So, with the latest patch notes if you summon an iron golem from charges it will stay on your account between games as long as you keep that item equipped when 2.5 goes live. This means if you make a golem from a more expensive item, you can keep it in between games. This also means a summon can give you an aura from certain items as well in addition to your own gear and mercenary. So, I thought I would go ahead and test to see how well this works even if we are still in 2.4. Let’s take a look.
So, for starters if we are running Metal grid, we get 400 to 450 AR, 25 to 35 all res, and 350 def. Additionally we get level 12 iron Maden and level 22 iron golem charges. Really not a bad amulet, if you are willing to give up +skills, life, mana, leech and FCR. So, it’s a decent choice on any physical based character who doesn’t need +skills. There are a number of good candidates, but I won’t list them all here. You can decide if it fits your build yourself. Now let’s take a look at the iron golem.
At level 22: Base Life 980
Def: 900
Damage 12 to 33
thorns damage 450%
AR 80
So, that’s our Golem, he also comes equipped wearing basically whatever item you made him out of. So, as he sits his def is not terrible, but for hell difficulty it’s not high enough. Likewise, his damage and base life are relatively on the low end. So, unless you are a necromancer, without synergies, his life expectancy isn’t amazing even if he is built from a really powerful item or if you can buff him up.
So, for this experiment I wanted to see how well I could keep him alive on players 1 on the hell difficulty online. So, I went with what I thought was my best chance which would be my druid. My druid is primarily a summoner supplemented with fury and a werewolf. My base skills are as follows.
Shape Shifting:
Werewolf: 1
Lycanthrope: 1
Rabies: 1
Feral Rage: 1
Fury: 20
Summoning
Raven: 1
Oak Sage: 20
Spirit Wolf: 20
Dire wolf: 14
Grizzly Bear: 20
I am not going to go through all my gear, but I am fielding 8 wolves, a maxed oak sage at level 34 which is 195% health, the bear, my merc and myself. So, there are a lot of targets drawing enemy fire and I am buffing up the golem’s health significantly. My mercenary is an Act 3 fire iron wolf wielding +3 enchant oramus robe, flickering flame, an ethereal spirit monarch, and law bringer. So, the golem also has level 37 enchant, a level 7 resist fire aura (102 %), and the sanctuary Aura stripping undead enemies of their physical protections. So, that was about the strongest chance I could assemble in an attempt to keep the golem alive.
I started doing runs on chaos sanctuary on players one and here are the results.
Golem 1: Bing Sz Wang Dacian Falx
So, not most people’s first choice, but it has moderate damage, freezes target and 5% chance to proc level 3 frozen orb. We made it up through the river of flame and got about halfway to Lord De Seis before this the golem got pinned and beaten to death by a bunch of death nights. He did manage to get off around 20 frozen orbs during his short life span. I should note I am not using teleport or CTA on these tests. But I do have decent gear for this build and no surprise. The golem died before any of my wolves went down.
Golem 2: Insight
So, for this one I had an ethereal colossus Valgue that I crafted an insight in. After all this would be a common pick as the runes are relatively affordable. It gives you a meditation Aura while freeing up your mercenary for something else. I will admit this particular golem hit pretty darn hard. It lived a good while two I managed to get two of the mini bosses brought down before infector finally drew a strong set of attributes and put him down. But, still there is some viability to this approach.
Golem 3: Paladin Resist Sheild:
So, maybe weapons don’t offer a lot of survivability. After all, aside from my merc’s hat this thing doesn’t have any resistances. In the Chaos Sanctuary that can be a problem. So, I’ve seen some people suggest a paladin shield for their high base resist. So, I grabbed one from my stash that had 4 sockets with a base of 31 all res and 174 def. I added 4 perfect diamonds and animated the stupid thing. So, at this point unless he gets hit with lower resist, he is completely immune to non-physical damage. Now, we did make it to diablo and the golem did survive the encounter.
That being said, this wasn’t a particularly practical idea as aside from being another body to draw fire he didn’t really do much. His thorns was next to useless given the physical resist on this difficult. Likewise, his 12 to 33 physical damage and the fire damage from enchant just weren’t enough to make a significant impact. If you want a golem that is going to stay alive this is a viable option. But all it’s going to do is draw fire. Probably not the best use of 4 perfect diamonds.
Golem 4: Lawbringer
So, I grabbed my merc’s lawbringer sword and swapped it for a hex fire shamshir. Then I turned his sword into the golem. This was really an interesting one. This gave the sanctuary Aura, and we had a lot of decripfy procs as we made our way up into the sanctuary. Unfortunately, my merc’s lawbringer wasn’t a high-end base and the golem died by the third seal. But this has some protentional on the offensive side. But lem runes are a little more expensive than some of the other stuff we have used so far.
Golem 5: Reaper’s Toll
Lawbringer worked pretty well, so I thought I would try one more. I had an extra reaper, not an ethereal one. But it worked well enough for a proof of concept. The golem did pretty well having life leech and procing decrepify every 10 seconds or so. However, again he didn’t make it through the whole sanctuary run as diablo’s lightning did my oak sage and the golem in.
Conclusions:
Well, there we have it 5 golems and 5 chaos runs. Aside from the paladin shield none of them lived through a player’s one chaos run. Now, again I wasn’t using teleport and I was doing a general combat clear. I am aware if you have enigma or are a sorceress. Having teleport to reposition and careful movement could in theory keep the golem alive better. That being said, this really is a general look at how it behaves in combat. I don’t think I could provide a stronger character in terms of supporting it outright. I trippled it’s health, provided 2 auras, level 37 enchant and gave the mobs another dozen targets to chew on.
That beings said, I am aware that if you made the golem out of some really high-end items or rune words. Then it could probably survive multiple areas. But overall, either the silly thing is too fragile or in the event it is built for survivability. Then it really doesn’t offer a whole lot than another body for the mobs to chew on. Likewise, nobody who isn’t theory crafting with hero editor is going to animate anything that costs more than an ist rune.
Metal Grid is certainly a solid choice for several builds given the def, resistances and AR boost it provides. Likewise, having the iron golem as an added body is a welcome addition to any class. However, it’s really not enough to make this a meta shifting strategy. The golem just isn’t going to live long enough to be worth making it out of something of substantial value. Instead, it’s just another body you can add to the field to suppliment whatever else you are doing. It’s a strategy that has some merits. But it’s not the new meta of the game by any stretch of the imagination. Thanks for reading replys and comments are always welcome. I would be curious to see if anybody else did any testing on this and what their results were.