Like around every 6 hard points in Golem Mastery, allow you to summon an additional Golem.
In addition, they obviously need to buff the guys to be the strength of a few skeletons.
The passive bonuses they give one another could really stand to be tweaked, as well. Instead of life or attack rating or defense or damage; it'd be awesome if they'd condense them. Could be as simple as:
Clay Golem: +5% Life and Damage Per Level
Blood Golem: +5% Life and Damage Per Level
Fire Golem: +5% Life and Damage Per Level
Or more convoluted :
Clay Golem: +5% Damage and Attack Rating Per Level
Blood Golem: +5% Life and Defense Per Level
Fire Golem: +5% Damage and Attack Rating Per Level
Altogether, the point is that the Golems are currently in a niche position, a potential Skill Point dump that is never really used. But it's a build that could be a really cool alternative to the Skeleton Horde. Things this addresses:
Any Golem by itself, isn't as good as even a few skeletons. Even if he caused and could take as much damage as them all, he still doesn't have the screen coverage the skeletons do. He's not an AoE like they are, nor will he give you as much protection by lineblocking the monsters. For an Iron Golem to be viable in lieu of Skeletons, he would have to shoot rockets out of his back. Since they probably don't have the art assets for that, allowing multiple golems is an easy solution to this issue.
Pumping a golem as an additional skill after skeletons are maxed. Really, Golem Mastery as insurance on an Iron Golem made out of a pricey runeword that grants him an aura is the only skill pump they have.
----
In other things, skeletons can probably use some more adjusting. Skeletons could stand to have their max number curved down some more. It's realistic to have 14+ at a time now, and it's a bit absurd having an army ten times larger then screens full of demons. Personally 6 or 8 max is more reasonable.
Skeleton Mage damage could use a significant bump, upping the level of the spells they cast is pretty simple to do. Their max number could stand to be curbed down as well.
Revives could stand to have their number curbed as well. Secondary buffs to Revives could stand to be added, +damage or such for Revive points, instead of it just scaling with the maximum limit.
Skeletons probably give way more than they should for 40 skillpoints. Fireball can be an 80 point dump, for crying out loud. Other skills should have smaller buckets, or skeletons should have a bigger one. Personally, I think this passive stuff has gotten out of hand and I ought to be able to max two different elements on a Sorceress that isn't the newly gimped Nova and Firewall.
dont know about that, but i once thought about it, it would be interesting if we could have several golems specially if each had it's own different sprite.
i've seen a video where they had it and it seemed to be to easy if you have alot of Golems. thats why i think they only allowed you to have one at a time so the game would be difficult.
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My life is like a dragon, first praised, then hated, now lost.
It already exists, they've got this system in the Eastern Sun mod for D2.
Not the exact same system though, but essentially they're letting you summon multiple golems.
Sadly though, they don't have the skelton/revives system that you mentioned.
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
I do really enjoy having one of each Golem in ES. What's nice about Golems as opposed to other summonables is their varied functionality. Blood Golems are really cool because they sound squishy, they look awesome, and they leech life for you. Clay Golems are just great for slowing things down and tanking, etc.
Same, it's like having a more powerful skeleton army.
I really prefer the Iron golem, the customization you can get going with those things is pretty fun, I'm still tryin to get my hands on a helm with an aura to get an aura golem. Gotta do some more gambling..
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
Is it worth though using a really nice item to make an iron golem? I mean, I know there are tons of items you wouldn't use anyway, but did ES make there be a way you could resurrect iron golems with their previous properties? Like, in regular LoD, if I made an iron golem out of Insight, I'd hate to lose it.
Is it worth though using a really nice item to make an iron golem? I mean, I know there are tons of items you wouldn't use anyway, but did ES make there be a way you could resurrect iron golems with their previous properties? Like, in regular LoD, if I made an iron golem out of Insight, I'd hate to lose it.
Well.... depends on how many of the item you have.
I usually completely ignore most unique items in ES, and have lots of them kicking around ready to use for Iron golems.
Items like the Collar of the Minotaur are great to use as Iron Golems, you can trip over them all the time and can roll them fairly easily.
And the Aura you get with them is great for Melee characters.
Naw, theres no way to revive your fallen golems, it sucks when you invest in a really high priced golem and it ends up dead.
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
Wow I didnt know you could do that in ES. My necro is only level 10 though. That be cool a clay a blood a iron and a fire tearin shiz up!!!
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Haha, yep, makes golem necros much more viable for ES ^^.
Respec to one, and give it a try.
Can I like have multiple clay golems? as well or is it one of each?
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If you want to arrange it
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If we could somehow make this
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Oh then I gatta wait for blood golem. (Is it me or are revives in ES extremly retarded? Does anyone else have this problem cause I summon them and they go off on there own..A monster could be owning them and they just walk around like nothins goin on)
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www.myspace.com/mpotatoes for all your Trans Siberian Orchestra listening pleasure
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
Yeah... revives were always terrible, they did that in LOD as well. Not as bad as in ES though.
