Invulnerability, Tier9, and i20


Beef_Cake

 

Posted

I have always loved Invulnerability powerset. My first 50 was an Invul Brute. However, we all know about Invulnerabilty's tier 9. The "We better win it all in the next 2:59" power. I have actually switched to Willpower as my most ran over the last 2 years, even though in general I still like Invulnerability conceptually better.

Now with my Willpower tank i can hit my tier 9 multiple times in the new trials. Heading on a get the tubes/crates run, pop it. Tanking Marauder, pop it. About to pull an AV in BAF, pop it. (Usually a little orange insp helps in these situations as well...) I have not run an Invulnerability in a very long time, but I can bet that those that do run them in the new content do not pop their tier 9 as casually as I pop mine. I know that if I had an Invulnerability I was taking thru this stuff the only time I could even see doing it is the last 25% of health on Marauder. No other time in any of the trials do I see a good cooldown/crash period in the entire run.

My hope is this will finally get the Devs to rewrite this power into something that is usedul. I personally do not find it useful in the old content. I stopped having it in my Inv builds, then I stopped running Invul because no tier 9 lol. I cannot see how the new content has made the Inv tier 9 more useful, if anything it looks like it might show how bad its problems are. My hope however may never become reality. Any thoughts?


 

Posted

I highly doubt they will make any changes to it. At this point in the game, powerset balance has been looked at plenty of times and very few adjustments will be made. They are focusing on new content, mostly.


 

Posted

Just use the incarnate Barrier as a tier 9 effect, or what is better for an invul - Rebirth (heal plus good +regen).


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Posted

Quote:
Originally Posted by Lohenien View Post
Just use the incarnate Barrier as a tier 9 effect, or what is better for an invul - Rebirth (heal plus good +regen).
yeah, the problem with that being you take an entire powerset and when it gets to the final power it's basically "this may/may not work great for 3 minutes, but whatever happens during the 3 minutes, at the end of it, you are most likely gonna die..." or you can choose to run it without the tier 9, which I did for a year. Really gets irritating when everybody else in the game gets a tier 9, but yours really works against how you play, so you do not take it. In the end, i believe Syntax is 99.99% correct. (I still hold out sooo much hope lol). But I just loved this set for early leveling, and wanted it to be cool for end game content. I just will not personally take a set that has a pre gimped 9th. In truth they probably gimped the tier 9 because the rest of the set seems so smooth and beautiful, and they felt they just had to spank it somewhere. (Although it can suffer what I call heat issues (end probs)).

so, If anyone has input on running the Invulnerability in the Lambda and BAF, please say something about it here. also, please include whether you do take/use tier 9 during these trials. Thanks for the input.


 

Posted

Inv not that only one with this problem... Power Surge is basicly a copy of Unstoppable with the same draw backs. When it ends.. your have no end and basicly no Hips, detoggled.

Personaly would love if they wanted to cut Unstoppable/Power Surge Res bonus in half, but also half the crash. It would be useful then.


Main: Praetor Imperium Elec/SS/Mu

 

Posted

Leaving aside Unstoppable, the interesting thing about the new Incarnate content is that it actually tends to re-emphasize and re-affirm Invuln's strengths as a powerset -- strengths that may previously have been marginalized by IO bonuses.

In other words, a WP Tanker can soft cap to all positions with set bonuses. The WP Tanker will still be weaker against S/L mobs and DEF debuffs, but in an on-paper comparison, WP gets more out of high-end IO investment than Invuln, because you can't quantify the benefit of scaling Invincibility once you've reached 45% DEF. You can quantify the benefit of scaling Rise to the Challenge under those conditions.

But in the new trials, 45% is no longer the soft cap. It's 59%. And oddly enough, an IOed Invuln Tanker who starts at 45% DEF with one foe in range will end at around 60% DEF with 10 foes in range. Further, and perhaps more important, Invuln gets meaningful DEF-debuff resistance (50% on a Tanker). And though it's true that a WP Tanker can take Barrier Destiny to shore up whatever shortcomings in his build, it's also true that Invuln can get WP-like regeneration from Rebirth Destiny.

And since Invuln has a generally easier time reaching the soft cap in the first place, there's a decent chance that the Invuln Tanker will have somewhat better offense, to boot.

TL;DR -- Invuln is very good even without Unstoppable. The only problem with Invuln in the new trials is the same problem that faces all Tankers: the new trials throw curveballs that can situationally invalidate passive mitigation and traditional aggro management (DEF-and-RES-ignoring Turret fire, obscene buffs on Siege's 9CUs and the IDF Battle Orbs, Sequestration, Superjumping Marauder). Needless to say that a better tier 9 wouldn't solve those problems.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Breog View Post
Inv not that only one with this problem... Power Surge is basicly a copy of Unstoppable with the same draw backs. When it ends.. your have no end and basicly no Hips, detoggled.

