I'm pretty sure "Golem Skills have (20-30)% increased Cooldown Recovery Speed" only applies to your cooldown on casting Golems. If there were other skill that current summon Golem ones, it would be useful, but as Golems are resummoned very rarely, its not very effective to stack it.
So here's my reason for the hypothesis:
1. My original testing with a base unlinked no jewels golem showed the expected base cooldown + charges on Magma Ball. After they have used up their initial volley, they will shoot 1 Magma ball every 6 seconds. (https://gfycat.com/NeedyWeepyGossamerwingedbutterfly)
2. tomatopotato showed footage of a golem with 15 perfect Harmony jewels shooting many more magma balls than would be possible under the normal way cooldown reduction works on abilities (https://youtu.be/w6nSVSkf5xs) I can't run the calculations on this one because I don't know the stats of tomatopotato's jewels to confirm. He also wasn't capping his cooldown in this example, which is required to get an accurate measurement.
Now it's not a confirmation, but I very strongly suspect it to be the case. At the very least something is causing the cooldown to be lower than we expect it to be.
Shiverwarp#6758 님이 2018. 1. 10. 오전 9:04:03에 마지막으로 편집
I'm pretty sure "Golem Skills have (20-30)% increased Cooldown Recovery Speed" only applies to your cooldown on casting Golems. If there were other skill that current summon Golem ones, it would be useful, but as Golems are resummoned very rarely, its not very effective to stack it.
So here's my reason for the hypothesis:
1. My original testing with a base unlinked no jewels golem showed the expected base cooldown + charges on Magma Ball. After they have used up their initial volley, they will shoot 1 Magma ball every 6 seconds. (https://gfycat.com/NeedyWeepyGossamerwingedbutterfly)
2. tomatopotato showed footage of a golem with 15 perfect Harmony jewels shooting many more magma balls than would be possible under the normal way cooldown reduction works on abilities (https://youtu.be/w6nSVSkf5xs) I can't run the calculations on this one because I don't know the stats of tomatopotato's jewels to confirm.
Now it's not a confirmation, but I very strongly suspect it to be the case. At the very least something is causing the cooldown to be lower than we expect it to be.
sry to tell u this but 10-15 recovery stat applies to golem's own skills. first stats 20-30 applies to summoning golem's recovery speed.
official explanation:
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Mark_GGG 님이 작성:
In case it matters to your theorycrafting
"
1453R 님이 작성:
Primordial Harmony Cobalt Jewel
Golem Skills have [23%] Increased Cooldown Recovery (golems use their own inherent skills more often
Golems have 15% Increased Cooldown Recovery (you can resummons golems faster)
You have those the wrong way around. The first stat is granting cooldown recovery to your Golem Skills (the skills you have with the "golem" tag - e.g. "Summon Flame Golem" is a golem skill).
The second stat is saying your Golems (the fancy minion dudes you summon with the aforementioned skills) have increased cooldown recovery, which will thus apply to all skills they have (at least, the ones with cooldowns).
Trust your mind and strengthen your abilities!
MrsDeath_#3960 님이 2018. 1. 10. 오전 8:18:17에 마지막으로 편집
sry to tell u this but 10-15 recovery stat applies to golem's own skills. first stats 20-30 applies to summoning golem's recovery speed.
official explanation:
"
Mark_GGG 님이 작성:
In case it matters to your theorycrafting
"
1453R 님이 작성:
Primordial Harmony Cobalt Jewel
Golem Skills have [23%] Increased Cooldown Recovery (golems use their own inherent skills more often
Golems have 15% Increased Cooldown Recovery (you can resummons golems faster)
You have those the wrong way around. The first stat is granting cooldown recovery to your Golem Skills (the skills you have with the "golem" tag - e.g. "Summon Flame Golem" is a golem skill).
The second stat is saying your Golems (the fancy minion dudes you summon with the aforementioned skills) have increased cooldown recovery, which will thus apply to all skills they have (at least, the ones with cooldowns).
Oh I'm well aware of how it's supposed to work, but from the examples you see there, it at least suggests that both are applying.
sry to tell u this but 10-15 recovery stat applies to golem's own skills. first stats 20-30 applies to summoning golem's recovery speed.
official explanation:
"
Mark_GGG 님이 작성:
In case it matters to your theorycrafting
"
1453R 님이 작성:
Primordial Harmony Cobalt Jewel
Golem Skills have [23%] Increased Cooldown Recovery (golems use their own inherent skills more often
Golems have 15% Increased Cooldown Recovery (you can resummons golems faster)
You have those the wrong way around. The first stat is granting cooldown recovery to your Golem Skills (the skills you have with the "golem" tag - e.g. "Summon Flame Golem" is a golem skill).
The second stat is saying your Golems (the fancy minion dudes you summon with the aforementioned skills) have increased cooldown recovery, which will thus apply to all skills they have (at least, the ones with cooldowns).
