Invulnerability, Tier9, and i20
Anyways, I've noticed the last few times the crash has occured I am left with endurance. Enough endurance to keep toggles running and active Dull Pain. This wasn't a one time occurence, but every time (3 in a row now) I've used the power.
I do not have any accolades but I have Numina/Miracle Uniques and a few recovery bonsues. If the crash is 100% endurance, then why I am left with end to run toggles and activate Dull Pain? I can't be the only one experiencing this. |
Back in the issue 6-12 era I had and frequently used Unstoppable; I found that roughly one time in 4 my toggles would stay up due to that phenomenon. Your toggles will tic every 0.5 seconds so in order for them to survive an unstoppable crash you need to get a tic of recovery in the 0.5 seconds between the crash and the toggles drawing on endurance. The higher your recovery rate the shorter the time between tics of recovery so the higher the chance of keeping your toggles.
It's nice when it happens but the timing is too tight to count on it and it's out of your control anyway. I suppose it's theoretically possible to pop a blue as it crashes and beat the toggle drop as well but you have less than a half second of leeway. Your best bet is to be out of combat for the crash and plan on having to retoggle.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
In which case one should be reaching for inspirations/Demonic, or hell, Barrier before one reaches for Unstoppable.
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The dislike stems mostly from the fact that Unstoppable is an appropriate response in a VERY tiny number of corner-cases. The rest of the time the power is either useless or a net negative. Unstoppable is only marginally more useful to a well built Inv/SS tanker than Hand Clap is.
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It's situational, yes, but the situation arises often and Unstoppable is an easy way to deal with it.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
Here's how I mitigate the Unstoppable crash:
A: Pop unstoppable when needed
B: When unstoppable has 10 seconds remaining (or so) I pop Geas of the Kind Ones, my end discount epic, and Eye of the Magus.
C: Watch my health and endurance disappear.
D: Pop Dull Pain
I also must admit that I have two performance shifters. One in Stamina, and one in Perfect Body. Sometimes, not all the time, but sometimes performance shifter will hit right in the middle of the -end portion of the crash and save my toggles from turning off. I also admit that this method requires a lot of time and badges, but it saves my tank from dying pretty often. It requires timing, but on my build if I pop DP right before unstoppable starts it's up again just before it crashes. It also helps to have green/blue/purple inspirations, but with this method I use unstoppable almost every time it's up without dying overly much. (Of course, this method can't be used immediately after it's been used due to the cooldown of Geas and Eye, but it does work.
My theory on Unstoppable is this: Take it if you can, but if your build is too tight to allow it then don't feel bad about skipping it.
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. |
Get the Archmage accolade for the Eye of the Magus and take the Rebirth destiny power. Grab the Herostats tool and use it to gauge your timer. When you hit the 10 second mark, hit Destiny and Eye of the Magus. Right after you crash, hit Dull Pain. Something would have to hit you very hard at that split second crash to kill you as Destiny almost guarantees you'll be around 500hp at the crash due to the Regen.
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Now soloing: GM-Class enemy Adamaster, with a Tanker!
My solution:
Get the Archmage accolade for the Eye of the Magus and take the Rebirth destiny power. Grab the Herostats tool and use it to gauge your timer. When you hit the 10 second mark, hit Destiny and Eye of the Magus. Right after you crash, hit Dull Pain. Something would have to hit you very hard at that split second crash to kill you as Destiny almost guarantees you'll be around 500hp at the crash due to the Regen. |
Eye of the Magus has a 25 minute recharge. That's way more work and set up just for Invul to use their Tier 9 versus a Willpower or Sheild who can use their T9 more freely whenever they're recharged and only have to worry about a one-pronged crash.
A Tier 9 should be the crowning jewel of a power set. Ideally, it shouldn't gather dust, or be highly skippable and it should never have such a strong stigma attached to it that people are too afraid to use it or bother with it because of rigamarole.
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That's no solution in my opinion.
Eye of the Magus has a 25 minute recharge. That's way more work and set up just for Invul to use their Tier 9 versus a Willpower or Sheild who can use their T9 more freely whenever they're recharged and only have to worry about a one-pronged crash. |
Unstoppable
Res 70% to all but Psi
Recovery +100%
Duration 180s
Rech 1000s, enhanceable
Massive status effect protection
Crash -100% Endurance and nearly all health
OWTS
Res 30% to SM/L, 15% to All other but Psi
+20% HP
Recovery +30%
Duration 120s
Rech 360s, unenhanceable
Massive status effect protection
Crash -60% endurance
SoW
Res 25% to SM/L, 12.5% to all others
Recovery +30%
Duration 120s
Rech 360s, unenhanceable
Massive status effect protection
Crash -50% Endurance
A Tier 9 should be the crowning jewel of a power set. Ideally, it shouldn't gather dust, or be highly skippable and it should never have such a strong stigma attached to it that people are too afraid to use it or bother with it because of rigamarole.