Personaly would love if they wanted to cut Unstoppable/Power Surge Res bonus in half, but also half the crash. It would be useful then.
Power Surge is probably the main reason that I believe Unstoppable deserves a small buff. The two powers are nearly identical -- so similar, in fact, that Power Surge's AoE stun effect on expiration is an inexplicable advantage.

Power Surge has an effect that can help to cover the crash, in other words. Unstoppable doesn't.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Even if you buff unstoppable bonuses, it wouldn't address the fact that the crash is suicide and still makes the power for the most part worthless. (unless dealing with the crash is the buff you mean).

I have always been sadden that Powersurge is nothing more then unstoppable with a new name and a PBAoE Stun tacked onto it. Other thing odd about Powersurge is the lack of Psi Res bonus. Unlike Inv, Elec has biuld in Psik and a solid number... so why wouldn't the T9 also add to this like it does to everythng else (Includeing Toxic).

Unstoppable was biuld for a time when SOs were the best most could hope for, and your Inv tanker couldn't move with thier Status Protection toggled on.

Its in a serious need of a update to the current game. And in the same Note, Power Surge should be changd to not just be a clone of Unstoppable.

The power could very easyly be renamed "Suicide Stance".


Main: Praetor Imperium Elec/SS/Mu

 

Posted

Quote:
Originally Posted by Obitus View Post
Power Surge is probably the main reason that I believe Unstoppable deserves a small buff. The two powers are nearly identical -- so similar, in fact, that Power Surge's AoE stun effect on expiration is an inexplicable advantage.

Power Surge has an effect that can help to cover the crash, in other words. Unstoppable doesn't.
Not so fast:

Unstoppable crashes health and endurance.
Power Surge crashes health, endurance, and recovery.

Yes, Elec Armor has Power Sink, but that means you need a blue before you can even start retoggling. Keep in mind the hold is 1.0 accuracy and a 50% chance to hold a boss. I wouldn't feel any more comfortable crashing in the middle of a mob with PS than I would be with Unstoppable.


 

Posted

I think Unstoppable would be better if you were left with 3% End at the crash. Enough to keep the toggles up, but not enough to do anything worthwhile. Toss in a -25% to -50% recovery debuff for 5 to 10 seconds and it'll work out well.


 

Posted

Well, I run a Inv / SS Tank and to be honest, I never found myself in a position to even need Unstop. With soft capped defense to all, and 90% resist to S/L and 35% to elements and energies, Unstop is of no use to me, even with the new Incarnate Trials.

Even if the devs buffed it, I doubt I'd take it as a power selection, still wouldn't have a use for it. But I'm sur emany others would like the buff, so I say go for it


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Posted

Quote:
Originally Posted by Beef_Cake View Post
Well, I run a Inv / SS Tank and to be honest, I never found myself in a position to even need Unstop. With soft capped defense to all, and 90% resist to S/L and 35% to elements and energies, Unstop is of no use to me, even with the new Incarnate Trials.

Even if the devs buffed it, I doubt I'd take it as a power selection, still wouldn't have a use for it. But I'm sur emany others would like the buff, so I say go for it
But you can make your Elemental Resist 90%!! for 3 minutes then die!


Main: Praetor Imperium Elec/SS/Mu

 

Posted

Quote:
Originally Posted by Breog View Post
But you can make your Elemental Resist 90%!! for 3 minutes then die!
True.

Unstoppable is the "Oh NUTS' power of the set. You only hit it when your up Human Waste Creek anyway. If your fighting S/L or Psi and getting your backside kicked it won't help, but with a lot of Energy Damage being tossed around 3 minutes of god mode MIGHT be worth it. Sure, your not a push over as is, but it might help when things go bad.

I say you don't NEED it, but if you can take it then consider it. If you need another power more, pass over it.


 

Posted

Yeah, I have Power Surge on my Elec tanker but very rarely use it. Its a Mule slot for the most part for my Gladiator +3 Global Defense.

2 Place I do use Power Surge here and thier.... Apex Sewers. Mega tons of Toxic which cuts me to ribbons. And once during a BAF trial when I realized I was staying on a x6 patch of Superor Toxic Damage Dot.

So in both cases it only for Toxic Damage. Unstoppable basicly the similar way to Inv. if your up agest tons of Exotic Damge types it might.. and I stress Might come in handy.

I certainly wouldn't break my biuld to pick up ether power however. Its a Take it if you have a extra power.... which is really sad for a Tier 9.


Main: Praetor Imperium Elec/SS/Mu

 

Posted

Ever since I started seeing the softer crashes of some of the other T9s (like WP) I've hoped for an Invul upgrade. It's fine for the last few percent of an AV...but if I've survived that long why do I suddenly need it?

