If you take this to hell, some tips from a veteran Hardcore Necromancer player: Fire Golem is probably better than Iron Golem unless you have a truly GG item to use on it, and even then, you WILL need to replace it at some point. These golems can all be summoned without an item, can be resummoned directly onto a high threat target and each have unique benefits. Let's compare each skill at level 20 on hell difficulty, assuming no skill points in other golems, but Max Golem Mastery: (note I'm assuming level 60 for AR, so it'll be higher or lower depending on your level) - Clay Golem: ~10.5k hp, 192.5 hp/s regen, 100 def, ~3k AR, ~30 dps, 72 mana cost, slows enemies, has innate 50% cold, 20% lightning, 25% physical resists - Blood Golem: ~3.2k hp, 58.3 hp/s regen, 120 def, ~3.1k AR, ~118 dps, 102 mana cost, life steal for you and golem when it does damage, innate 20% poison, 20% magic resists - Iron Golem: ~4.9k hp, 90.6 hp/s regen, 700 def, ~3.2k AR, ~19 dps, 35 mana cost, requires an item but gains stats from the item, reflects damage, innate 50 lightning, 100% poison resists - Fire Golem: ~5.1k hp, 93.6 hp/s regen, 235 def, ~3.2 k AR, ~381.2 dps (mostly fire), 240 mana cost, absorbs fire damage, holy fire aura draws aggro really well, innate fire immunity So what you want for a thorns build are, low defense golems that are easily replaceable, and some way to deal with physical immunes, enemies that don't melee attack, and easy repositioning for dealing with monsters that rez others or are otherwise dangerous at range. Fire golem ticks all those boxes. Sparky is also resistant to some of the biggest threats to this run, namely inferno monsters like Venom Lords and Fetish Shamans, the council members, Diablo, and does bonus damage to Andy. Summoning Skill spread, assuming you had the points, 20 Mastery, 20 Fire Golem, about 10 in Resists AFTER +Skills, and drop the rest in Iron Golem for a backup option with specific stats. For curses you're missing out on some amazing skills that would make your runs SO much easier. Terror is such an automatic take for me, especially in narrow areas (like huge parts of Act 2), since it makes enemies back away from you and clear out doorways. It also works well on ranged enemies to get them to stop shooting you, and can be used to stop those melee stragglers from bothering you. Dim vision is the way to shut down all non-boss dangerous ranged threats, and can work on melee enemies (to stop them aggroing on you) albeit less effectively. Shamans and Unravellers cannot resurrect while blinded, gloams cannot fire their lightning bolt, archers stand in place awkwardly, etc. Best part is that they're not that bad even with 1 point, although Dim Vision is worth about 5 points to keep the radius and duration up. Either way, for only 2 points, you could have two incredibly powerful tools in your belt to help deal with spicy situations. Some people swear by attract, but that's against the spirit of this run anyways, and Dim Vision is generally more safe. Since you aren't using Iron maiden much any more, you may want to consider respeccing those points into other curses. Putting 5 points into Amp damage makes a big difference on radius and duration, and working down to Lower Resist could help Sparky deal with specific mobs faster. That would also free up points so you could max both Iron and Fire golem, so you have flexibility.
Love this brother, thank you. I have visions of the fire golem thumbnail already. Had no idea about those innate resists, and even in ancients when I had my junk piles ready, I saw fire golem as a decent alternative even without investment. Dim vision and terror make me a feel a bit cheaty so will think on those. Appreciate your comment a lot x
@@prophetezekiel I wanna just endorse the idea of using terror or dim vision. Still, do whatever you think fits the kind of run you want, but from a viewer's perspective those two curses would really only change the run in terms of how tedious and annoying it is for you. Since it doesn't do any actual damage to enemies, it more just saves you time when you're trying to get where you want to go. If I had to think like a streamer, I'd say the more entertaining choice between the two, might be terror because when the curse runs out there's the question of whether or not the mobs will run back into aggro range. With Dim vision, the mobs that aren't super close to you or your golem they will just stand there until the curse duration runs out. That might build some suspense for the viewer, but over a certain amount of time, you (and your viewers) will develop an internal timer for when the curse will wear off.
@@prophetezekiel Yeah I'll second that Dim Vision / Terror aren't really cheaty. At least not any more than Amp Damage or Iron Maiden / Thorns aura are. They just serve as force multipliers rather than force replacements. I think Bone Wall would be more cheaty tbh, since it adds a new "minion" to the field, whereas the curses are just expanding on what you're already doing and reduce some of the tedium and annoyance. As long as you aren't using the skills to just blitz past everything, I don't think it's a problem. Just use it as a way to shut down annoying rezzers, and allow your son to slowly take out dangerous ranged packs without you having to play a bullet hell the whole time.
