Irongolem!

asphixia

New member
Irongolem!

What are some of your favorite things to do with iron golems, and how have they been treating you?

I was thinking about making a golem out of a 6-slot shield with 6 perfect skulls to give 120 damage to attackers per hit. Think this is viable in hell?

Edit: Also, the golem would have max synergies, iron golem, and golem mastery.

Edit: And iron maiden :thumbsup:
 
Monsters in Hell have tens of thousands of hit points.
They laugh at 60 damage returned.
 
Evrae Altana said:
Monsters in Hell have tens of thousands of hit points.
They laugh at 60 damage returned.

Ok, then how about the 800+% or so of returned damage from thorns and iron maiden? Doesn't that mean a thing?
 
asphixia said:
Ok, then how about the 800+% or so of returned damage from thorns and iron maiden? Doesn't that mean a thing?
Monsters deal pitiful damage compared to the insane amounts of life they have. Since the damage returned to them is dependent on how much damage they inflict on you, the 800% returned damage from Thorns isn't going to kill anything within any respectable amount of time.
Example:
Let's say a Pit Lord has 10,000 HP and deals ~60 damage with its physical attack.
That's ~540 damage reflected back onto it when it hits you. At that rate, it needs to hit you 18 times in order for it to die. By the time that happens, you can probably clear a room fifty times over using another skill.
The only time Thorns is even remotely useful is if you have a giantic army to carry the aura, but even then, the killing speed pales in comparison to other skills. Besides, Thorns and Iron Maiden only reflects back melee physical damage. What about all the ranged and elemental monsters?
 
I got a funny questing what happend when u make it out of a pb that has the indestructuble? or a ss shield? or some thing a like ? does that means that they will be inmune to phys dmg? or what?, how about makin them out of a weapon with an aura
 
If it is made out of an item with an aura, it will have an aura with it. The indestructable part of the item does not carry over to the Iron Golem.
 
TimbaLoca said:
I got a funny questing what happend when u make it out of a pb that has the indestructuble? or a ss shield? or some thing a like ? does that means that they will be inmune to phys dmg? or what?, how about makin them out of a weapon with an aura
Indestructable in D2 simply means "won't lose durability", not "immune to something". Since Iron Golems don't have any durability, the indestructable mod won't do anything for them.
 
The idea of using a SS and getting a golem with 35% phys res, however, is interesting ;)

Maybe a non-eth Shaftstop instead, though, alot less valuable. (who uses those anymore anyway? ;))
 
Evrae Altana said:
Monsters deal pitiful damage compared to the insane amounts of life they have.

Don't take this the wrong way, it's not that you're wrong... oh wait... yes it is, my bad.

I wouldn't have said anything, but you invoked maths, so I must lay the numerical smackdown.

Evrae Altana said:
Since the damage returned to them is dependent on how much damage they inflict on you, the 800% returned damage from Thorns isn't going to kill anything within any respectable amount of time.

Level 29 Iron Maiden: 1000% Damage Returned
Level 12 Iron Golem: 300% Damage Returned
The combination of the two: 1300% Damage Returned

Note that I'm assuming that the player decides to max out Iron Maiden and say Golem Mastery, they may plonk a couple of points into the Iron Golem itself, the remainder of the other 11 points is from spare skill points or +skills.

So you could look at it like this: a level 12 Iron Golem with 20 Golem Mastery has 4949 hit points in Hell (according to the skill calculator I'm looking at).

That will translate to 64,337 points of damage to monsters before the Iron Golem bites the dust.

.... That is not too bad for 35 mana ...

Evrae Altana said:
Example:
Let's say a Pit Lord has 10,000 HP and deals ~60 damage with its physical attack.

Hey, lets go grab the actual stats.
Pit Lord in Hell: 9374-14880 hit points (12127 average)

Attack 1: 94-150 damage (122 average) (Attack 2 is the same)

So each attack is only worth 1% of the hit points of the Pit Lord.
Damage reflection of 1300% is x13, so each attack they deal 13% of their hit points back to themselves.

