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Introduction
I am speaking on behalf of @Mr_Scooty and myself in this post. If you came here to see how the Immortal Build works, let us disappoint you right away: We won’t tell you. There is a lot of discussion lately on how it works - we thought about it a long time and decided to set some things straight.
Yes we won’t tell you how it works. But we are however going to tell you what you would need to beat it more easily. We will also tell you why you don’t really want to go down that road and create an anti-build. And last but not least, we will tell you why you don’t want to have an Immortal yourself and why @Mr_Scooty and I want it nerfed.
Intention
In the beginning it sounded intriguing to have a build that was crazy hard to beat. But as we progressed and the new patch got released we witnessed our perspective changing… We finished the build solely for demonstrating purposes.
We want to demonstrate that the arena is too tanky!
And not by little. There are numerous tanks out there which are almost impossible to beat even if you put everything in damage, even with the knowledge I have about this game. You’ll then just get destroyed by CV’s Torrents because you don’t have enough EHP.
This is mainly because you can gain way more EHP from the set affixes than you can draw damage from them. The other way to go is to go tanky as well - the outcome is a tough-to-beat char which doesn’t deal much damage. More often then not draws are needed to amp up the damage enough to kill the opponent.
This takes time and makes the arena slow. To demonstrate how much of a pain it can be, we’ve put this build in the arena… It is there to show that this is not the way to go. We need more damage dealing capabilities and less absorption in the arena.
One way would be to give sets more damage options with less drawbacks. And less EHP. A very simple one would be setting the general 95% damage reduction to 90%, effectively doubling all damage. I am more in favor of the first option, evolving set affixes towards a balance between damage dealing and EHP increasing capabilities.
And changing CV in such a way that it doesn’t ruin glasscannons completely.
Why we won’t tell you how it’s done
We can’t take credit for the idea ourselves. We just stumbled across it, reverse-engineered and perfected it… And there are still some things which can be improved.
We have invested a huge amount of time and resources into this build, ranging from complicated simulations to tests for which we needed to roll a lot of equipment. This trial and error campaign did cost us a lot of crystals which we also had to farm beforehand.
Maybe it becomes obvious now that we won’t simply put everything out there so you can copy it without making the same hard effort we had to make.
If you want it, you’ll have to go the same way. But we will give you even more reasons why you don’t want to go down that road.
What it does
This build will:
- Draw you x to xx rounds.
- Each round all damage output increases by 25%.
- After x-xx rounds the damage will become high enough that either you kill us or our build kills you.
We’ve positioned it in Div1 some weeks ago and never played it (@Mr_Scooty placed it #1, me at #8 if I remember correctly). Mine stayed continuously between rank 5-8 without dropping with MMRs between 1500 and 1600. His stayed at the top throughout the whole time.
This also means it has an AI win-loose ratio of 50% to 50% in Div1.
Why you don’t want it
If you’ve read carefully the paragraph above, you will have noticed that I didn’t play it. We used another char to get the MMR for Div1.
While it is a pain for you to play against it, we face the same pain playing it. We draw you the same amount of rounds you draw us. It’s just no fun at all in the long run. Each match takes ages. If I were to get 500 MMR with this char to take #1 I would need to play for a full painful week, several hours a day.
There is not a single easy win with this char, on both sides. So do you really want to dump tons of Amethysts and Obsidians in a char you can’t enjoy playing?
How to beat it more rapidly, and why you don’t want to
As you already know, it is of course not impossible to beat.
Both are right, it can of course be killed. If you remember the pictures from the beginning (btw. they are not up to date), the build has low HP. You can reduce the number of rounds you’ll have to go against it with the build’s only major weakness:
- Spike damage.
You would need to slam a lot of Crit%, Crit DMG% and ideally Deadly Strike onto your char.
But beware, if you are now thinking:
Good - I’m gonna get Crit%, Crit DMG% and Deadly Strike!
Don’t!
You will involuntarily ruin your build just to beat us. You will draw the short straw against all other opponents!
You will rule our build yes, but Crits are normally a horrible idea and you will be torn to pieces by everyone else.
Creating a build that beneficially employs Crits requires deep knowledge of all associated mechanisms and we see way more people failing miserably than people successfully implementing it for PvP.
Why it should be nerfed (and tankiness in general)
It destroys the arena. It’s no fun to suffer through several draws before anything happens… That is why not only this build, but tankiness in general should be reduced.
Even if we loose it is a lot more fun loosing in 3-5 rounds than in 5-8 or even 13-15. That is also why @Mr_Scooty and I are working on new builds; we want to eventually retire the Immortal Build. We don’t play it. It is just a demonstration on what is wrong and possible in the current arena.
And because we want to play, we’ll be back with another kind of pain for you later ;).