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I'm asking on behalf of my friend:

If I make a golem completely immune to all elements, does the enemies
Conviction
work in full or is there a 1/5th penalty, the same way it works when a player uses
Conviction
against a monster.

Also, how does the -100 work against the immune golem/other summons against Uber ancients.
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7
I'm asking on behalf of my friend:

If I make a golem completely immune to all elements, does the enemies
Conviction
work in full or is there a 1/5th penalty, the same way it works when a player uses
Conviction
against a monster.

Also, how does the -100 work against the immune golem/other summons against Uber ancients.

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ShadowHeart 6253Moderator

RotW Paladin Europe PC Playstation
It's a bit complicated.

According to the Immune article on Amazon Basin (specifically the "Remove" section at the bottom), it depends on whether the immunity is inherent or dependent on skill/item bonuses.

The article in question uses
Iron Golem
as an example. An
Iron Golem
is inherently immune to poison (100% poison resistance), and has 50% lightning resistance. If made from an item that grants +50% lightning resistance and assuming level 6
Summon Resist
(+50% to all resistances), the
Iron Golem
would have 150% in both poison and lightning resistance, and be immune to both. If an enemy casts level 10
Lower Resist
on it (which applies -55% to all resistances), the
Iron Golem
would lose the lightning immunity but not the poison immunity. This is because the lightning immunity was granted via skills & items, and in that case
Lower Resist
works at full effect (150 - 55 = 95% resistance), whereas the poison immunity is inherent so
Lower Resist
works at 1/5 effect meaning it would still have 139% poison resistance (150 - 55/5).

So, following this example,
Conviction
would work at full effect vs immunities granted via items or skills (
Summon Resist
), but not vs inherent immunities (like
Fire Golem
's fire immunity).

Crimmy wrote: 17 hours ago
Also, how does the -100 work against the immune golem/other summons against Uber ancients
This I'm not sure of.

EDIT: My best guess is that it works the same way as for
Conviction
, because at a quick glance in the game files, it seems like "Talic's Fire Pierce", "Madawc's Lightning Pierce", and "Korlic's Cold Pierce" (those are the aura names) are all based on
Conviction
(just simply applying -res to only their respective element, instead of all three, being capped at -100 instead of -150, and not applying any -def).

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Also if anyone is wondering or has a good suggestion my friend is trying to use Iron Golems made from Bone Snaps against Ubers and he is a necromancer

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kerph 145

RotW Americas PC
Crimmy wrote: 15 hours ago
Also if anyone is wondering or has a good suggestion my friend is trying to use Iron Golems made from Bone Snaps against Ubers and he is a necromancer
I think Obedience would be better,
Iron Golem
might have trouble hitting the ubers and
Enchant
should help as well as the resists. Also some source of open wounds or poison to prevent their healing is v important

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7
hmm i'm still wondering why
Valkyrie
often appears invulnerable. does she have default pdr or mdr? it's unlikely (impossible) that rare gear would provide physical or magic immunity
elemental resistances are not unlikely to reach immunities with 85% base and the gear bonuses
7
and how is
Iron Golem
on high lvl, also super survivable? tried it once from
Metalgrid
and
Dreadfang
, died instantly in non-tz wsk :(
7
ganseng wrote: 13 hours ago
and how is
Iron Golem
on high lvl, also super survivable? tried it once from
Metalgrid
and
Dreadfang
, died instantly in non-tz wsk :(
So basicly you would want to put 1 point in
Iron Golem
, then max out
Golem Mastery
witch gives +to total Golem Life, +attack rating & + Run/walk speed, and have many or maxed points in
Blood Golem
, cuz it gives +5% life per level in synergy to every other golem, but once the
Iron Golem
is Summoned, and say you level up 4 times without it dying so it was never re-summoned, the +20% Life bonus from putting 4 points into
Blood Golem
would not be added
retroactively, it would only apply when you summon a new
Iron Golem
.
they ofc also benefit from points in
Summon Resist
, and if the weapon base you make the
Iron Golem
from has +defence and +All resist the
Iron Golem
gets those stats as well.
I would suggest to have a Enigma armor so you can
Teleport
& reposition your army, mainly the golem when its health start to go down, go back to town and heal from a NPC, like Mala,
Akara
or
Fara
.
I red that
Life Tap
curses might cause some bugs that can make the
Iron Golem
insta kill it self, not sure how that happens ....

I think the Iron Golems main function is to be a backup tank for the Mercenary and provide a little dmg and provide Auras from rune words, like
Meditation
from Insight or
Concentration
from Pride if ur crazy, ( I'm gonna try it when
Blood Golem
is at lvl 10 ) most other summons are you meat shields that takes the most dmg cuz its easy to replace em, makes the Golem & Merc survive more.
Blunderbores are supposed to be very good in Ubers I heard cuz they have Crushing Blow and are tanky.