It's the power in my Invul builds that I skip which, as was said above, is sad for a T9. Maybe after we get some more Incarnate content the Devs can take another pass at it. Unlike a whole new set it can't be THAT hard to rebalance an existing power.


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Posted

I wish they'd just give us Force of Nature. Having the epic power based on Unstoppable being more useful than the actual T9 is annoying. To add insult to injury, they did the same thing with Power Surge later on when they introduced the elec epic.

I'd happily trade that extra minute of duration and mez protection if it meant the HP crash would be gone, although ultimately I'd rather see both T9s get the SoW treatment (lower resistances, 1/3 unenhanceable uptime, 50 end crash).


 

Posted

I believe that several of the defensive Tier 9 powers should be tweaked to better suit the realities of the game as it is now. This includes Granite Armor, Power Surge and Unstoppable.

As it stands, a T9 that people are afraid to use is no good to anyone. Unstoppable is very much in this territory.

At the very least, every timed buff like PS or Unstoppable should clearly show how much time is remaining on it (without needing third party software like HeroStats) and allow players to 'force' the crash and end the power early if they choose to.

However, I don't expect any changes to happen. The practical solution is to run HeroStats and seek Incarnate abilities that help negate the crashes and downsides of these powers. Rebirth and Barrier both help with crashes for example.




.


 

Posted

Quote:
Originally Posted by Sarrate View Post
Not so fast:

Unstoppable crashes health and endurance.
Power Surge crashes health, endurance, and recovery.

Yes, Elec Armor has Power Sink, but that means you need a blue before you can even start retoggling. Keep in mind the hold is 1.0 accuracy and a 50% chance to hold a boss. I wouldn't feel any more comfortable crashing in the middle of a mob with PS than I would be with Unstoppable.
Right you are. I don't know how I missed that. Apologies.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Speaking of Force of Nature, it saddens me that I use Demonic Aura/Arch mage more as a Tier 9.

+50% Def All and +30% Res All (except Psi) for 1 minute with no crash.

Yes please.

Over all if Unstoppable/Power Surge were changed up to 1 minute duraction crashless powers they would see a HUGE increase in use. Obviously what they do would need tweeking as well.

Maybe make those types of Tier9 Also work like a breakfree when activated.
Trade in some of thier Res bonus for +Regeneration bonus (much more useful over all to both Elec and Inv tankers).

Power Surge by name to me implies that it shound lean more towards offensive then defence. Were as Unstoppable would lean towards the Defence side.

So what makes someone unstoppable...

..Can't hurt them
..Can't stop them
..Unrelenting

Translation...

Bonus Res
Debuff resistance (DDR, Slow, Recharge) big Mez Protection
Bonus Regeneration and Recovery Rate


So what makes someone Power Surged...

..Hits harder/ more Powerful
..Increased abilities
..Most power surges are represented in comics as having auras ( Deflection? )

Translation...

Bonus Damage or add a Damage Proc
Increased Recharge, Bonus Regeneration and Recovery, Increase Mez Protection
Defense Boost (Power Field around you)

This would change both powers, and make them not clones of each other. Furthermore I suggest Dropping the Crash to more mangable levels to make them more useful over all. instead of once in a great moon type powers that kill you at the end.


Main: Praetor Imperium Elec/SS/Mu

 

Posted

I like Unstoppable as it is, and don't want a SoW clone.

When I play a Tanker these days, it's because I want that character to be as tough as possible. If Invuln got something like SoW instead of Unstoppable, I wouldn't be able to hit it and survive unbelievable amounts of non-S/L damage from a single target.

Apparently, we're going to be facing Anti-Matter in one of the new trials. Based on the Praetorian AVs we've faced so far in Incarnate content, he's probably going to be like he was, but cranked up to 11. That means that your defense will be worthless, leaving just your Energy resistance, and you'll need as much as possible. I'd rather be able to cap my energy resistance for 3 minutes and then crash than go to 50% energy resistance for 2 minutes. I can always trade off aggro with another Tanker before the crash. I think BAF has taught enough people the value of aggro trading.

That being said, I would like it to to give a "time remaining" display and have the option to crash it early.


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Posted

Quote:
Originally Posted by Liquid View Post
I like Unstoppable as it is, and don't want a SoW clone.

When I play a Tanker these days, it's because I want that character to be as tough as possible. If Invuln got something like SoW instead of Unstoppable, I wouldn't be able to hit it and survive unbelievable amounts of non-S/L damage from a single target.

Apparently, we're going to be facing Anti-Matter in one of the new trials. Based on the Praetorian AVs we've faced so far in Incarnate content, he's probably going to be like he was, but cranked up to 11. That means that your defense will be worthless, leaving just your Energy resistance, and you'll need as much as possible. I'd rather be able to cap my energy resistance for 3 minutes and then crash than go to 50% energy resistance for 2 minutes. I can always trade off aggro with another Tanker before the crash. I think BAF has taught enough people the value of aggro trading.

