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Lamentation of the Golem

L

lancelot99

Guest
Pre AOS, (even with the imlpementation of follower slots from LBR) there was nothing better to help me relax at the end of a long day at Uni than logging on to my techno mage and challenging some ogre lords or Elder gazers for some fun..

Sadly AOS turned the once mighty companion into nothing more than a Training dummy for skill raising :-(

Surely someone in the devs could have implemented some sort of Golem based on ingot colour...

Tinkering, blacksmithing, (some other skill such as mining or alchemy/artesan) and valorite to make an awesome golem that can be bonded and healed like a tamers pet (with the right type of ingots)

ok, i'm not wantling it to match a GD for power, but should match the collosus for power (valorite golems). Each colour should have different abilities and/or resistances and all be a different quality depending on ingot type and smith/tinker skill... maybe valorite taking 5 slots and needing 100 tinkering 100 smith to control (like tamer needs tame/lore)
**this would stop warriors using them in pvp unless they had tinkering/smith.***

Maybe plain needing no skill, dull copper 10 tink 10 smith , copper 20 tink 20 smith etc... like pets and a tamer/lore..


just some ideas as i do/did love my golem...
 

MalagAste

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I could see it now... tamers buying up shadow elemental type Golems that don't take damage from pets just like shadow elementals...


I understand your pain. I recall fighting the void shadow in Illsh and we worked very hard with the Guardians of Valhalla to create a Golem for everyone. They seemed effective when fighting the void shadow demon... was quite that battle as I recall...

I don't know they gave us 2 new golems but they aren't really good either. Though I rather like the idea of using various metals.
 
P

pgib

Guest
I vote yes, bring some variety back to the game. Btw a colossus is more powerful than a gd but it is fine for a valorite golem. A nice thing could also be to allow gm or more mages to summon ore elementals instead of earth ones when using the summon spell, but it is a digression.
 

CovenantX

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It would be nice for golems to be useful again, other than training skills
and the variety in the suggestions above would be nice as well, making each type of golem useful for different situations.

I would also like to see hire-able npc's, to be dressed & bonded. (healed/ressed with healing+anatomy Or magery)
 

Basara

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Vollems are identical, stat-wise, to Nightmares (except that they can't be mounted and don't have the taming requirement). The living ones even have the same loot as a nightmare when they first die.
 

MalagAste

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Vollems are identical, stat-wise, to Nightmares (except that they can't be mounted and don't have the taming requirement). The living ones even have the same loot as a nightmare when they first die.
And this day and age a nightmare is dead in less than 2 hits... So I still say USELESS.
 

Warpig Inc

Babbling Loonie
Stratics Veteran
Stratics Legend
They could of gotten away with the smith/tinker or tailor/tinker skill required pet line with little imagination. Then there is the healing of golems. Unlike a Tamer Vet to their pet a Tink heals a golem under the useing a skill timer. With the Tink slow heals be hard pressed to keep a golem alive vs a giant snake. And better have another golem kit handy (not a light haul) if a second giant snake is close enough to agro on your golem.

Could add in Item Id skill to be the golem controller template's Vet. Break up the line of golem types for different controllers. Item ID and Tinker the base with Smith, Tailor and Fletcher having there own unique line of golems with their strengths.



Fletcher for wood golem line that burn up arrows, bolts or darts needing reloads. Fire rate and damage based off ammo and archery skill. Wood type resist/damage and like wood to heal. Golem size,speed and slots line of choice builds. Like the dreadmare their golems would have there own unique trick words to use their special attack. A claymore trick word doing 50% starting HP damage to golem and 1hp per 2 shots left at activation to everyone in shouting distance. No friendly fire in tramlands. Not sure on dart belt load count but needs to be 100. Quiver or belt loaded when empty drops from golem to the ground. Should quiver type effect shots if it drops to the ground?

Tailor leather golem line would be along the line of fast light damage lower end HP with less pet slots needed. Poison keg belly with poisoning skill building scorpions needing 2 slots. Using 5 keg charges per poison hit. Or two types pack instinct golems using one slot with wolf or bear style. Wolf faster low damage and Bear slower higher damage, mixed leather build packs can be used. Leather type based resist/damage and required same leather to heal. Each poison activation based of poison type 5 charge use for poisons. Chance when scorpion golem is hit 10 charge acid poison spill like grizzled acid. No friendly damage in Tramland. Potion keg when empty drops to ground.

Smith metal golem line would be lumbering hard hitters with a thick skin and high pets slot count. A ingot colored metal elephant with an conflagration keg on tap for trick word napalm snout bathing. A firehorn effect taking 5 keg charges at a 3x100 bard effect level by trick word training provo/disco/music skills. Ingot based resist/damage and like type required to heal. At construction weapon skill of fence/sword/mace and tusk artwork would reflect the skill choice look and training. Potion keg when empty drops to ground.

Carpenter granite golem line needing the mason read. High HP slow heavy hitters with high slot count. Granite type resist/damage and like type granite to heal. Confusion keg loaded that when loaded is on a timer. Chance when they hit, potion effect goes off burning 5 charges. Either target is sleep spell effected or chance area confusion with no friendly Tramland effect. Keg drops to ground when empty.

Alky glass golem line needing blowing reading to make. With one sand type maybe a possible use for treasure sand just for construction. Line of varied size golem with HP/Damage and slot count basing. Chance when they hit bleed attack. Chance when golem is hit physical area effect to friend or foe or reflect damage if loaded with copper ingots. 5 ingot loss each time effect goes off. 100 ingot magazine would be needed, carp crafted box. Magazine drops to ground when empty.



Each skill group would make their golem line character bonded at creation. Three skill block to control a golem in their line. Should there be a market for transfering trained golems? Should the Tink and Item ID skills see 120 PSs to effect stable slots and healing level.

Each skill group would also have a 2 slot rideable golem that has Horde Minion gathering and 400 stone carry abilities. Groups materials used colorization over deadhorse style artwork.

Skills in Item ID and Tinker at least 80 to reconstruct destroyed golems. Skill loss of golems when destroyed like pets. All same pet commands as pets with some having trick commands.
 
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