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89 replies   11176 views
2

Description

5

Can be used to make Runewords:

7
hmm spend Larzuk's reward on a thing with ~10 minutes life expectancy? are you sure this advice is within the fiduciary duty? ;)
varangium wrote: 7 hours ago
ganseng wrote: 1 day ago
okay, went for the Crescent Moon Runeword. we can always spend more runes later

and by the way, Herald Of Zakarum is the best base for golem so far. lasted almost 10 minutes!
Ooh, now try a Herald Of Zakarum socketed with an Um or an Eld rune
7
ganseng wrote: 5 hours ago
of course there are alternatives, but i believe Metalgrid to be bis because three of its qualities, attack rating, resist all and defence, are both highly relevant and highest possible

other options are not that relevant for the build

+ skills only provides very marginal improvement on Vigor, Zeal and Holy Shield. Conviction and Holy Fire are unaffected
+ ias is irrelevant because max attack speed is already reached
+ ctc curses is irrelevant because 95%+ of dmg output comes from fire

imo, 2nd best to Metalgrid would be Mara's Kaleidoscope, as it provides comparable resistance and +2sk will help with cta. i wouldn't consider other options for auradin
Ok, then just stop the Iron Golem shitshow please ;)

But it would be nice, when they increase the level of Iron Golem on Metalgrid or buff it generally by a significant amount so the skill is more relevant. I ve tried the same like you for some hours few month ago and become sad fast watching them all die young.
7
ganseng wrote: 5 hours ago
hmm spend Larzuk's reward on a thing with ~10 minutes life expectancy? are you sure this advice is within the fiduciary duty? ;)
varangium wrote: 7 hours ago
ganseng wrote: 1 day ago
okay, went for the Crescent Moon Runeword. we can always spend more runes later

and by the way, Herald Of Zakarum is the best base for golem so far. lasted almost 10 minutes!
Ooh, now try a Herald Of Zakarum socketed with an Um or an Eld rune
Haha. Well, or try a Griswold's Honor. Annoying I threw/gave one away recently, but they aren't worth much. 69% base block, 45% all res and 3 open sockets. Add 2 perfect diamonds to max resistance, and use an Eld in the 3rd slot for a max 75% block.

That should be a good AND cheap option.
7
come on the golem is the cherry on the cake :D

and to fix it, I think both is needed. necro golem skills need to be buffed, their synergies need to be transferred directly to the skills, etc.

And as for Metalgrid, the golem charges need to be replaced by +22 oskill (further buffed by +skills from gear), and like +3 oskill Summon Resist and Golem Mastery needs to be added (again buffed by +skills from gear)
Bertram The Cursed wrote: 4 hours ago
ganseng wrote: 5 hours ago
of course there are alternatives, but i believe Metalgrid to be bis because three of its qualities, attack rating, resist all and defence, are both highly relevant and highest possible

other options are not that relevant for the build

+ skills only provides very marginal improvement on Vigor, Zeal and Holy Shield. Conviction and Holy Fire are unaffected
+ ias is irrelevant because max attack speed is already reached
+ ctc curses is irrelevant because 95%+ of dmg output comes from fire

imo, 2nd best to Metalgrid would be Mara's Kaleidoscope, as it provides comparable resistance and +2sk will help with cta. i wouldn't consider other options for auradin
Ok, then just stop the Iron Golem shitshow please ;)

But it would be nice, when they increase the level of Iron Golem on Metalgrid or buff it generally by a significant amount so the skill is more relevant. I ve tried the same like you for some hours few month ago and become sad fast watching them all die young.
7
I did a little research, and it doesn't look like an Iron Golem is resistance capped. So Griswold Honor with 3 perfect diamonds would give you a quad immune Iron Golem with 69% block rate. I see one listed for Fal on this site, I'll contribute the Fal if you want to try it.

Assuming Battle Orders works on the Golem, you could get his life up to about 1800, and then presumably 69% block rate is equivalent to 69% physical res, which is equivalent of 5800 life with 0% physical res, combined with the quad immune to elements.

Is that enough for him to survive without having to back down and heal on some fights? No, but it might be enough for him to survive nearly indefinitely if you are willing to back out and heal a couple times if needed against some tough Herald fights.

ganseng wrote: 3 hours ago
come on the golem is the cherry on the cake :D

and to fix it, I think both is needed. necro golem skills need to be buffed, their synergies need to be transferred directly to the skills, etc.

And as for Metalgrid, the golem charges need to be replaced by +22 oskill (further buffed by +skills from gear), and like +3 oskill Summon Resist and Golem Mastery needs to be added (again buffed by +skills from gear)
Bertram The Cursed wrote: 4 hours ago
ganseng wrote: 5 hours ago
of course there are alternatives, but i believe Metalgrid to be bis because three of its qualities, attack rating, resist all and defence, are both highly relevant and highest possible

other options are not that relevant for the build

+ skills only provides very marginal improvement on Vigor, Zeal and Holy Shield. Conviction and Holy Fire are unaffected
+ ias is irrelevant because max attack speed is already reached
+ ctc curses is irrelevant because 95%+ of dmg output comes from fire

imo, 2nd best to Metalgrid would be Mara's Kaleidoscope, as it provides comparable resistance and +2sk will help with cta. i wouldn't consider other options for auradin
Ok, then just stop the Iron Golem shitshow please ;)

But it would be nice, when they increase the level of Iron Golem on Metalgrid or buff it generally by a significant amount so the skill is more relevant. I ve tried the same like you for some hours few month ago and become sad fast watching them all die young.
7
thx for the inspiration, will buy a couple and report back with results :)

if it actually did something in addition to surviving it would be a charm!
varangium wrote: 2 hours ago
I did a little research, and it doesn't look like an Iron Golem is resistance capped. So Griswold Honor with 3 perfect diamonds would give you a quad immune Iron Golem with 69% block rate. I see one listed for Fal on this site, I'll contribute the Fal if you want to try it.