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That's easy:
1) Reduce the resistance levels down to the strengths of SoW & OWTS (considering it is currently anywhere from 2.5 to 5x stronger to various resistance types in comparison).
2) Reduce the recovery bonus by more than half.
3) Reduce the duration to two minutes, instead of three minutes as it is currently 50% longer than either SoW or OWTS.
4) Reduce the recharge from 1000s to somewhere between 300~360s and make it unenhanceable.
Then Invuln could use it "more freely" like WP & OWTS.
I should have paid a little more attention to the actual topic of the post, which supposedly is the question of how useful the invul Tier 9 is in the incarnate trials. My answer, to that specific question, is not at all. My reasons are many, and I will hereby catalog them.
A: Both in the BAF, and in the Lambda, the fights last far longer than 3 minutes. Yes, you can 'take a knee' somewhere to the side but the fights don't last -that- long.
B: You will probably die without fancy footwork, and even with the fancy footwork you will probably die after 3 minutes. See point A.
C: Hitting the Tier 9 doesn't improve survivability enough to put yourself on deathclock. In the Lambda the AV can and will kill you directly through your Tier 9 without much effort, even if you're using placate grenades.
D: The incarnate destiny +regen Rebirth combined with Dull Pain is literally far better than your T9.
Basically, the truth of the matter is with the new incarnate system your T9 is a waste. Yes, it helps mitigate the crash and might even make it useful again. But at the same time it renders it completely moot. Other sets, such as WP and shield, rely on their T9 just to stay alive sometimes. This is not the case with Invul as it has all the durability of both sets in one. (The same could be said of WP and shield, just with different destiny T4's)
With my T4 +regen destiny and DP going (which is perma btw), I regen around 50 hp/sec at the lowest tier bonus of +regen while still being soft-capped on defense and with 90% resistance to S/L. Yeah there's a psy hole in the set still, but you'll live through it with the regen alone. Even the energy protection isn't bad, with 35% resistance and 40% defense with one enemy nearby.
My $0.02 cents.
P.S. All numbers are probably 1-5% off due to me not having mids in front of me.
B: You will probably die without fancy footwork, and even with the fancy footwork you will probably die after 3 minutes. See point A.
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I can't imagine a well built Invuln tanker with incarnate powers being anything but an unkillable juggernaut, unless they do something really stupid or get caught with their pants down.
C: Hitting the Tier 9 doesn't improve survivability enough to put yourself on deathclock. In the Lambda the AV can and will kill you directly through your Tier 9 without much effort, even if you're using placate grenades.
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An Invuln Tanker should be several orders magnitude tougher than my WP Brute - so again, unless you simply do something silly, I can't imagine dying on an Invuln Tanker with unstop running (after it crashes, yeah that's another story).
*This character is the focus of Marauder's full attention on nearly every Lambda I run. Its exceedingly rare for me to not have main aggro.
Basically, the truth of the matter is with the new incarnate system your T9 is a waste. Yes, it helps mitigate the crash and might even make it useful again. But at the same time it renders it completely moot. Other sets, such as WP and shield, rely on their T9 just to stay alive sometimes. This is not the case with Invul as it has all the durability of both sets in one. (The same could be said of WP and shield, just with different destiny T4's)
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Its rare my WP Brute dies, and even my SD Brutes rarely die after getting incarnate powers.
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I can't imagine a well built Invuln tanker with incarnate powers being anything but an unkillable juggernaut, unless they do something really stupid or get caught with their pants down. |
In Lambda the only times Marauder kills my WP Brute* is if I get caught in an animation when he uses Nova fist (rare, the warning is really generous) or if I goof up in my SoW - Barrier - Demonic Aura - T3 Orange Inspiration - Void Final Radial Judgement juggling (also rare, there's a lot of overlap in there) |
An Invuln Tanker should be several orders magnitude tougher than my WP Brute - so again, unless you simply do something silly, I can't imagine dying on an Invuln Tanker with unstop running (after it crashes, yeah that's another story). |
*This character is the focus of Marauder's full attention on nearly every Lambda I run. Its exceedingly rare for me to not have main aggro. |
This part I agree with, although not completely, - but I do think Invuln with Rebirth is an exceptionally strong and amazing combination. |
QR
I don't have anything with Invulnerability, so I can't comment directly on Unstoppable. I do play several things with a clone of it though: Power Surge (x1), Lightform (x3). I can't say I'm a big fan of the crash, but it's not the WORST tier9 downside out there...even taking into account its situational use, there's a powerset worse off for when it can use its tier9: dark armour. You gotta be dead to even use it, talk about downside! At least you're alive still with Unstoppable (and its clones). MoG used to be worse as well, and it got changed, so maybe there is hope...for you.
