4K Poster
https://i.ibb.co/Msz9Y4n/s76-tiny-golems.jpg
D3 Planner
https://maxroll.gg/d3/d3planner/109696334
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BloodMoon
Legendary Mace
- Blood Golem has no cooldown and the damage bonus of Veiny Tendrils now increases the damage of nearby Golems.
- Every active permanent Golem multiplicatively increases their damage by your overhealth percentage and every equipped skill that costs or restores health reduces by 30% your damage taken and that of your Golems.
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Explainer
- Fantasy: Tiny Golems Army, Tiny Sets
- Gameplay:
- Once in a game, Revive the Corpses shed by your Blood Golem.
- Regularly, activate Blood Golem to buff the damage of nearby Golems at location
- Best Attributes: +X Revived Minion, +X Minion, +X% Overhealth, Area Damage
- Rathma 2p: Permanent Revived Minions (Tiny Golems should survive at rift close)
- Trag’Oul 4p: Up to 300% (x4) Overhealth for 45 seconds
- Moribund Gauntlets: The Golem sheds a corpse every second
- Revive: When cast on Corpses shed by The Golem, it spawns a Tiny Revived Golem
- Mask of Scarlet Death: 1500% Revive Damage when Tiny Golem raised on 10 Corpses
- BloodMoon:
- When Blood Golem is cast, 450% Damage bonus for nearby Golems
- Damage: 10 Golems, 300% Overhealth: 4 ^ 10 = x1 048 576 Golem Damage
- Defense: (1 - 0,3) ^ 6 = 0,11 = 11% Damage Taken = 89% Damage Reduction
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Other Proposals
https://diablo-proposals.web.app/