As far as I’ve seen, they do. Remember this: the iron golem takes on the properties of the item it’s made of. I’ve made iron golems leech life back (with a shadowfang, for example), and Wandering Agnostic has had Tired (as in, with a Tir in 'em) items give 2 mana to the golem per kill (looks much like mana leech).
1: With an amazon running with perfect Chances, Goldwrap (79%) and wealth (no other GF items), I was getting around 1K gold per cow that actually dropped gold (they don’t all always drop. I’d say around 50% if you’re lucky?) in hell cows with 8 players. Strictly by the numbers I’d be looking at well over 2K gold per dropping cow in NM. Wandering Agnostic and I are hoping to piggyback on some bloodyrun games and so get the goldfind of 8 people while having only two pick it up:D
-
You can get lots of gold selling items (the typical one to me is flawless gems, which sell for 7.5K each). However, it’s a lot easier to max one’s cube picking up items than it is to max a char’s gold holding abilities (lvl 80 can hold 800K gold on-char, and something near 2 mil in stash).
-
Yer absolutely right:) And I’ve found lots of fun stuff (including my eaglehorn, my occy, entire Tal set, etc) in cows. But what I hear is that cow magic (i.e. non-gold) drops are going to be nerfed further.
-
Hireling will be getting wealth, as I have it at least once and don’t exactly have to break the bank to make it 5 or 6 more times. At this point it’s a matter of socketing armor when I find it.
-
I’ll be running this with a horkbarb (you can well imagine the gear. I’ll detail it for anyone interested). So whatever the necro doesn’t pop will lget horked. Lvl … 15 hork? Something nice and high. Will also help the necro with his mana-intensive spams (CE, at times, and definitely BSpirit. Opted for that above BSpear because I want the necro to be killing stuff).
I considered putting more points in lifetap, but I didn’t think it would be all that important…golems regen, and this one will have 6K+ life. It’s like a supervamped valkyrie with more damage, causes more damage with thorns and regens life. But 1 is a prereq for something I used (I’m going to be using both decrep and lower res), so I’m set. And of course I’ll have a bit of +skills for my health and such.
I considered that, but [bWandering Agnostic** and I thought that the extra 200 defense would come in handy, and as I figured it, with the shield type we’re going to be using (Grim. Str req of 67), the extra 10-ish stat points don’t really make or break the char either way. So we’re going with defense of high 300s, low 400s instead of defense mid 200s.
True, but a guy with 6K+ life in NM probably wouldn’t be all that hurt by MSLE Conv:)
I’ve seen this happen with valkyries, but it never occured to me that it could happen with golems. I won’t be running any arcane, though, so that should help things out some.
Any sorc I’d make for killing speed would rely too heavily on +mana/skills/cast rate to be effective at GFing, and any I made for GF would kill too slowly. I have a sorc made for rushing, and she does fairly well with her gear, but if she didn’t have it she’d be shot to hell.
voltaire reminds me yet again about the GF on chances. Well, that just shoots our number up:D And I’ll be going between ladder and non-ladder. More ladder than non, but given the fact that it’ll be especially hard to lvl past 70 in 1.10, I figured it beneficial to make the char now. And if it ends up not working as well as I’d hoped … eh. I’ve wasted dozens of hours on chars before (several in the lvl 80s).