I've never had an interest in Diablo before, but I enjoy watching these challenges. They're Informative enough that I can understand the game's mechanics while still being entertaining.
Hey man, just wanted to say I really like your videos. I genuinely think it's awesome that you spend time to just look around and enjoy the game. Looking forward to more videos! :)
Amp damage doubles phys, meaning if they're doing shite damage you double the flat thorns (the primary benefit from leveling up iron golem is flat thorns return). This is great for shitters like the tiny maggots, where they're hitting the iron golem for 5's and 10's. With iron maiden, you're multiplying the % thorns return damage the enemies take. If an enemy can throw hands like Andariel, hitting for 300-500, suddenly they're taking 3000 damage back from you each time they attack
First of all, Amp Damage does not double physical damage, it reduces physical resistance by 100%. On a monster with basic 0% resist that equals doubling the damage. The higher the monsters resistance is, the more you get from Amp Damage. Going from +50% (which would be most monsters in Hell) to -50% triples the damage, from +75% to -25% quintuples it. Amp damage is *always* better that Iron Maiden, when you're using Edge bow and it also increases the golem's own attacks.
These challenge runs are super fun in D2. If you don't mind, can I mention a few suggestion builds? All of them with no mercenary, of course: 1, Impale amazon. Incredibly hard. Pick between 2 handed spears or 1 handed javelins. 2 hander with evade skills is especially hard (but easier in D2R since NHAM was fixed) 2, melee sorceress. sorcs have the fastest attack speed with 2 handed axes. frost nova for CC, cold armors, mana shield, enchant are the obvious skills, maybe thunderstorm 3, titan (str only, or just no-dex) mace/hammer (no dex requirements) barbarian. rely mostly on battle cry for chance to hit. this one is pretty fun to play, i usually go dual swing hammers. the higher damage plus slower hits is just more satisfying 4, melee/defense necro, no minions, no poison dagger, heavy reliance on bone armor, curses etc 5, any challenging build in iron man mode. no town use, hardcore, no replay/grind. this changes the game drastically Subscribed and looking forward to more fun runs!
@prophetezekiel To be honest I've never tried ironman impalezon. That would probably be the most challenging combination ever. If you want to try that that would be awesome. But I'd still watch a run with vendors of course.
Yeah, the legendary from D3 you where thinking about was a ring for the witch doctors "Gargantuan" - gave you 3 smaller once instead of one big boy (oh, and also 650% increased damage for them, D3 was weird when it comes to damage increases, so absurd) Also, can't agree more with the notion. D3 definitely has it's problems. I will not argue it doesn't. But the way a single legendary can utterly transform a skill or build was lots of fun.
I'm only 14 minutes in but wanted to throw in my 2 cents about resists vs life just because I guess lol and this may very well be something you're aware of already but We all know resists in D2 are important and good, but the numbers can be deceptive; at 0 resist getting 10% resist increases the amount of damage you can take without dying by 10%, but at 60% getting 10% more resist negates a full 1/4 of the incoming elemental damage now, so even though the flat number gained is diminishing, the stacked up effect could be really strong still (I have absolutely no idea how golems, and especially Iron Golem who could theoretically be made out of an item with resists, works, how difficulty effects it, and if its subject to the 75% cap same as we are lol) All that said Golem Mastery is really solid for this specifically, the % is based on the Golem's base life so it's not quite as insane as it looks at first but it's still great for making a more survivable golem, you can also get life from the blood golem synergy too. I wonder if theres an up-to-date pet calculator online somewhere I'm enjoying it so far, will watch the rest tonight at work! Thanks for posting
As someone who's got thousands of hours in PoE, I'm keenly aware of how every singular point of resistance is a massive deal. Anything that lets you increase your max res, even by 1-2%, is actually a huge step up in total survivability. There's a reason that game caps your max res at 90%, otherwise we'd be trying to get to absorb levels of ele resist like D2 allows lol
Great debate. At lower levels things like reduce damage by 1 can be pretty significant overall % damage reduction, but the utility of overall hp vs a single resist shouldn't be underestimated. I know d2 pretty well at this point, and rarely get enough loot in these to have this debate.
