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Carolus Rex
08-10-2005, 03:13
I'm looking to try some strange build with a pumped up golem and merging it with a Mojomancer build. Has anyone got some tips for skill allocations? And wether to use a rogue merc or an act 2 Jihaad'er.

RealmOftheWolf
08-10-2005, 18:17
Golems are nothing but tanks. Just one point in golem mastery,summon resist and your choice of golem then play with the curses.

Attract cant be overriddin by another curse so maybe attract plus iron maiden could be of some use.

stratagy

1.Attract strongest monster.
2.Iron maiden the rest
3.wait till all monsters dead recast curses as needed.

this build be slow so get a rogue merc to pick the monsters off while monsters are distracted.

curses and golems are weak

Necrochild313
08-10-2005, 18:33
if you wanted to extend your build a bit you could use corpse explosion as well. If you want to use a golem specifically I'd use an Iron Golem with maxed Golem Mastery and (possibly) maxed Fire Golem. If you decide to max the fire golem it will give your iron golem 120% ED, which isn't godly, but with a build as such you have nothing else to invest into. Make your Iron Golem out of something cheap yet effective, IK maul comes to mind. Maxing Iron golem may be more useful, but a maxed out iron golem seems contradictory in the fact that it raises it's defense. The points into that (or into fire golem) may be better spent elsewhere, just be sure to max golem mastery.

An alternate choice would be to invest into bone wall/prison to pump your bone armor.

Maxed Iron maiden will sting monsters, but killing will be slow in hell. This is why I suggest adding corpse explosion to the mix, to speed it up a bit. Your Golem could work on a monster already weakening, and when your merc/golem kill a monster, the rest should be weakened enough from the fact that a single corpse explosion would probably clear the crowd (it usually does anyways, but even a corpse of a weaker monster would probably do it after attract + IM).

Carolus Rex
08-10-2005, 19:55
Thanks for the help! Will try it out when i finish my Bone spear/summoner.

RealmOftheWolf
08-10-2005, 20:19
if he were to extend the build CE would definatly be the wayto go CE ownz. Attract+iron maiden takes way 2 long so once the first corpse go's down. BOOM onto the next pack.

I wouldnt max any of the golems they do pitiful damage anywayz and mastery adds life which could help generally 1 point is enough.

Harleyquin
08-10-2005, 23:16
Slightly OT, but why is the curse-build called a Mojomancer? Last time I checked the Mojo prefix referred to +2 to the summoning tree and not to the cursing one.

Good Fer Nothin SOB
09-10-2005, 00:13
It would probably be because mojo=voodoo spells outside the game.

Beatboxer
11-10-2005, 08:46
I experimanted with a build like this forever ago..it was fun and challenging.
I used to test builds in act1 hell alot and a mojo/golemancer can do well there. Act5 hell was pretty hard but I had fun.

My damage came mainly from amp+c.e. Good stuff.

Dadaravager
12-10-2005, 02:05
I would experiment adding to Clay Golem for a mojomancer. I have put 15 to Clay Golem on one Mojomancer (with 8 "to skills" and 5 hard points so far to Golem mastery) , and this has allowed me to kill Act-end bosses in Normal and with lots of Town Portals in NM (sadly, no way in Hell!).

In everyday questing, you need something to occupy Champions and Named Uniques. I recast the golem between me and them as I retreat. I am only now starting to have trouble with this in Hell Act 4. I am hoping I can level a bit more (lvl 81) and put more points into Clay Golem to solve the problem.

Dadaravager
12-10-2005, 02:14
I have not used a melee merc in Mojomancy so far. The Act One fire damage merc is excellent. The cold damage one would make Corpse Explosion more difficult.

While the confusicated baddies are fighting each other and even distracting champions and named uniques, she gets the first kill. Your CE takes over, but is still supplemented by the Act One fire merc's continued killing.

She generally keeps herself out of trouble, if you proceed cautiously and under MAX'd Dim Vision's ordering of the battlefield.

We use Act two mercs for so many things (because they are useful for so many things). Lets call up Act 1 mercs some more (then go on to Act 3...!).

Beatboxer
12-10-2005, 06:44
I feel the same way about mercs. I always want to incorporate the other merc types into my builds. Act2 mercs benefits are hard to resist most of the time tho.

With my mojo/golemancer I would gather as many baddies as possible to attack my fire golem. I would cast atract on a few of them, sometimes confuse but my goal with the character was to see if I could kill with I.M.

Again, I had pretty good success in act1 hell..much harder later. High concept char that worked best in open areas. I've always wanted to lvl one up from scratch but as many times as I've played through this game...I don'tif I could stand the tedium at times. Maybe I could have fun lvling a mojo with a good group behind me...someday maybe.