D3 S76 Proposal - Tiny Revived Golems Army - Blood Golem

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https://i.ibb.co/Msz9Y4n/s76-tiny-golems.jpg

D3 Planner

https://maxroll.gg/d3/d3planner/109696334

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.

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

Other Proposals

https://diablo-proposals.web.app/