I've never know this better than in POE, where without resists it's impossible to progress past a certain point, as the 1 shot potential of everything skyrockets
Yeah Alkor has unique dialogue with Necros. Actually a lot of the NPCs have unique dialogue with all the character classes, both in intro and at least one gossip line, except the expansion characters (Druids and Assassins) until Act V, because canonically the Druid and Assassin didn't actually join the party until Act V. If anybody's interested: Act 1: Necro has unique dialogue with Gheed, Barbarian with Charsi, Amazon with Kashya, Sorceress with Akara, and Paladin with Warriv. Act 2: Necro has unique dialogue with Elzix, Barbarian with Geglash, Amazon with Meshif, Sorceress with Drognan, and Paladin with Fara. Act 3: Necro has unique dialogue with Alkor, Barbarian with Meshif, Amazon with Asheara, Sorceress with Hratli, and Paladin with Ormus. Act 4: nil Act 5: Necro and Assassin has unique dialogue with Nihlathak (so long as you talk to him before you enter the ice caves and search for Anya), Druid and Paladin with Qual-Khek, Barb and Sorc with Malah, and Larzuk is smitten with the Amazon.
I haven't watched the whole video just the first half hour or so. Amplify Damage reduces a target's physical resistance by -100. This *roughly* translates into doing double damage to a cursed enemy, but remember that many monsters get physical damage reduction in the higher difficulties, esp. in Hell. Iron Maiden works exactly as you think it does. You noted that Andariel went down extremely quickly. In addition to her normal melee attack, Andariel and all the other bosses do bonus damage to minions and mercenaries. This means that the damage returned percentage from Iron Maiden works extremely well, multiplying further than it does against normal monsters. So in general your intuition was correct, you want Iron Maiden against bosses and heavy hitters, and amp damage against smaller critters or monsters with high physical damage resistance (like ghosts and other undead). Theory crafting this some more you might want to take corpse explosion (just 1 point) for corpse removal if nothing else, and poison explosion for the same thing but also to create poison clouds that will arrest health regeneration for monsters.
another awesome golem run! very tedious. I tried a golemancer build but it was too tedious in act 1 so ended up deciding to allow myself 1 point into each skeleton summon. just like my skelemancer has level 1 golem skills anyway. but rest will go into golem skills only!
Great question, and one I did look up. Amazon Basin has a table, and I think over 60 gets it to the fastest iron golem can be. There is also 15 frame delay for consecutive attacks for AI companions like golems and mercs by default which slows it down a lot.
Loving the videos. Well thought out and the humour is excellent - many thanks for creatin these! Abou the doors - would the teleport staff be considered cheating? Would be an easy fox to get through them.
I feel I've been using that staff a lot with these challenges, especially once I get to hell, so wanted to avoid as much as possible. Thanks for the compliments though dude x
I find a lot of people complain about act 3, but the only actually annoying map layout is trying to find the tunnels for the 2nd piece of the flail. Kurast is easy to navigate otherwise. Just go northeast 95% of the time.
Kurast is a reward, but the jungle is just so torturous sometimes, especially with a character that finds it tough. Dont love the durance either. If they added a proper jungle river area, just to mix it up or a giant flayer encampment that would make it enjoyable.
1:10:34 originally - the iron golem and Iron Maiden curse used to recursive feed back and insta kill your golem. So golem players would run through this and never return to not lose a rare item based golem.
If you want to continue into Hell, strongly recommend farming Amns, Tirs and 2 socket weapons for Strength runewords to turn into golems (you will lose your Gface golem-to-be at some point)
Yeah good idea. Hell terrifies me, as I imagine golem will be fine, but I'll take a stray lightning ball or blow dart and will lose the golem as a result.
Iron Maiden is only useful until you get the Edge bow. The effect of Amp Damage gets stronger, the higher the monster's physical resistance is (vs. 50% phys. resist it triples the damage) plus it also helps with the golem's own attacks.
Merc seems a bit cheaty as I know they can solo the lot, so enchant might be too easy with a companion. I quite like the idea, just need to think on how to do it to make it a challenge. Any ideas let me know.
@ dunno if it can open the gates in act v. I suppose same probs as any other “magic only” run. It had (decades ago) same “bug” of doing far less damage than on screen text suggests. But you gain cold bonuses. Oh. Seeing in patch notes they fixed / compensated for some of the old bugs on damage lol. And no longer is “lock on”. But lost synergy with hurricane. Solar creeper might work, I dunno. If corpses shatter, there would be nothing for it to “eat” ? I don’t recall if things will shatter - I think they can.