That being said, I would like it to to give a "time remaining" display and have the option to crash it early.
Agreed, but I would like it if it left some Endurance. Not much, maye 3-5 end. Not enough to do anything worthwhile, but enough to keep your toggles up and have a chance to survive.


 

Posted

Correct me if I'm wrong, but since the crash takes 100 Endurance you could get the +end accolades and/or set bonuses and that would leave you with endurance to still remain toggled.

Avoiding the crash is not very difficult. See blinkie...pop a couple lucks, and get ready to pop a blue (if needed) and then Dull Pain.

You can also use the Etheral Shift temp power. Just be sure to give enough time to allow the long cast time of the power.


 

Posted

The crash is 100% endurance. My brute has 124 endurance right now and always does a full crash to 0 even if I'm full.

I don't think anybody complained about deaths due to the crash in this topic, unless I misread. The problem is the resources involved to deal with the crash ; insps, time, attention.


 

Posted

Quote:
Originally Posted by Nihilii View Post
The crash is 100% endurance. My brute has 124 endurance right now and always does a full crash to 0 even if I'm full.

I don't think anybody complained about deaths due to the crash in this topic, unless I misread. The problem is the resources involved to deal with the crash ; insps, time, attention.
Hmm - perhaps a change from 100% to 100 might be the way to do this? Nah, that would put too high a priority on IOs (which the game isn't supposed to be balanced around) and Accolades. Put it at 95% crash instead.


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Posted

Quote:
Originally Posted by Nihilii View Post
The crash is 100% endurance. My brute has 124 endurance right now and always does a full crash to 0 even if I'm full.

I don't think anybody complained about deaths due to the crash in this topic, unless I misread. The problem is the resources involved to deal with the crash ; insps, time, attention.
yeah the OP complained about it. In fact, the main complaint is the crash is so harsh and undealable with that the power (for me) is unusable. If the thing sequestered you for 15 seconds after the crash (untouchable) and left you with 0 health and 0 end, I could deal with it. Not like it, but take it and use the power. But once you faceplant you are down for a minute minimum, even all other conditions perfect. (Lying where no agro is, have a rez, have insp, etc.) More than likely you will also inconvenience another team member who has to tp/rez you. Quite possibly a trip to the hosp/base may have to happen. These are all huge downsides to one power. I feel these punishments are overly harsh for using any power, even one with significant boosts for three minutes, especially considering the fact that the boosts do not work in current high end content (LRSF/BAF/Lambda) with anything like "I am awesome for 3 minutes!!!" You can pop this power and get walked on. It is a good power, even a great power if the crash was modified, but it is hardly a "Wow, my tier 9 is soooo cool." And, trust me, these folks need to design a game where the last power you get is a "Wow, this is sooo cool." Otherwise they are flying in the face of every other game paradigm that exists. Gamers notice these things. I understand it was done for balance. But it looks dumb, it is disappointing, and that is all that is left as an impression to the average gamer who runs an Invulnerability for a few weeks and gets the character to tier 9. For those of us hardcore gamers who love the set at low levels, quite a few (myself included, and evidently holding the banner of the cause this week) just refuse to run the set at high levels. I would much rather take a Willpower and I/O it, losing some off the cuff straight up survivability and gaining tons more endurance and a tier 9 I can use that will not kill me. Cause at high level play in tough trials/task forces, you are depending on I/Os, Teammates Buffs, carefully hoarded inspirations, and strategy. The tier 9 from Invulnerability locks you into a 3 minute deadman switch countdown which cannot be altered and absolutely works horribly with the synergy of a modern high end team. So, in my opinion, it is bad for the new/casual gamer, and it is bad for the veteran/hardcore gamer. Do I think it will get fixed. Hmmm, no. At least not for about 2 years, if then. The Devs surprise me with good stuff once in a while (This whole Incarnate thing was a nice step up to the plate, barring the fact their coders appear overworked), but I do not think they are concentrating on sets/set balance right now. And even if they were, I think they would be working more on set proliferation than a tweak on Invulnerability's tier 9. I view the fix on this more like the fix on the Posi Task Force (Have I said thank you? It was great!). THis fix will only happen long after everyone is so exhausted by the problems, and the Devs have been looking at it for a few years going, "yeah, but it has always been this way, what do we do?" Then, someone will finally float an idea, prerably something simple "Cut it in half, make it dealable with, take it in chunks...anything" And, viola, it will be put into effect in i23, or i42. If any Dev was interested I could come up with 10 possible solutions for it in the next two days, any of which would not make it over the top and would also fit into the standard gamer paradigm of the last power being very cool. (very cool = does not kill you btw)

That was the long answer. The short answer is, yes, I am complaining the power kills you.