Golem power improvement - Staves and Exotics.

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Crim, The Red Thunder
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Re: Golem power improvement - Staves and Exotics.

#16 Post by Crim, The Red Thunder »

MarginalMagus wrote: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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loimprevisto
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Re: Golem power improvement - Staves and Exotics.

#17 Post by loimprevisto »

A temporal golem, who has mastered the paradoxical art of pulling clones of its (former) master from distant timelines?

Or a solipistic golem, who projects thought-forms of its long lost master?

Doctornull
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Re: Golem power improvement - Staves and Exotics.

#18 Post by Doctornull »

MarginalMagus wrote:It gives me hope for reverse alchemist, though! There should be a way to allow golems to die and instead have alchemists be rebuildable.
Playing a Summoner specialized in Rich Flamespitters feels a bit like being a Golem who can summon an Alchemist.

Sometimes you find yourself tanking for your flamespitter.
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MarginalMagus
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Re: Golem power improvement - Staves and Exotics.

#19 Post by MarginalMagus »

Crim, The Red Thunder wrote:Perhaps this topic interests you?
It sure did! It occurs to me that eyebeams is better damage than even bombs early on. I can't imagine good golem controls would be balanced, though. The advantage of being able to use so much gear is already huge.
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Mewtarthio
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Re: Golem power improvement - Staves and Exotics.

#20 Post by Mewtarthio »

Crim, The Red Thunder wrote: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.)
Hm... but what if you spent the entire game with Golem Power at 1 point, then gave your golem the staff tree, then fed him enough generic boosters to get him to Staff Mastery 5 (with +1 for Golem Power), then bought the other four levels of Golem Power? Would you then end up with a golem that has Staff Mastery 9?

(Though I suppose the question is academic, since Alchemists already have Staff Combat and therefore cannot buy the tree from Angolwen. Though you could still pull it off as an Adventurer--In which case overpowered combinations are kind of the point--or with the escort / Wyrm Bile trick--In which case you're already at the end of the game and have invested a ridiculous amount of resources pulling off a trick that's not even guaranteed to work, so +150% to your golem's staff damage doesn't seem that overpowered).

Crim, The Red Thunder
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Re: Golem power improvement - Staves and Exotics.

#21 Post by Crim, The Red Thunder »

I'm not sure how two sets of power enhancements would stack, but golem power would grant 5, ON TOP OF the other set. Whether they overwrite for a total of 5, or additively combine to 10 I don't know. Exotic mastery with the legacy of the Naloren prodigy already works this way, so it's not really broken, yet.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
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