Just so you know that Iron Maiden isn’t as powerful as amp damage when you have a edge bow thorns. Thorns returns 810% damage level 20 Iron Maiden returns 675%. Mean while amp damage reduces the monsters physical damage reduction by 100 most monsters in hell have some small amount of physical damage reductions ranging between 15-50% ‘’damage resist’’ with a few monsters that have 80-100% ‘’damage resist’’ some monsters have this in Nm but here is why apm is better. If you think about says monster hits for 100 damage the calculation for a monster with 15% damage resist goes {( 100 * 8.10) + (100 * 6.75) + flat damage for golem/ thorns (400)} * .085= 1602.25. Mean while the same calc for Amp damage is {(100*8.10)+ flat damage (400)}* 1.85= 2238.5 this actually gets better the more physical resist the monster has as with 30 just 30% ‘’damage resist’’ it’s Iron Maiden =1319.5 damage and amp = 2057 damage. The reason bosses seem to hit so hard is that act bosses deal 200% to merc’s and 400% damage to summons plus you have 20 more points to put into various things like summon resist, revive( I understand revive is against this builds spirit), golem mastery, bone armor etc, though at the end with this builds spirit the 20 points in Iron Maiden isn’t to wasted as you will hit the 20 golem mastery and lvl 20 iron golem plus the 11 for summon resist where it drops off very hard. Though I still feel like the Iron Maiden points are better off in summon resist, and golem mastery at this point.
Great points here. The 400% to summons I didnt know, but makes sense when andariel slaps your skeles on normal. I think come normal the physical resist will become more of an issue, but amp general use and iron maiden bosses works really well
It's funny that I started a similar golem only run just a bit before i saw the first episode. But I'm fighting alongside mine. But Amp and Maiden are great. I'm using blood and fire (when I get there) though Iron immune to poison is neat to know.
1:05:00 I think a lot of the mediocre exceptional uniques are left over from d2 classic and previous LOD patches, that's why there are only a few that are any good today. They wouldn't look so bad if another quality tier and runewords had not been added to supersede them. They are like the GG 1.09 uniques that you would have built a character around back then being completely outclassed today by runewords consisting of mid runes. I wish they would buff those old exceptional uniques to make them more viable, they are literally just trash items in the loot table now.
I almost only play sorceress, normally with a view to gear up another character but then run out of steam. Last season I had a dual dream sorceress and it was insanely fun, but took me an age and loads of trading to get the runes.
The necro is old to so Liam would fit in that respect. Would they make the sorceress asian or like a latina? The others are pretty obvious but i cam never figure her out so the casting for her could surprise me. Good advice on maggot lair btw. I feep really stupid that i didnt think of it
Using the iron golem may not have been best - takes an item to resummon. clay golem can just be resummoned and i don't think the thorns aura from the goelm stacks with the edge rw so....
"Alright, son - run into that room and let the bad monsters hurt themselves on your horrible, horrible body."
- World's greatest dad
I love the golem dad thumbnails so much
This is pretty special. A true father son relationship laid bare.
If you take this to hell, some tips from a veteran Hardcore Necromancer player:
Fire Golem is probably better than Iron Golem unless you have a truly GG item to use on it, and even then, you WILL need to replace it at some point. These golems can all be summoned without an item, can be resummoned directly onto a high threat target and each have unique benefits. Let's compare each skill at level 20 on hell difficulty, assuming no skill points in other golems, but Max Golem Mastery: (note I'm assuming level 60 for AR, so it'll be higher or lower depending on your level)
- Clay Golem: ~10.5k hp, 192.5 hp/s regen, 100 def, ~3k AR, ~30 dps, 72 mana cost, slows enemies, has innate 50% cold, 20% lightning, 25% physical resists
- Blood Golem: ~3.2k hp, 58.3 hp/s regen, 120 def, ~3.1k AR, ~118 dps, 102 mana cost, life steal for you and golem when it does damage, innate 20% poison, 20% magic resists
- Iron Golem: ~4.9k hp, 90.6 hp/s regen, 700 def, ~3.2k AR, ~19 dps, 35 mana cost, requires an item but gains stats from the item, reflects damage, innate 50 lightning, 100% poison resists
- Fire Golem: ~5.1k hp, 93.6 hp/s regen, 235 def, ~3.2 k AR, ~381.2 dps (mostly fire), 240 mana cost, absorbs fire damage, holy fire aura draws aggro really well, innate fire immunity
So what you want for a thorns build are, low defense golems that are easily replaceable, and some way to deal with physical immunes, enemies that don't melee attack, and easy repositioning for dealing with monsters that rez others or are otherwise dangerous at range. Fire golem ticks all those boxes. Sparky is also resistant to some of the biggest threats to this run, namely inferno monsters like Venom Lords and Fetish Shamans, the council members, Diablo, and does bonus damage to Andy.
