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Diablo II Information and Guides

Fire Golem Information

In Solo Games, Fire Golem enchanted with Demon Limb:

Level 32 Fire Golem (20 Fire 20 Golem Mastery base) will kill any non-Fire Immune Nightmare Monster in 1 hit after Conviction (use Infinity).

Level 37 Fire Golem (20 Fire 1 Mastery Base) can kill any non-Fire Immune Hell difficulty monster in 2 hits after Lv. 15 Fanaticism. Monsters with relatively high hit points (Brutes in Black Marsh) will take 2 hits. Greater Hell Spawns in Worldstone Level 2 will take only 4 hits to kill.

Level 45+ Fire Golem (20 Fire 1 Mastery Base) can take the majority of hit points of many monsters in 1 hit after Lower Resist + Conviction. Allow your Mercenary and Minions to finish the monster off. Level 45 is easily achievable with a few Summon Gcs.

Any skill level beyond 50, Fire Golem will be a great addition to your army. It might take some time to find a skill shrine, but if you plan to stay in a game for more than 30 minutes, perhaps an hour or longer, finding a shrine and gearing will be worthwhile.

Fire Golem is effective with or without Conviction. The question is like asking if a Fire Sorc is good or before using Pheonix or a Light Sorc is good before using Sorc Infinity. They are both good sources of damage, just that the one has more damage.

Warning: Fire Golem is not a main source of damage. Rather, it should be a opening salvo to get your Corpse Explosion Chain going or helping down a Physical Immune your Skeleton Warriors are having a tough time with. Using Fire Golem should increase your run times, regardless if you are doing chaos, baal, or just clearing levels.

Total Damage over time is what I am interested in. Not single hit damage, but the damage throughput over the entire game. And I will only count skills that do not require right-clicking (Manual release) so Fireball and Meteor does not count. Fire Golem is automatic, self-regenerating, and intelligent (The AI is better than Mercenary AI). The accuracy is greater than Skeletons, and it will always be the one to reach the monster first. Fire Golem should be used as a secondary, not main skill.

Using Fire Golem will not conflict with your usage of Clay Golem. Summon Clay first then once the Slow Effect has taken effect switch to Fire. Use this technique only on Bosses such as Baal or Minions (Baal Runs, either human or bot run) to kill them fast. Normally you can just use Fire. Mana cost should not be an issue.

Not to mention it is very useful in PvP if you summon a ton of monsters and play stacked and teleport on top of your opponents.

List of Monsters Fire Golem is effective on:
-Ghosts, Wraiths
-Undead, Zombies, Mummies, Greater Mummies
-Prowling Dead / Reanimated Horde
-Anything Cold Immune (Most Cold Immune monsters have no secondary Fire resistances)
-Works well with Light Immunes (Steel Scarabs)
-Anything Physical Immune (PI)

List of Monsters you should not waste your time on:
(Unless you can break resistances to a large margin)
-Fallen Ones, Shaman, and their counterpart
-Hell Clan, Vile Archers in Black Marsh
-Death Lords and Venom Lords
-Minions of Destructions

List of Areas to MF:
-Dark Wood, Black Marsh (don't try Cold Plains or Stony or Barracks)
-Ice Caves (Crystalline, Glacial, Ancients Way)
-All Areas of Act II (be careful in Sewers 2 and Arcane)
-Some Areas of Act III (Great Marsh, Temples)
-Outer Steppes Plains of Despair in Act IV
-Frigid Highlands works reasonably well and sometimes Foothills
-Worldstone Level 2 and Throne, possibly Level 3