Golem power improvement - Staves and Exotics.
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- Sher'Tul Godslayer
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Golem power improvement - Staves and Exotics.
Currently, the golem power talent offers the equivalent of weapon mastery to your golem, enhancing it's damage (and physical power). However, this only includes the use of ordinary weapons. This does not provide any boost to other weapon types, including staff, dagger, and exotic.
Please alter the golem power talent to include the use of these other weapon types. Trident golems make perfect sense, as do staff golems. (Bolbum is almost tailor made for magic-based golems.) For that matter, while it would be gimmicky, I see no reason not to allow dagger golems, for the humor value if nothing else.
Thoughts?
Please alter the golem power talent to include the use of these other weapon types. Trident golems make perfect sense, as do staff golems. (Bolbum is almost tailor made for magic-based golems.) For that matter, while it would be gimmicky, I see no reason not to allow dagger golems, for the humor value if nothing else.
Thoughts?
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- Thalore
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Re: Golem power improvement - Staves and Exotics.
Mindstar golems!!!
That said, I second the motion. I don't think that extending the golem's damage bonus to other weapon types is particularly unbalancing...
That said, I second the motion. I don't think that extending the golem's damage bonus to other weapon types is particularly unbalancing...
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- Halfling
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Re: Golem power improvement - Staves and Exotics.
Seems like a fine idea to me.
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- Sher'Tul Godslayer
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Re: Golem power improvement - Staves and Exotics.
Issue for mindstar golems... While buffing there damage with them would be fine, should they get psiblades as a result of this, or not? Again, would be hugely gimmicky, but that's part of the point. Adding variability to golems. Not as huge a deal as the more practical exotics and staves, but like daggers, mindstars would be fun too.
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SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
Re: Golem power improvement - Staves and Exotics.
Nah, they just should get the raw power.
After all, it is possible for them to get Mindstar Mastery, and the Generic for it, if a player really wants.
After all, it is possible for them to get Mindstar Mastery, and the Generic for it, if a player really wants.
Re: Golem power improvement - Staves and Exotics.
Yeah, I second the boost for Staves and Exotics. I had picked up the Trident of the Tides towards the end of my Alchemist win, and wanted to give it to my golem, but then I realized that it wouldn't be getting the damage boost. I don't really think we should give them Psiblades, though, because the idea of a barely-sapient magical construct using naturally infused weapons based on strength of will doesn't make much sense thematically.
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- Sher'Tul Godslayer
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Re: Golem power improvement - Staves and Exotics.
They're made of the clay of the earth. What has a greater willpower then the very planet itself? I can agree on no psiblades from the golem power talent, though I'm not against them offering the damage bonus to mindstars, should your golem so choose to wield, just for the sake of creating a gimmick build. (Willpower? On a golem? Should be interesting!)
Now we just need the change implemented!
Now we just need the change implemented!
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
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- Halfling
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Re: Golem power improvement - Staves and Exotics.
IMO, Golem Power should really affect all kinds of weapons, even mindstars. There is no reason for golems not to master those using some unnatural, arcane techniques.Un67 wrote:I don't really think we should give them Psiblades
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- Sher'Tul Godslayer
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Re: Golem power improvement - Staves and Exotics.
Use them, yes, but psiblades are technically a different talent then just a passive buff to attack power. I don't want that bundled into golem power, though a generic attack bonus with mindstars is perfectly acceptable.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
Re: Golem power improvement - Staves and Exotics.
I'm not against a straight-up percentage damage boost, but something like Psiblades that changes the stat percentages just seems really odd and incongruous. You would essentially be giving an extremely unnatural robot the ability to use a wild gift, which makes very little sense thematically especially considering that they can't use infusions.
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- Wyrmic
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Re: Golem power improvement - Staves and Exotics.
I'd prefer a new alchemist talent tree geared toward staff using golem to just giving boost to all weapons alike
Re: Golem power improvement - Staves and Exotics.
Done, without mindstars
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Re: Golem power improvement - Staves and Exotics.
Technically, with enough money could you not give them the staff tree?
On the other hand, the minstar tree is completely unavailable. The only way for an alchemist to get into Zigur is following the Grand Corrupter, and alchemists cannot betray in that way. Mind you, I'm of the opinion that that's how it should be.
Now I'm a bit curious as to how effective a staff golem could be made by using the staff tree, and the new, more permissive weapons tree.
On the other hand, the minstar tree is completely unavailable. The only way for an alchemist to get into Zigur is following the Grand Corrupter, and alchemists cannot betray in that way. Mind you, I'm of the opinion that that's how it should be.
Now I'm a bit curious as to how effective a staff golem could be made by using the staff tree, and the new, more permissive weapons tree.
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- Sher'Tul Godslayer
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Re: Golem power improvement - Staves and Exotics.
HUGE gimmick to do that. Staff mastery is generic, and by default golems get no generic points. To do this, you'd need to give them the arena reward, teh generic potion reward, and the sandworm heart. And that only gives you 5, so you can only get staff mastery to 4. (Since you would have to learn channel staff first.)
And before the store (Which I'm not sure it can use) you had to learn it off an escort, and use wyrm bile as well for a cat point to unlock the tree, since it doesn't get those either.
And before the store (Which I'm not sure it can use) you had to learn it off an escort, and use wyrm bile as well for a cat point to unlock the tree, since it doesn't get those either.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
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- Halfling
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Re: Golem power improvement - Staves and Exotics.
It gives me hope for reverse alchemist, though! There should be a way to allow golems to die and instead have alchemists be rebuildable. (NO there shouldn't that's nonsense--although the ability to use golem outside of alchemist sightrange could be cool--or instant swap--or... maybe I should just play berserker...)
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