Summoning Skill spread, assuming you had the points, 20 Mastery, 20 Fire Golem, about 10 in Resists AFTER +Skills, and drop the rest in Iron Golem for a backup option with specific stats.
For curses you're missing out on some amazing skills that would make your runs SO much easier. Terror is such an automatic take for me, especially in narrow areas (like huge parts of Act 2), since it makes enemies back away from you and clear out doorways. It also works well on ranged enemies to get them to stop shooting you, and can be used to stop those melee stragglers from bothering you. Dim vision is the way to shut down all non-boss dangerous ranged threats, and can work on melee enemies (to stop them aggroing on you) albeit less effectively. Shamans and Unravellers cannot resurrect while blinded, gloams cannot fire their lightning bolt, archers stand in place awkwardly, etc. Best part is that they're not that bad even with 1 point, although Dim Vision is worth about 5 points to keep the radius and duration up. Either way, for only 2 points, you could have two incredibly powerful tools in your belt to help deal with spicy situations. Some people swear by attract, but that's against the spirit of this run anyways, and Dim Vision is generally more safe.
Since you aren't using Iron maiden much any more, you may want to consider respeccing those points into other curses. Putting 5 points into Amp damage makes a big difference on radius and duration, and working down to Lower Resist could help Sparky deal with specific mobs faster. That would also free up points so you could max both Iron and Fire golem, so you have flexibility.
Love this brother, thank you. I have visions of the fire golem thumbnail already. Had no idea about those innate resists, and even in ancients when I had my junk piles ready, I saw fire golem as a decent alternative even without investment. Dim vision and terror make me a feel a bit cheaty so will think on those. Appreciate your comment a lot x
@@prophetezekiel I wanna just endorse the idea of using terror or dim vision. Still, do whatever you think fits the kind of run you want, but from a viewer's perspective those two curses would really only change the run in terms of how tedious and annoying it is for you. Since it doesn't do any actual damage to enemies, it more just saves you time when you're trying to get where you want to go. If I had to think like a streamer, I'd say the more entertaining choice between the two, might be terror because when the curse runs out there's the question of whether or not the mobs will run back into aggro range. With Dim vision, the mobs that aren't super close to you or your golem they will just stand there until the curse duration runs out. That might build some suspense for the viewer, but over a certain amount of time, you (and your viewers) will develop an internal timer for when the curse will wear off.
@@prophetezekiel Yeah I'll second that Dim Vision / Terror aren't really cheaty. At least not any more than Amp Damage or Iron Maiden / Thorns aura are. They just serve as force multipliers rather than force replacements. I think Bone Wall would be more cheaty tbh, since it adds a new "minion" to the field, whereas the curses are just expanding on what you're already doing and reduce some of the tedium and annoyance. As long as you aren't using the skills to just blitz past everything, I don't think it's a problem. Just use it as a way to shut down annoying rezzers, and allow your son to slowly take out dangerous ranged packs without you having to play a bullet hell the whole time.
Superhuman patience, applied in the best possible way. Your vids are must watch!
Dude , love your work PLEASE make more video challenges
Thank you so much! I will try x
Congratulations on cracking 1k subscribers!
I’ve always loved the golems and wish you could just summon all of them.
My one desire for a new patch is a challenge run mode for characters where things like this are available
1:14:22 All minutes of your life you'll never get back.
Lovely run as always, thanks! Happy holidays! :)
Thank you brother, you too!
I've never had an interest in Diablo before, but I enjoy watching these challenges. They're Informative enough that I can understand the game's mechanics while still being entertaining.
Thank you dude. Pick it up, you wont regret it.
Hey man, just wanted to say I really like your videos. I genuinely think it's awesome that you spend time to just look around and enjoy the game. Looking forward to more videos! :)
Thank you brother. The journey is always quicker when you take your time to appreciate the little things!
Didn't think we'd see golem dad return, super glad you did it though!!
Nice! Something to put on while I play POE2, really enjoying these challenge runs man, plus the thumbnail AI art is hilarious 😂
Amp damage doubles phys, meaning if they're doing shite damage you double the flat thorns (the primary benefit from leveling up iron golem is flat thorns return). This is great for shitters like the tiny maggots, where they're hitting the iron golem for 5's and 10's.