Evrae Altana said:
That's ~540 damage reflected back onto it when it hits you. At that rate, it needs to hit you 18 times in order for it to die.

That is actually 1586 damage. Per monster.
Try 8 instead of 18. (Give or take some for regen*)

Evrae Altana said:
9374-14880 By the time that happens, you can probably clear a room fifty times over using another skill.

Yeah maybe with a maxed corpse explosion and an infinite supply of free corpses.

Evrae Altana said:
The only time Thorns is even remotely useful is if you have a giantic army to carry the aura,

Actually, you have it round the wrong way. Thorns is best when you are going up against a gigantic army.

When you have the giant army there may be better options, such as Amplify Damage, or Life Tap, or Decrepify (depending on the target)

Evrae Altana said:
but even then, the killing speed pales in comparison to other skills.

Yeah, the Necromancer has lots of other skills which deal 1600 points of physical damage even when not maxed. Oh wait, no... no they don't.

Evrae Altana said:
Besides, Thorns and Iron Maiden only reflects back melee physical damage. What about all the ranged and elemental monsters?

See... those are good points. It's a shame you used such a bunch of bogus math before them.

Other points that you could have used against this concept:

You don't really mention the hit point enhancing effect of Champions, and minions. You might easily run up against monsters that take say 30 or more shots to kill themselves, but their damage regen will kick in. (So you'd need a source of poison damage, eg those pesky poison mages)

Also you could take a different look at it and say that the Iron Golem with only 4949 hit points is only going to take 40 of those 122 point shots in Hell before crumbling. If it was surrounded by a large enough group of monsters they might easily kill the Golem and still be alive themselves (albeit in a quite damaged state).... so you'd need some kind of backup plan.

The same number of skill points would get you a clay golem with around 7350 life in Hell. So you'd lose about 25% of your killing power, but gain 50% more hit points (roughly speaking).

But who knows, it might be a concept worth trying. Yes, it is not perfect, but the flaws (regen, ranged) can be compensated for with a proper design (poison magi and Dim Vision solve both those problems).

Even if you think I'm wrong about the army size argument above, if you have Poison Mages, and you have Iron Golem, you are a single point off having N+1 revives, where N is how many pluses you get to summoning skills, since you have all the prerequisites. Might as well go for it.

So a basic build would look like this:
20 Iron Maiden
20 Dim Vision
20 Golem Mastery
(12)(+) Iron Golem
1+ Revive
(3)+ Skeleton Mages
1+ Skeleton Mastery
1 Summon Resist/Clay Golem/Raise Skeleton/Amplify Damage

For tactical flexibility you might include a point in Confusion and Attract (to manage the flow of Monsters to the Golem (though if you have a few Revives there will be much less heat on the Golem)), and to increase killing speed there is always Corpse Explosion.

So for about 80 skill points you get a decent build with a lot of tactical options. Mix Ice magi in with the Poison ones for increased defense. Dim Vision for the win. Whatever floats your boat.

*In the interest of avoiding accusations of lies, damn lies and statistics, I should point out that the Pit Lords 50% physical damage immunity was ignored by both sides of this discussion. Neither does the discussion include the elemental damage for which no figures are listed on the Arreat Summit. Your mileage may vary.
 
Thanks for the replies... I'd also like to point out the use of amplify damage, which speeds things up quite a bit. Also, the Iron Golem's item mods can greatly help too (for example, I currently have one made from an armor that casts frost nova when hit). Plus, if it doesn't handle enemies all on its own, it will certainly be a decent enough tank. The act 2 offensive merc can definitely kill some enemies given the right equipment, and as long as I get that first body for CE, it is easy sailing. I'll admit, its not the fastest PvMer or fastest crowd control, but it is definitely a fresh breath of air from what I usually play (bowazons with MS/Strafe/Etc, sorcs with FO).

As for ranged, same concept as melee except the Iron maiden or thorns won't help, but it doesn't ruin me because my merc do some killing and create CE corpses... or whatever. :prop:
 
Kinda OT: now but..does the elemental resist IG blabla still work?

making it out of an pgems loaded shield and so making it hard to kill with fire/light/cold ?
 
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