Dinath - Lv.120
Bombard enemies with irresistible Physical damage while remaining permanently untargetable and Spell Immune at high altitudes
This build is a live demonstration of the impact of high Pierce stats alongside high Armor reduction effects; when I tell you that the Dinath seen above, with no perfect gems and a weapon with awful Cosmic% and a sub-optimal rune roll, is capable of easily wiping out all threats in any of the game's maps while also remaining safely out of harm's way at all times, you would scratch your head, look at the pitiful 13k total attack damage on my stats panel, and purse your lips in skepticism. And I wouldn't blame you - looking at many, many other builds for RPC, one could easily be led to believe that, in order for a build to be viable, it needs massive numbers and long sequences of stacking multipliers. However, I am Deckard Cain, and my job is to improve your life by constantly making you feel stupid and wrong.
Dinath's hand Arcana spell is superior to her default W for several reasons, particularly its better W1 but primarily because it doesn't require constant re-casting, for fuck's sake. Because it hits multiple targets at once, and many times per second thanks to E1 maximizing her attack speed, it very quickly builds up the effects of the Hood of the Defiler, a fantastic offensive item for any hero focused on violent, W-related murder. Because it shreds a percent of the target's total Armors, even absurdly durable enemies found in the highest levels of Winterblight Cavern events struggle to resist your damage, and moreover, its gems conveniently provide very high base attack damage, and very high Armor Pierce which synergizes beautifully with Breastplate of Abjudication's reworked Ruby effect, which now grants a massive multiplier to your hero's total Armor Pierce. Combined with the Chaos Orchid's duplication of your ability damage instances, and our beloved Geode's damage multiplier against truly ridiculous tank-beasts, nothing is capable of weathering Dinath's hail of piercing snowballs.
I mean that last part very sincerely: I have tested this monster against every bad guy RPC has to offer, and the only ones which can survive this beating are ones that are entirely immune to both Physical and Magical damage, essentially meaning "only Ancient God in his Water form." And yes, I did just say "and Magical damage," despite this build's complete lack of investment in Magical damage output. This is because Dinath's fire patches !!! STACK INDEPENDENTLY !!! which means, if you're fighting something really fat or if you're just bored and want extra buttons to push, you can use Q and Q3 to stack dozens of concurrent fiery blazes under a target, and each of them will burn the target separately, racking up staggering damage over time... and of course that's in addition to your constant autoattacking.
As for defenses, you're all set, because Dinath is proud to have the much-coveted "one-slot permanent invulnerability." Because E4 keeps her safely out of reach at all times, and both E and Q3 conveniently root her temporarily as part of their forced movement effects, Giant Hunter's Boots of Resilience can keep her impervious to harm with as little as an Ordinary Ruby set in it. Just like her friend Chernobog, her ultimate ability can apply the Freeze status, a very hard disable, and it has an outstanding cast range, so you can lock down annoyances like the Blademail Bears in Sea Fortress just long enough to whittle them down before they can get their all-important spell off.
Other Immunity-piercing irritants such as Ogre Armor have a limited effect on this otherwise-fragile Dinath, because of that joyous little Chipped Amethyst in the Breastplate (the Chipped variety being exactly as effective as Perfect): She can never take more than half damage from any source of Magical damage, because she'll always have at least enough Magic Armor to migitate it by 50%. Combined with the extra HP from her helm and boot rolls, and the seemingly-miniscule amount of HP regen provided by rolls on her body armor, several stray hits from Ogre Armor orbs actually won't put her down, even in the vast storms of the little cocksuckers that get stirred up when you crack open every Thunderhide egg in the Cavern and take them all on at once. I still suggest you pay attention and avoid some every now and again, but don't feel like one blast is going to kill you - it won't, it takes around a dozen before you're in mortal danger, and that scant little regeneration is actually enough to restore you to full health in short order.
Even targets who hide behind walls, up hills, or through the fog of war have no advantage against Dinath, because her Q fireballs leave behind areas of flying vision while active, which is great news for everyone who hates the Hermit fate card in Winterblight Castle! And I'd imagine that accounts for most of you, because holy fuck it's irritating! Now that I mention that damn Castle, I will of course warn you, as you might have already guessed, that those fucking Winterblight Draugr monsters are capable of killing Dinath if she gets too close, but A) that's true of every hero because those monsters are ludicrous pieces of dog shit, and B) Dinath's E3 lets her take them down from a safe range if she anticipates their presence ahead of time and highlights them with a vision-granting Q pyre. Of course, you can also just patiently roast them with those Q pyres, if you're busy or being extra careful.
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