With iron maiden, you're multiplying the % thorns return damage the enemies take. If an enemy can throw hands like Andariel, hitting for 300-500, suddenly they're taking 3000 damage back from you each time they attack
This is good info
First of all, Amp Damage does not double physical damage, it reduces physical resistance by 100%. On a monster with basic 0% resist that equals doubling the damage. The higher the monsters resistance is, the more you get from Amp Damage. Going from +50% (which would be most monsters in Hell) to -50% triples the damage, from +75% to -25% quintuples it.
Amp damage is *always* better that Iron Maiden, when you're using Edge bow and it also increases the golem's own attacks.
Dude your thumbnails are on point! Love them!
The photoshoots are a lot of fun
These challenge runs are super fun in D2. If you don't mind, can I mention a few suggestion builds? All of them with no mercenary, of course:
1, Impale amazon. Incredibly hard. Pick between 2 handed spears or 1 handed javelins. 2 hander with evade skills is especially hard (but easier in D2R since NHAM was fixed)
2, melee sorceress. sorcs have the fastest attack speed with 2 handed axes. frost nova for CC, cold armors, mana shield, enchant are the obvious skills, maybe thunderstorm
3, titan (str only, or just no-dex) mace/hammer (no dex requirements) barbarian. rely mostly on battle cry for chance to hit. this one is pretty fun to play, i usually go dual swing hammers. the higher damage plus slower hits is just more satisfying
4, melee/defense necro, no minions, no poison dagger, heavy reliance on bone armor, curses etc
5, any challenging build in iron man mode. no town use, hardcore, no replay/grind. this changes the game drastically
Subscribed and looking forward to more fun runs!
These sound very tough. Impale Amazon I really like the sound of though. Would constant repairing be cheating?
@prophetezekiel To be honest I've never tried ironman impalezon. That would probably be the most challenging combination ever. If you want to try that that would be awesome.
But I'd still watch a run with vendors of course.
Golemdad taking shelter, hiding from the women
Lol "you don't sound native English dude" i can imagine that😂
Yeah, the legendary from D3 you where thinking about was a ring for the witch doctors "Gargantuan" - gave you 3 smaller once instead of one big boy (oh, and also 650% increased damage for them, D3 was weird when it comes to damage increases, so absurd)
Also, can't agree more with the notion. D3 definitely has it's problems. I will not argue it doesn't. But the way a single legendary can utterly transform a skill or build was lots of fun.
I'm only 14 minutes in but wanted to throw in my 2 cents about resists vs life just because I guess lol and this may very well be something you're aware of already but
We all know resists in D2 are important and good, but the numbers can be deceptive; at 0 resist getting 10% resist increases the amount of damage you can take without dying by 10%, but at 60% getting 10% more resist negates a full 1/4 of the incoming elemental damage now, so even though the flat number gained is diminishing, the stacked up effect could be really strong still (I have absolutely no idea how golems, and especially Iron Golem who could theoretically be made out of an item with resists, works, how difficulty effects it, and if its subject to the 75% cap same as we are lol)
All that said Golem Mastery is really solid for this specifically, the % is based on the Golem's base life so it's not quite as insane as it looks at first but it's still great for making a more survivable golem, you can also get life from the blood golem synergy too. I wonder if theres an up-to-date pet calculator online somewhere
I'm enjoying it so far, will watch the rest tonight at work! Thanks for posting
As someone who's got thousands of hours in PoE, I'm keenly aware of how every singular point of resistance is a massive deal. Anything that lets you increase your max res, even by 1-2%, is actually a huge step up in total survivability. There's a reason that game caps your max res at 90%, otherwise we'd be trying to get to absorb levels of ele resist like D2 allows lol
Great debate. At lower levels things like reduce damage by 1 can be pretty significant overall % damage reduction, but the utility of overall hp vs a single resist shouldn't be underestimated. I know d2 pretty well at this point, and rarely get enough loot in these to have this debate.
I've never know this better than in POE, where without resists it's impossible to progress past a certain point, as the 1 shot potential of everything skyrockets
Golem Dad 2: Never talk to me or my Electric Boogalo ever again
Great stuff though seemed like you had way too much fun with this one.
A pleasure compared to normal!
Yeah Alkor has unique dialogue with Necros. Actually a lot of the NPCs have unique dialogue with all the character classes, both in intro and at least one gossip line, except the expansion characters (Druids and Assassins) until Act V, because canonically the Druid and Assassin didn't actually join the party until Act V. If anybody's interested:
Act 1: Necro has unique dialogue with Gheed, Barbarian with Charsi, Amazon with Kashya, Sorceress with Akara, and Paladin with Warriv.
