Quote (Goomshill @ Feb 15 2011 11:34am)
theres still that problem where any hammerdin or fire sorc can just tele on you and kill you
but yeah besides them its mostly immune (psn javas can only kill if you land in a cloud while at 1 hp, which is a fair hazard, but avoidable- and any good venom based sin should be able to kill you if she hits twice in under a second)
so theres a large element of evasion. you can't sit still and expect a sorc or hammer or sin or w/e not to kill you- they will. whether by draining your mana in 3 hits or by poison or damage higher than what you can MDR
so you can effectively make yourself immortal by playing defensively, just teleporting around avoiding attacks.
but thats the thing
my aurasorc build, with a minor amount of MDR & DR, already accomplishes the same thing your immortal soso does
I just teleport nonstop, and I don't die for maybe ~1 hour on average between deaths (ie I'll go 2-3 games without dying at all, maybe 1 death if I screw up badly)
I can duel like 100 consecutive duels without dying on there, simply by using 105% fcr and 95% es and a slight amount of reductions/regen
but at the same time, I can pull off a fully powered ts+hs combo that utterly annihilates anyone who is either not wearing tgods, or was wearing tgods and is now naked

so i don't really see the advantage of immortal soso. yea u can twink out high to give an impressive char that is hard to kill, but with absolutely no damage output and horrid fcr/fbr/etc
and there are still many characters that can kill the immortal soso, ie 15k fireballs or 18k hammers or w/e. ironically the immortal soso would end up dying more.
i like the novelty, but seeing as its already more focused towards tanking melee characters thanks to the mdr glitch and 75 block on top of dr, why not go a shiver armor route?
even if the damage is awful with only 10 points and no synergy or mastery or +skills, its still going to rack up on most people (except for mdr of their own) and make you even more immortal due to defense
with the gear you listed, you only need 15 base points es to cap it out at 40 with your prebuff 9 es memory
looking at a level 90 sorc, id say you could pull off:
20 warmth
15 es
20 tk
20 shiver
14 chilling
1 ts/mastery/mastery
sub from that as you will to get 1 point of orb if you want
but even if your memory has no base shiver, thats still already 260-300 damage on shiver with -55% resists
a hammerdonker is not as hard as firesorca!
13k hammer/6/20-81=27life lost = 12+hammer life buffer / no fhr motions
venon can not kill, basicly the total venom/psn scs/ow thing is ignored as soon as i hit 1 life
tele takes frames
walk is instant
makes tele bad, walk gozu!
tele is realy not the way to prevent getting hit, i not even try prevent getting hit, i only wana control the hits/sec i take!
i am not trying to not get killed
i try to take as many hits as posible
comparing a 105fcr tele-aura sorc to 100es sorc is realy wrong!
1 ww venom=byebye aurasorc for example!
i am not in duel games to kill people or make frags
i wana take as many hits as posible!
and when i need to, i control the time between 2 hits, to regen my mana
not many char kill my sorc
mostly only fireball/lightning sorces/fc java
things like rabies/java are to slow to get cloose, or to hunt me down
resisting fire-light is not my hobby, and its borring, and elementals are exstinkting in pups duels anywhy!
shiver armor i not take, couse then baba simply never ww me again! and i want to get ww! ofc the defend would help yes!
and it not have a option to agro casters like hammerdin
es i need 20 hard points in it!
40needed - 3torch - 1anni- 1bo - 2sojs-3amu-9memory-1light sk = 20
stashrun is not optinal
its not only vs melee orriented
its orriented vs melee and all damage bellow 13k!
trying to make it gzz tanker vs fireball not makes it logic at all, couse es is not made vs them
ofc thx for input, but i gess you missed the meaning of this sorc!