@Game

Clay, Blood and Fire golems have their specialty uses but Iron golem has a contradictory/useless mechanic of high damage reduction and damage returned.

Sure it can be high damage if you invest crafted items but the damage reduction and return is almost irrelevant, the odds are it will not be attacked and you cannot control its position for better aggro because it requires an item.

If Iron golem gained an aura, (I believe Thorns is the most fitting, scaling up with each hard point or fixed at level 1) from either a sacrificed item, item on the Necromancer, or inherently on the skill, it would mean end game Summoner needs 1 golem of each type, which is an appealing idea.

- Clay golem can be the main Tank for Boss fights with slow/Crushing Blow
- Blood golem is a support to your Summons/Party with health/regeneration, its life connection to the Summoner is naturally a cool mechanic
- Iron golem "should" serve as a support with Thorns aura, and act as a specialty Tank against Physical damage, but since it has poor mobility its Tanking ability is extremely limited
- Fire golem serves as the primary DPS golem, and as a specialty Tank against Fire bosses

In conclusion:
Iron golem seems like the final step in completing Necromancer Summons

There is no value in Iron golem now because it has limited Tanking applications and has roughly 1:34 chances of being attacked physically for its %DR and returned damage to have any sort of usage

I strongly feel like it deserves Thorns aura in order to be valued, currently it doesn't work as a Tank nearly as well as Clay golem, for this reason it should act more as a support.