Act 2: Necro has unique dialogue with Elzix, Barbarian with Geglash, Amazon with Meshif, Sorceress with Drognan, and Paladin with Fara.
Act 3: Necro has unique dialogue with Alkor, Barbarian with Meshif, Amazon with Asheara, Sorceress with Hratli, and Paladin with Ormus.
Act 4: nil
Act 5: Necro and Assassin has unique dialogue with Nihlathak (so long as you talk to him before you enter the ice caves and search for Anya), Druid and Paladin with Qual-Khek, Barb and Sorc with Malah, and Larzuk is smitten with the Amazon.
I haven't watched the whole video just the first half hour or so. Amplify Damage reduces a target's physical resistance by -100. This *roughly* translates into doing double damage to a cursed enemy, but remember that many monsters get physical damage reduction in the higher difficulties, esp. in Hell. Iron Maiden works exactly as you think it does.
You noted that Andariel went down extremely quickly. In addition to her normal melee attack, Andariel and all the other bosses do bonus damage to minions and mercenaries. This means that the damage returned percentage from Iron Maiden works extremely well, multiplying further than it does against normal monsters. So in general your intuition was correct, you want Iron Maiden against bosses and heavy hitters, and amp damage against smaller critters or monsters with high physical damage resistance (like ghosts and other undead).
Theory crafting this some more you might want to take corpse explosion (just 1 point) for corpse removal if nothing else, and poison explosion for the same thing but also to create poison clouds that will arrest health regeneration for monsters.
Barry and Nigel had me cracking up
another awesome golem run! very tedious. I tried a golemancer build but it was too tedious in act 1 so ended up deciding to allow myself 1 point into each skeleton summon. just like my skelemancer has level 1 golem skills anyway. but rest will go into golem skills only!
Are there attack frames for the irom golem? What is the max attack speed?
Great question, and one I did look up. Amazon Basin has a table, and I think over 60 gets it to the fastest iron golem can be. There is also 15 frame delay for consecutive attacks for AI companions like golems and mercs by default which slows it down a lot.
Loving the videos. Well thought out and the humour is excellent - many thanks for creatin these!
Abou the doors - would the teleport staff be considered cheating? Would be an easy fox to get through them.
I feel I've been using that staff a lot with these challenges, especially once I get to hell, so wanted to avoid as much as possible. Thanks for the compliments though dude x
I find a lot of people complain about act 3, but the only actually annoying map layout is trying to find the tunnels for the 2nd piece of the flail. Kurast is easy to navigate otherwise. Just go northeast 95% of the time.
Kurast is a reward, but the jungle is just so torturous sometimes, especially with a character that finds it tough. Dont love the durance either. If they added a proper jungle river area, just to mix it up or a giant flayer encampment that would make it enjoyable.
1:10:34 originally - the iron golem and Iron Maiden curse used to recursive feed back and insta kill your golem. So golem players would run through this and never return to not lose a rare item based golem.
If you want to continue into Hell, strongly recommend farming Amns, Tirs and 2 socket weapons for Strength runewords to turn into golems (you will lose your Gface golem-to-be at some point)
Yeah good idea. Hell terrifies me, as I imagine golem will be fine, but I'll take a stray lightning ball or blow dart and will lose the golem as a result.
Iron Maiden is only useful until you get the Edge bow. The effect of Amp Damage gets stronger, the higher the monster's physical resistance is (vs. 50% phys. resist it triples the damage) plus it also helps with the golem's own attacks.
Love the videos, have you considered doing an enchantress, enchant sorc, I guess making her melee or buffing companions
Merc seems a bit cheaty as I know they can solo the lot, so enchant might be too easy with a companion. I quite like the idea, just need to think on how to do it to make it a challenge. Any ideas let me know.
1:25:01 starts at level 6. Has the shit / bugged mechanics. What’s not to love ? I’ve been meaning to do an arctic blast only run since 1.09d lol
I quite like the idea of it. Still feeling the fatigue of raven only though with my druid!
@ dunno if it can open the gates in act v. I suppose same probs as any other “magic only” run.
It had (decades ago) same “bug” of doing far less damage than on screen text suggests. But you gain cold bonuses.
Oh. Seeing in patch notes they fixed / compensated for some of the old bugs on damage lol. And no longer is “lock on”. But lost synergy with hurricane.
