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Earlier I mentioned how you should build him to be survivable. This is the main problem with Dirge, but with a blademail or Halberd he lasts significantly longer, atleast long enough to bounce back a lot of damage from bmail, or to heal up from decay stacks, soul rip, and Flesh Golem heal.
Anyways I hope this makes sense because I sort of threw my thoughts into text after thinking about it some.
Think of Undying like a U, early game he lanes really well but by late-mid game he gets targeted hard and has a hard time surviving (around the time everyone is level16-25).
However if you build him tanky and survivable as well he revels in the late game. When everyone inps 25 4 strength steal is like removing 1 (almost 2) levels of strength gain and when several stacks are taken it gives a massive advantage to your team.
Correctly placed, the Tombstone is already a very strong area denial for turtling AND breaking the high ground when placed directly behind your frontliners - in a way the healing from golem is like a segmented Reaper-Sadist combo from Necrophos, so I think it's not that much of a problem.
Thinking back to your comments and the universal amp from golem, I think the correct route to go for amp would be to prefer Veil or AC (totally drop the idea of AC if there's a better holder on your team) depending on lineups before even considering scepter, or going scepter instead of AC since it's pricier. In a way, golem is another pseudo area denial by discouraging combat nearby you since bonus damage is taken. What do you think?
On your comments for scepter, you correctly point out that Veil provides more of a boost, but if I'm not mistaken the amp from Flesh Golem is for all sources of damage, not just magic like Veil. Of course if we were running a caster lineup, Veil would be preferable.