Assuming Battle Orders works on the Golem, you could get his life up to about 1800, and then presumably 69% block rate is equivalent to 69% physical res, which is equivalent of 5800 life with 0% physical res, combined with the quad immune to elements.

Is that enough for him to survive without having to back down and heal on some fights? No, but it might be enough for him to survive nearly indefinitely if you are willing to back out and heal a couple times if needed against some tough Herald fights.

ganseng wrote: 3 hours ago
come on the golem is the cherry on the cake :D

and to fix it, I think both is needed. necro golem skills need to be buffed, their synergies need to be transferred directly to the skills, etc.

And as for Metalgrid, the golem charges need to be replaced by +22 oskill (further buffed by +skills from gear), and like +3 oskill Summon Resist and Golem Mastery needs to be added (again buffed by +skills from gear)
Bertram The Cursed wrote: 4 hours ago


Ok, then just stop the Iron Golem shitshow please ;)

But it would be nice, when they increase the level of Iron Golem on Metalgrid or buff it generally by a significant amount so the skill is more relevant. I ve tried the same like you for some hours few month ago and become sad fast watching them all die young.
7
and speaking of survival, my pally died today to fire breathing Venom lords in tz 89 Chaos Sanctuary (combined Herald and last seal pack)

they just put him on hit recovery and that's it

other res you can max maybe by throwing in a couple of charms but fire would only work with a Flickering Flame rogue.. right?

or just put Salvation on a hotkey and activate when encountering heavy elemental hitters.. a complicated micro, Vigor/ Salvation/ Conviction, will require practice to master

and the only way to fix fhr are charms, right?
7
48 FHR should be enough (5 FPA). It is better to stack resist and life I think. The hit recovery only triggers when more than 1/12th of your max life is taken by a single attack. Since you don´t need any skill charms, you can just fill your inventory with res and life charms. You can also get FHR from a Renewed Flame Rift.
7
ganseng wrote: 1 hour ago
and speaking of survival, my pally died today to fire breathing Venom lords in tz 89 Chaos Sanctuary (combined Herald and last seal pack)

they just put him on hit recovery and that's it

other res you can max maybe by throwing in a couple of charms but fire would only work with a Flickering Flame rogue.. right?

or just put Salvation on a hotkey and activate when encountering heavy elemental hitters.. a complicated micro, Vigor/ Salvation/ Conviction, will require practice to master

and the only way to fix fhr are charms, right?
Depending on the character, my preferred approach is to maximize life / lower damage enough so that hits cannot put my character into hit recovery. It takes a hit of greater than 1/12 of your total health to put you into hit recovery.

In fairness, now with T5 Heralds, there is some risk even with my tankiest characters that the wrong combo of auras and stats puts them into HR.

Example 1: My Nova sorc has 95% Energy Shield (5% passthrough damage) and ~800 life post Battle Orders. So it takes a hit of 800/12 *(1/.05), or 1333 to put her into hit recovery, before accounting for resistances (although they are low). Not sure even P8 T5 heralds can reach this high with the right mods (haven't done the calc).

Example 2: My Fire WL has ~3600 life post BO and 23% Blood Oath damage xfer, and resistance of 80/75/75/75/8 fire/light/cold/poison/phys. It takes a physical hit of 3600/12*(1/.77)*(1/.92) = 423 to put him into hit recovery and elemental hits of nearly 4x that (~1600). Only Ubers or Heralds with the right mods can reach this level of damage (400+).

He almost never goes into hit recovery, but against certain T5 heralds on high player counts with Concentration aura, it can occur (I've noticed it has happened to me 2 times ever. Possibly more that I didn't notice, but that's what I've noticed. I died recently to T5 high player count dual Concentration Fanaticism aura pack because I was watching my demon health and not my own, not sure if that one put me into hit recovery but it probably did as well.
7
ganseng wrote: 1 hour ago
and speaking of survival, my pally died today to fire breathing Venom lords in tz 89 Chaos Sanctuary (combined Herald and last seal pack)

they just put him on hit recovery and that's it

other res you can max maybe by throwing in a couple of charms but fire would only work with a Flickering Flame rogue.. right?

or just put Salvation on a hotkey and activate when encountering heavy elemental hitters.. a complicated micro, Vigor/ Salvation/ Conviction, will require practice to master

and the only way to fix fhr are charms, right?
To the extent maxing life super high doesn't work consistently enough, I agree with Lakkxa that 48 is a decent break point to shoot for. And you can get to 27% with a renewed sunder and a single FHR small charm. Or get to 48 with a single renewed sunder and 2 grand charms with 12% FHR. Here are the breakpoints:

Paladin
FHR Frames
0% 9
7% 8
15% 7
27% 6
48% 5
86% 4
200% 3
4680% 2
9

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