Solar creeper might work, I dunno. If corpses shatter, there would be nothing for it to “eat” ? I don’t recall if things will shatter - I think they can.
Will you do a run with arctic blast? :)
Just so you know that Iron Maiden isn’t as powerful as amp damage when you have a edge bow thorns. Thorns returns 810% damage level 20 Iron Maiden returns 675%. Mean while amp damage reduces the monsters physical damage reduction by 100 most monsters in hell have some small amount of physical damage reductions ranging between 15-50% ‘’damage resist’’ with a few monsters that have 80-100% ‘’damage resist’’ some monsters have this in Nm but here is why apm is better. If you think about says monster hits for 100 damage the calculation for a monster with 15% damage resist goes {( 100 * 8.10) + (100 * 6.75) + flat damage for golem/ thorns (400)} * .085= 1602.25. Mean while the same calc for Amp damage is {(100*8.10)+ flat damage (400)}* 1.85= 2238.5 this actually gets better the more physical resist the monster has as with 30 just 30% ‘’damage resist’’ it’s Iron Maiden =1319.5 damage and amp = 2057 damage. The reason bosses seem to hit so hard is that act bosses deal 200% to merc’s and 400% damage to summons plus you have 20 more points to put into various things like summon resist, revive( I understand revive is against this builds spirit), golem mastery, bone armor etc, though at the end with this builds spirit the 20 points in Iron Maiden isn’t to wasted as you will hit the 20 golem mastery and lvl 20 iron golem plus the 11 for summon resist where it drops off very hard. Though I still feel like the Iron Maiden points are better off in summon resist, and golem mastery at this point.
Great points here. The 400% to summons I didnt know, but makes sense when andariel slaps your skeles on normal. I think come normal the physical resist will become more of an issue, but amp general use and iron maiden bosses works really well
45:31 pretty much all characters have a unique dialog with a different person in town …
25:09 there was a flawless diamond back to the left, AHHHH
idk if its on anyone else's mind but....does this thumbnail look like a metal version of the Cactus digimon?
I had jumbo cactuar vibes but you are so right!
@@prophetezekiel Metal Jumbo Cactar also exists so that works as well
Oh boy, here we go again
You could make a few strength runewords to make iron golem with for the crushing blow on bosses.
Great idea
It's funny that I started a similar golem only run just a bit before i saw the first episode. But I'm fighting alongside mine. But Amp and Maiden are great. I'm using blood and fire (when I get there) though Iron immune to poison is neat to know.
I had one comment with detailed innate resistances I had no idea about, makes situational choice much easier! I hope our sons can meet one day
1:05:00 I think a lot of the mediocre exceptional uniques are left over from d2 classic and previous LOD patches, that's why there are only a few that are any good today. They wouldn't look so bad if another quality tier and runewords had not been added to supersede them. They are like the GG 1.09 uniques that you would have built a character around back then being completely outclassed today by runewords consisting of mid runes. I wish they would buff those old exceptional uniques to make them more viable, they are literally just trash items in the loot table now.
Makes sense. Even just different variants of the same weapon type that scales with item level maybe.
When you don’t do challenge runs, what’s you’re go to class and build if your goal is to just beat on Hell
I almost only play sorceress, normally with a view to gear up another character but then run out of steam. Last season I had a dual dream sorceress and it was insanely fun, but took me an age and loads of trading to get the runes.
Is Blood Golem + Iron Maiden not a thing anymore?
It was long time ago in classic.
@@erpeg Thanks... I'm old 🤣
Amplify cursed is good at edge bow build. It will double your reflect dmg I think it will save some skill points if you use amplify.
If I where to be a man, I would want to be a golumdaddy too.
You've got to take me on at least 2 dates first
The necro is old to so Liam would fit in that respect.
Would they make the sorceress asian or like a latina? The others are pretty obvious but i cam never figure her out so the casting for her could surprise me.
Good advice on maggot lair btw. I feep really stupid that i didnt think of it
Using the iron golem may not have been best - takes an item to resummon. clay golem can just be resummoned and i don't think the thorns aura from the goelm stacks with the edge rw so....
Clay also slows though meaning they take less reflected damage.
@@erick3755 yeah this is true. in a mob i don't think it would matter that much since clay basically single targets.
Amp damage is always better than Iron Maiden with the thorns.
Act 2 def the best act! I been playing d2 for 20 years and I’ve never done act 3 lol I got wps from other players
Amen brother
Daisy 💀🫶🐮
Umm, actually the Thorns aura meant that you were doing damage as well.