Clay Golem
are the easier / safer / Cheaper option, it provides a slowing effect to all monsters that hits him and gets hit by him,
Clay Golem
is very tanky and will often draw aggro so your skeles,
Revive
's & Merc can attack & take less dmg in retaliation.

I have stocked up on at least three Etherial Obediance* ( not Obsession, not that crazy ) polearms for
Iron Golem
Summon's, one is a non
Eth
, after that I'm going to try make
Iron Golem
from the Pride
Mancatcher
my Merc used before he got upgraded with a
Eth
Infinity.

but only after
Blood Golem
is at lvl 10, so it has more HP, gotta get more revives with the last points.



Image
Don't train till you can get it right, train till you can't get it wrong!
7
thanks for the detailed answer!

and say you invest some 50 points in
Iron Golem
and its synergies, have good gear with many + skills, and make it out of a powerful shield like
Stormshield
.. will it then casually stand against entire t5
Herald
pack without taking any damage?
DrunkAkuma wrote: 9 hours ago
ganseng wrote: 13 hours ago
and how is
Iron Golem
on high lvl, also super survivable? tried it once from
Metalgrid
and
Dreadfang
, died instantly in non-tz wsk :(
Summon Necro Tree.jpg

So basicly you would want to put 1 point in
Iron Golem
, then max out
Golem Mastery
witch gives +to total Golem Life, +attack rating & + Run/walk speed, and have many or maxed points in
Blood Golem
, cuz it gives +5% life per level in synergy to every other golem, but once the
Iron Golem
is Summoned, and say you level up 4 times without it dying so it was never re-summoned, the +20% Life bonus from putting 4 points into
Blood Golem
would not be added
retroactively, it would only apply when you summon a new
Iron Golem
.
they ofc also benefit from points in
Summon Resist
, and if the weapon base you make the
Iron Golem
from has +defence and +All resist the
Iron Golem
gets those stats as well.
I would suggest to have a Enigma armor so you can
Teleport
& reposition your army, mainly the golem when its health start to go down, go back to town and heal from a NPC, like Mala,
Akara
or
Fara
.
I red that
Life Tap
curses might cause some bugs that can make the
Iron Golem
insta kill it self, not sure how that happens ....

I think the Iron Golems main function is to be a backup tank for the Mercenary and provide a little dmg and provide Auras from rune words, like
Meditation
from Insight or
Concentration
from Pride if ur crazy, ( I'm gonna try it when
Blood Golem
is at lvl 10 ) most other summons are you meat shields that takes the most dmg cuz its easy to replace em, makes the Golem & Merc survive more.
Blunderbores are supposed to be very good in Ubers I heard cuz they have Crushing Blow and are tanky.

Clay Golem
are the easier / safer / Cheaper option, it provides a slowing effect to all monsters that hits him and gets hit by him,
Clay Golem
is very tanky and will often draw aggro so your skeles,
Revive
's & Merc can attack & take less dmg in retaliation.

I have stocked up on at least three Etherial Obediance* ( not Obsession, not that crazy ) polearms for
Iron Golem
Summon's, one is a non
Eth
, after that I'm going to try make
Iron Golem
from the Pride
Mancatcher
my Merc used before he got upgraded with a
Eth
Infinity.

but only after
Blood Golem
is at lvl 10, so it has more HP, gotta get more revives with the last points.
7
I Don't think taking actual more points into
Iron Golem
is a good ide, it only gets a small defence upgrade each time, you are probably better off to invest them elsewere like maxing out Corps Explosion, 1 in almost all curses, 20
Skeleton
, 20
Skeleton Mastery
, 10 or more in
Revive
, Max
Golem Mastery
10-20
Blood Golem
, 1
Iron Golem
.

My Summon Necromancer is at lvl 88 atm, I can show you how the Skill tree looks and its with alot of + skills from Grand Charms & Gears.

the plan is to take
Blood Golem
from now untill lvl 93 then its lvl 10.

after that
Revive
from 94 to 99, with lvl 1 in
Revive
its 25 Demons it can bring back, only get +1 for each level, so it would max out at 31 Demons at 7 hardpoints + alot of extra skills on top of that.

or Dump all points
Blood Golem
or
Bone Wall
&
Bone Prison
for more Safety, I'm not sure yet, have to evaluate after I have felt how strong / Weak the
Iron Golem
is and how fast it can die etc

Edit: the
Iron Golem
's Life atm is Little above 9300 or 9400.
Bonus:



Image
Don't train till you can get it right, train till you can't get it wrong!
7
+35 Defence per lvl
Iron Golem
, and its
Thorns
Dmg gets better...



Image
Don't train till you can get it right, train till you can't get it wrong!
9

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