I will not say "Golems are unviable" because this is testing over a very short period, we might discover a group META or some way to make them viable, but as far as we currently know, Golems are somewhat of a meme build. Note In Closed and Open Beta, people who have tried golem have reported back that Golems feel very weak compared to how many points your invest in them. These changes has taken the Necromancer to a new spot, where he can run very well solo but also as a supportive character for maps or dungeons. Golem has the same change with the changed passive called Golem Mastery, where every 5 hard point spend, you can summon additional Golems, up to a maximum of 5 with 20 points invested. Both Curses and Golems now have a new passive ability that function the same way, Curse Mastery, which have introduced a new interesting thing to the game, which allows for more curses to be on a target, up to a maximum of 3, and with a new stat added to Darkforce Spawn Shield, you can have 4 Curses up at the same time. So, Curses and Golems might be one of the trees in the game that has seen most changes, at least changes that affect gameplay. Curse and Golem Necromancer - Written by Funguskeeper
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