I usually avoid using them, and go straight for golems or skeletons.
edit: I think you may be able to summon multiple clay golems with golem mastery, gimme a sec to confirm/deny this.
editedit: Not based on golem mastery, but you do get an extra golem if you put 15 points into the skill. Base points that is, skill bonuses will not count towards this.
This also applies to blood golem, but not to iron or fire golem.
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
Revives are crap for 2 reasons: their damage is usually very weak and they always lag and disappear (annoying!). They are good tanks though, lots of life.
It already exists, they've got this system in the Eastern Sun mod for D2.
Not the exact same system though, but essentially they're letting you summon multiple golems.
Sadly though, they don't have the skelton/revives system that you mentioned.
Mods completely count.
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It's the decisions you make when you have no time to make them that define who you are.
Revives are crap for 2 reasons: their damage is usually very weak and they always lag and disappear (annoying!). They are good tanks though, lots of life.
It's not so much that they lag but just that they can't keep up so it makes them disappear. It's like their AI or something wasn't meant to be able to follow players. I've occasionally found them useful though in crowded places. They can't really kill shit, but like you said, they can tank well so they're good at crowd control.
In addition, they obviously need to buff the guys to be the strength of a few skeletons.
The passive bonuses they give one another could really stand to be tweaked, as well. Instead of life or attack rating or defense or damage; it'd be awesome if they'd condense them. Could be as simple as:
Clay Golem: +5% Life and Damage Per Level
Blood Golem: +5% Life and Damage Per Level
Fire Golem: +5% Life and Damage Per Level
Or more convoluted :
Clay Golem: +5% Damage and Attack Rating Per Level
Blood Golem: +5% Life and Defense Per Level
Fire Golem: +5% Damage and Attack Rating Per Level
Altogether, the point is that the Golems are currently in a niche position, a potential Skill Point dump that is never really used. But it's a build that could be a really cool alternative to the Skeleton Horde. Things this addresses:
Any Golem by itself, isn't as good as even a few skeletons. Even if he caused and could take as much damage as them all, he still doesn't have the screen coverage the skeletons do. He's not an AoE like they are, nor will he give you as much protection by lineblocking the monsters. For an Iron Golem to be viable in lieu of Skeletons, he would have to shoot rockets out of his back. Since they probably don't have the art assets for that, allowing multiple golems is an easy solution to this issue.
Pumping a golem as an additional skill after skeletons are maxed. Really, Golem Mastery as insurance on an Iron Golem made out of a pricey runeword that grants him an aura is the only skill pump they have.
----
In other things, skeletons can probably use some more adjusting. Skeletons could stand to have their max number curved down some more. It's realistic to have 14+ at a time now, and it's a bit absurd having an army ten times larger then screens full of demons. Personally 6 or 8 max is more reasonable.
Skeleton Mage damage could use a significant bump, upping the level of the spells they cast is pretty simple to do. Their max number could stand to be curbed down as well.
Revives could stand to have their number curbed as well. Secondary buffs to Revives could stand to be added, +damage or such for Revive points, instead of it just scaling with the maximum limit.
Skeletons probably give way more than they should for 40 skillpoints. Fireball can be an 80 point dump, for crying out loud. Other skills should have smaller buckets, or skeletons should have a bigger one. Personally, I think this passive stuff has gotten out of hand and I ought to be able to max two different elements on a Sorceress that isn't the newly gimped Nova and Firewall.
but yeah, more golems would make them much more useful.
Not the exact same system though, but essentially they're letting you summon multiple golems.
Sadly though, they don't have the skelton/revives system that you mentioned.
I do really enjoy having one of each Golem in ES. What's nice about Golems as opposed to other summonables is their varied functionality. Blood Golems are really cool because they sound squishy, they look awesome, and they leech life for you. Clay Golems are just great for slowing things down and tanking, etc.
Siaynoq's Playthroughs
I really prefer the Iron golem, the customization you can get going with those things is pretty fun, I'm still tryin to get my hands on a helm with an aura to get an aura golem. Gotta do some more gambling..
Siaynoq's Playthroughs
Well.... depends on how many of the item you have.
I usually completely ignore most unique items in ES, and have lots of them kicking around ready to use for Iron golems.
Items like the Collar of the Minotaur are great to use as Iron Golems, you can trip over them all the time and can roll them fairly easily.
And the Aura you get with them is great for Melee characters.
Naw, theres no way to revive your fallen golems, it sucks when you invest in a really high priced golem and it ends up dead.
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
Respec to one, and give it a try.
Can I like have multiple clay golems? as well or is it one of each?
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
Siaynoq's Playthroughs
Oh then I gatta wait for blood golem. (Is it me or are revives in ES extremly retarded? Does anyone else have this problem cause I summon them and they go off on there own..A monster could be owning them and they just walk around like nothins goin on)
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
I usually avoid using them, and go straight for golems or skeletons.
edit: I think you may be able to summon multiple clay golems with golem mastery, gimme a sec to confirm/deny this.
editedit: Not based on golem mastery, but you do get an extra golem if you put 15 points into the skill. Base points that is, skill bonuses will not count towards this.
This also applies to blood golem, but not to iron or fire golem.
Mods completely count.
It's the decisions you make when you have no time to make them that define who you are.
Siaynoq's Playthroughs