Personally, I don't mind the risk the crash poses.
QR
I don't have anything with Invulnerability, so I can't comment directly on Unstoppable. I do play several things with a clone of it though: Power Surge (x1), Lightform (x3). I can't say I'm a big fan of the crash, but it's not the WORST tier9 downside out there...even taking into account its situational use, there's a powerset worse off for when it can use its tier9: dark armour. You gotta be dead to even use it, talk about downside! At least you're alive still with Unstoppable (and its clones). MoG used to be worse as well, and it got changed, so maybe there is hope...for you. Personally, I don't mind the risk the crash poses. |
C: Hitting the Tier 9 doesn't improve survivability enough to put yourself on deathclock.
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Unstoppable could flag you as 100% unkillable like Ajax for three minutes. It still wouldn't be worth it.
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I figure I might as well just hit Barrier Destiny rather than bother with Unstoppable.
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That's easy:
1) Reduce the resistance levels down to the strengths of SoW & OWTS (considering it is currently anywhere from 2.5 to 5x stronger to various resistance types in comparison). 2) Reduce the recovery bonus by more than half. 3) Reduce the duration to two minutes, instead of three minutes as it is currently 50% longer than either SoW or OWTS. 4) Reduce the recharge from 1000s to somewhere between 300~360s and make it unenhanceable. Then Invuln could use it "more freely" like WP & OWTS. |
I think a lot of people would be happier with that than what Unstoppable currently does. Hell, if the Unstoppable crash were reduced to 99% (rather than 100%), just enough to give players some assurance that they could keep their toggles up, the power would have vastly more appeal.
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What good would a SoW like power do? An Invuln Tanker can already be capped to S/L 100% of the time with Tough. Invuln can handle 99.5% of the game without using a Tier 9, so why do you want SoW when it won't help much for that 0.5% while Unstoppable will?
What good is another 19.25% non-S/L res going to do against Nosferatu's critically hitting Smite, or Anti-Matter, let alone the upcoming Incarnate-trial level Anti-Matter? The guy already makes Defense totally worthless, if he's anything like Marauder with Energy damage, he's going to kill us in 2-3 hits. You might get up to 4-5 if we had a SoW clone. Or we can survive for 3 minutes with Unstoppable.
And to those saying they'd rather use Barrier, how could Barrier possibly substitute for Unstoppable against that kind of threat? The capped resistances last for, what, 10 seconds at most?
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What good would a SoW like power do? An Invuln Tanker can already be capped to S/L 100% of the time with Tough. Invuln can handle 99.5% of the game without using a Tier 9, so why do you want SoW when it won't help much for that 0.5% while Unstoppable will?
What good is another 19.25% non-S/L res going to do against Nosferatu's critically hitting Smite, or Anti-Matter, let alone the upcoming Incarnate-trial level Anti-Matter? The guy already makes Defense totally worthless, if he's anything like Marauder with Energy damage, he's going to kill us in 2-3 hits. You might get up to 4-5 if we had a SoW clone. Or we can survive for 3 minutes with Unstoppable. |
That said, we can reasonably infer that a theoretical Invuln-flavored version of those milder T9s would have higher non-SL RES, potentially much higher if we're allowed to take from the generally less useful category of S/L. If you could add, say, an extra 30% Energy/Negative/Fire/Cold RES with a relatively minor crash, that would be a pretty big deal.
Not as good as +70% RES, you say? That's a given, on paper. In practice, some of Unstoppable's RES is likely to be wasted, even if we ignore the fact that most high-end Invuln Tankers are capped to Smash/Lethal before they even click the button. A 30% RES buff from Unstoppable would put most Invuln Tankers into the ~60% RES range to all, on top of 90% to the most common, and often most devastating, attack types. All of a sudden, that stack of Inspirations you've been sitting on to mitigate the old Unstoppable's crash becomes useful on a proactive basis, potentially capping your non-PSI RES over a two minute period.
All of a sudden, Barrier (if you chose to take it, as many claim to have done specifically to replace Unstoppable or mitigate its crash) by itself is capping your non-PSI RES for the first thirty seconds of its duration, and leaving you one medium orange away from a hair's-breadth of the cap for the remainder of its duration (~87.5% for the second thirty seconds, ~85% for the last sixy). That's without even taking Barrier's extra +DEF into account.
