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				Improving golem
				Posted: 12 Mar, 2014 17:53
				by BrightLord
				Whats your idea for golem spell improvements?
There are some works going on regarding player minions so he will soon follow character through stairs/portals. 
I think improving his defense capabilities at cost of damage could be good idea. Maybe adding extra damage to super bosses like diablo against golem and other minions to balnce it out.
			 
			
					
				
				Posted: 12 Mar, 2014 18:42
				by sergio_cannabis
				Defense abilitities is a good point 
 
Maybe you can add a feature that the golem does additional light/fire/magic/ice dmg when hit with an equivalent spell from the player  
 
 
that would be awesome 

 
			
					
				
				Posted: 12 Mar, 2014 21:28
				by Gamar
				When I was testing golem on spell lvl higher than 30, I noticed that, it isn't a threat for monsters. Maybe it could take/do some minor damage, but it wasn't able to tank majority of minibosses on hell/hell mp 10. With casters, he is to slow to do damage, needs stone curse help.
My vision on future golem is unorthodox. Make him a modular spell. First golem use- basic version dmg, health, armor, speed,resistances balanced, second cast(on existing one), tank mod low dmg, speed, high armor and/or health and res, third cast attack mode, high speed and dmg, low hp etc. 
If this option isn't a possibility, I think that you could increase golem walking speed.
			 
			
					
				Improving of Golem
				Posted: 18 Aug, 2018 7:55
				by Khepratum
				Discovering a tome of knowledge, I devour its words 

Golem is a primitive being of clay... Okay? Making him fast and crazy superpowers' warlord is simply miss, I think. And where the challenge will be?
I enjoy the game as it has been made, don't look for holes in the whole. There's not much such faultless games as first Diablo.
 
			
					
				
				Posted: 18 Aug, 2018 12:22
				by Miacis
				At first looking at the name of thread's original poster gave me shivers. Then I looked at submitting date xD
God bless necroposting
			 
			
					
				
				Posted: 18 Aug, 2018 18:03
				by Raz0r
				First of I like the brightlord's concept 
Adding the golem more defense is highly recommended.
If I run torment runs with my golem, I noticed that the golem dies to fast.
It is very important for me as a wizzard to use my golem as a decoy.
If i see for instance many enemies, I cast the golem into them as a decoy and I stay back and cast my spells. However, the golem as it is right now, dies in torment very fast. I cast the golem as a decoil like every 4sec. 
Adding more def would be nice. I don't care about the golems damage nerf as a exchange of The defense buff, because I use the golem only as a decoy.
Furthermore, I have some nice ideas. Brightlord, maybe you don't need to 
Add the golem more def via a patch. You could add some new unique items 
Which got some new affixes which boosts for example the golems defense
 "+200 def to golem" . You Can also add some item which creates a crazy effect on the golem like for example "the golem can't walk anymore, but deals instead +300 damage as fire" ...
			 
			
					
				
				Posted: 18 Aug, 2018 21:33
				by Khepratum
				I think Golem is more deadmeat elemental minion than brother in arms. I'm sorcerer (51). My tactics (Hell levels on Torment) is:
Infravision + Slowdown + Elemental Drain + Teleport to the middle of chamber full of Death Knights, Necromancers, Advocates, Succubus etc. + high level Apocalypse (or Chain Lightning - sometimes it's good enough)
When Elemental Drain is over I retreat or stay and use Blizzard or Meteor Cluster to kill those who survived. Golem's role is to engage enemies' attention. Every combat such as described last just few seconds but without Golem summoned every foe is focused on me, able to block me to death or freeze. Anyway, in my opinion the main role in combat rests on player's shoulders. I can't imagine fun from waiting as clay Golem will fight Diablo instead of meins 
 
Also, when I fight a boss (especially with Poison Enchanted) I use my Golem as a shield, not a weapon. I simply stay behind Golem in one line with an enemy. Enemy is engaging combat with Golem while I use Elemental Drain and suitable offensive spell. When Elemental Drain is over I use Stone Curse, waiting and cure the Golem (or summon new but if its position is perfect I prefer Heal Other spell). With good tactics and powerful archimage's gear the Golem creature really doesn't need any weird sophisticated boosts 
