorns or Iron Maiden, the life drained is based off of its attack rather than how much damage the enemy attacker did to it. Without a heavy investment in points, it's not likely that it will be making up the difference against some of the nastier melee attackers in Hell and it remains highly vulnerable against elemental attacks.
Possibilities
With heavy point investment in the fire golem and golem mastery, I suspect the BG/Thorn combo will still work in areas where you're having trouble with getting swarmed by melee attackers. Unfortunately, the BG is an easy target for ranged attackers and magic attacks, putting you at a severe disadvantage in areas with lots of these enemies. You can spend 60-80 points to try and get this golem to work, or you can just play a melee or commandomancer with 1 point in life tap.
Final Analysis
Thumbs down all around. Too expensive to make any kind of build strategy that focuses on it for any reason other than novelty. Maybe, just maybe it will have some utitlity with a Bramble armor based damage return build, but I suspect even then, you would be wanting to switch to another golem in certain areas. The only other reason to put points here is to give more life to other golems.