I've just checked character vaults... Every alchemist have 5\5 bombs throwing but almost nobody has Invoke Golem and other powers.
In my opinion, golem is a main Alchemist's force - you can freely send him to enemies and strike them, stun them, heal golem then summon golem back or recreate without fear of fail - because your main character is standing on the stairs in safety. I've got only to level 24 so far - maybe things will change later.
Even more - on the insane difficulty golem-driver seems to be easiest character to play - golem has elite rank and I think he has no penalties to damage taken.
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Golem doesn't scale well
Golems aren't reliable in the end game. Golems suffer from one the inability to stay near the alchemist, they wander into masses of enemies and died. Then they suffer from a lack of resist, end game you need 40%+ resist on at least fire, cold, blight, and dark or die.
Golems are great
I suspect there have been a few improvements made since this blog post as I don't recognise the problems brought up by shwqa. I'm playing an alchemist on insane with 5/5 in golem power and resilience (for a respectable 30% resist all), I've reached level 20 so far without too much trouble. The golem is the main damage dealer, and he's only been destroyed once, when I rested next to a trap and he decided to walk back and forth over it until he died - the main weakness I've noticed so far. :/ I've never had problems with the golem wandering into masses of enemies - invoke golem is very useful for keeping him close if he gets into trouble. Setting the golem's leash to 1 is a must when exploring. For fights with dangerous AOE users, you want to change leash distance to 5 or more to minimise damage to your vulnerable caster.