Oh I'm well aware of how it's supposed to work, but from the examples you see there, it at least suggests that both are applying.[/quote]
well anyway its all a waste of time.
just get the 15% increased cooldown reduction jewels and run it.
i just finished the game with my 6l spectre 6l golems hybrid necro and i havent failed even 1 map..
my point is its not worth a debate or hypothesis.
and also i d like to add that elementalist golems are pretty weak now due to minions cant deal dmg when you die so if you can afford getting an elder helmet for spectres and a 6l vis mortis you can pretty much deal with all the content in the game. its a fast clearing boss killing machine. i do recommend the build to all golementalist lovers in previous leagues.
my guide: https://www.pathofexile.com/forum/view-thread/2063563
well anyway its all a waste of time.
just get the 15% increased cooldown reduction jewels and run it.
i just finished the game with my 6l spectre 6l golems hybrid necro and i havent failed even 1 map..
my point is its not worth a debate or hypothesis.
I simply can't agree that it's not worth optimizing damage in a build. It's practically what PoE build creation is all about!
Especially in Hardcore, if I can squeeze out enough damage in fewer points, then I can invest more in defenses.
Just saying "it's good enough, even though it seems we can get more" doesn't make sense to me.
well anyway its all a waste of time.
just get the 15% increased cooldown reduction jewels and run it.
i just finished the game with my 6l spectre 6l golems hybrid necro and i havent failed even 1 map..
my point is its not worth a debate or hypothesis.
I simply can't agree that it's not worth optimizing damage in a build. It's practically what PoE build creation is all about!
Especially in Hardcore, if I can squeeze out enough damage in fewer points, then I can invest more in defenses.
Just saying "it's good enough, even though it seems we can get more" doesn't make sense to me.
believe me i am a power hungry freak for my minions and when you play hc all you need is maximizing your own hp not your minions. especially now its harder to do a hc golem char. i simply would not recommend.
when it comes to optimizing damage. as i said i tried everything and to maximize your golem damage you will always have to sacrifice something from your own defence.and now when you die your golems are utterly useless. so you should also optimize your own defence.
concerning jewels : just get 15% recovery and stack as much as possible. my number is 9 and as i said they are strong enough to clear all the content.
when you play hc all you need is maximizing your own hp not your minions.
This is not true at all. You need a balance like everything. Dead enemies don't do damage, so you need good clearspeed and bosskilling as well as defense.
"
MrsDeath_ 님이 작성:
especially now its harder to do a hc golem char. i simply would not recommend.
Nothing at all has changed to make golems more difficult to play in Hardcore, I was just playing one earlier this league, could you elaborate?
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MrsDeath_ 님이 작성:
when it comes to optimizing damage. as i said i tried everything and to maximize your golem damage you will always have to sacrifice something from your own defence.and now when you die your golems are utterly useless. so you should also optimize your own defence.
PoE is all about tradeoffs, which is why optimization is so important. We need to understand the mechanics to get the proper DPS values for cooldown and cast speed, that way we can make the optimal decision on what and how many jewels to run.
"
MrsDeath_ 님이 작성:
concerning jewels : just get 15% recovery and stack as much as possible. my number is 9 and as i said they are strong enough to clear all the content.
This has been the theory so far, but it seems like mixing in eminences (Or some other abyss cast speed jewels) are better after a certain point because you aren't cooldown capped anymore.
Shiverwarp#6758 님이 2018. 1. 10. 오전 10:58:51에 마지막으로 편집
Following your guide, level 57 and running good so far. Maybe adjust your recommended gems for Flame Sentinels from GMP to Volley. Otherwise this guide is what other guides should look like. Lol :D
Think I'm about ready to try out those TV specs. I got this helm for 25C and used a divine orb on it.
Would you recommend going back to the bone boots for +1 spec? I like not dying with all the extra ES I have now, but I just hit 93 so I think I'm gonna have fun and not worry about leveling for a little while. Also, I think if I like it, I'll respec to the spec ascendancy as well.
Also, had no idea about the gems, I've been doing it backwards :/
official explanation:
"
Mark_GGG 님이 작성:
In case it matters to your theorycrafting
"
1453R 님이 작성:
Primordial Harmony Cobalt Jewel
Golem Skills have [23%] Increased Cooldown Recovery (golems use their own inherent skills more often
Golems have 15% Increased Cooldown Recovery (you can resummons golems faster)
You have those the wrong way around. The first stat is granting cooldown recovery to your Golem Skills (the skills you have with the "golem" tag - e.g. "Summon Flame Golem" is a golem skill).
The second stat is saying your Golems (the fancy minion dudes you summon with the aforementioned skills) have increased cooldown recovery, which will thus apply to all skills they have (at least, the ones with cooldowns).