I think something could stand to be done with Unstoppable that would make it more appealing to the general Tanker population. I don't claim to have all the answers, and I know that there's always someone, somewhere, who's attached to this-or-that power, no matter how flawed it is. I also know that Invulnerability as a set is in no dire need of adjustment.
Like I said before, I'd settle for a 1% reduction in the endurance crash, just so Invuln players who pay attention can avoid losing all of their toggles at the same time they lose 90% of their health. That doesn't seem like an unreasonable request for all crashing T9s, including nukes, at this period in the game's lifespan.
Thanks for the explanation of your thoughts on the matter. I'd still prefer Unstoppable, but at least I understand your perspective.
I'd go for your 1% endurance crash, but I think that if we get a balance pass on Invuln things are likely to get worse, not better. I do not believe that it is intended for us to keep our toggles on when Unstoppable crashes, and I think we're lucky not to have a -recovery on it.
That being said, look at the design of Willpower and the design of Invulnerability. If you take Unstoppable out of Invulnerability, what power would you remove from Willpower to get a comparable set? It's not SoW. It's Resurgence. We have something of a SoW equivalent, and it's Dull Pain.
I hate to be "that guy" arguing against you in your thread, but after years of arguing for improvements, I've finally been happy with the state of Invuln ever since Castle's last pass on it, so that's why I've been speaking up here after a long silence in the Tanker forums. I don't want the devs to think everyone hates Unstoppable. I know plenty of people that do. I also know plenty that like it more than SoW, though.
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Thanks for the explanation of your thoughts on the matter. I'd still prefer Unstoppable, but at least I understand your perspective.
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That said, I don't feel like Invulnerability is so powerful (in comparison with its peers, at least among Tanker sets) that dev attention should result in a nerf. Likewise, I don't believe a set's overall effectiveness should necessarily preclude the tuning of poorly designed, constituent powers. The entire concept of tier 9 powers with catastrophic crashes seems to be out-dated, in fact, whether you're talking defensive powers or nukes. The devs have tacitly admitted as much just through recent design decisions, among them the various non-crashing alternatives that have been introduced with post-launch power sets (Dual Pistols, Archery, Willpower, Shield Defense, Arachnos Widows), and the Incarnate analogues (Judgement, and to a lesser extent Barrier).
The fact that mezzes no longer shut off toggles is yet another sign of the devs' recognition that having to retoggle is a chore.
That being said, look at the design of Willpower and the design of Invulnerability. If you take Unstoppable out of Invulnerability, what power would you remove from Willpower to get a comparable set? It's not SoW. It's Resurgence. We have something of a SoW equivalent, and it's Dull Pain. |
(Not necessarily a more effective set; with respect to pure survivability, they're probably around even overall, with Invuln taking the edge on spike survivability against common damage types, and Willpower taking the edge on consistency. Qualitatively, Invuln wins on Taunt aura where Willpower wins on endurance management.)
WP is complete with 7 powers, in other words; 8 if you include SoW. Invuln is complete with 8 powers, 9 if you include Unstoppable. If you wanna get really picky, you can even say that Quick Recovery isn't part of Willpower's survivability, and thus that it shouldn't be counted in a comparison with Invuln's defensive powers. Quick Recovery, by the way, helps WP mitigate what passes for an SoW crash, which is a further complication in any attempted apples-to-apples comparison.
Oh, and this is no more my thread than anyone else's. I'm not even the OP
That's the exact story we're talking about. I've been killed by Marauder through my T9 unstoppable several times when I'm on a team that allows the mobs to pile up on top of him before finishing the acid grenade cycle, or when doing a master run.
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Again, the psy hole will ruin your day since there is zero mitigation to that damage type other than HP and regen. (Which is what my invul is built for.) Again, making unstoppable next to useless.
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Dull Pain is your psy hole cover and coupled with intelligence it goes a long way in avoiding unnecessary faceplants. The intelligence part refers to knowing who you are fighting and when to use Dull Pain for max benefit.
Unstoppable is not alone here, by the way. Inventions and now Incarnate abilities are making many powers near redundant for many ATs and powersets. Unstoppable is still a fine Tier 9 when someone doesn't have the time, inf, and/or effort to pump out a billion+ dollar build.
I find the crash acceptable for the benefits the power provides. In fact, and this might sound weird, but I find crashing in the middle of a battle a challenge of sorts. Then I realize it's ridiculously easy to avoid the crash without even losing aggro on what I'm fighting.
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