Invulnerability, Tier9, and i20


Beef_Cake

 

Posted

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Originally Posted by Obitus View Post
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.
If end didn't crash to zero and my toggles still stayed up, then I might respec back in to the power because I could be fairly certain I'd be alive after the crash.

Would be nice if it had a counter so you knew when it was going to crash, or some sort of audio cue.

But as it is now, I respec'd out of Unstoppable and haven't looked back. Barrier is plenty good for any need.


Uber Talgrim - level 50 emp/dark defender
Uber Rod - level 50 dark melee/regen scrapper
Rod Valdr - level 50 invuln/SS tanker
Talgrim - level 50 ninja/dark mastermind

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Posted

If Unstoppable gave 100% resistance to slows and gave you a 3 foot mag 10 repel so you could run through thick mobs, would you take it then?


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Quote:
Originally Posted by UberRod View Post
If end didn't crash to zero and my toggles still stayed up, then I might respec back in to the power because I could be fairly certain I'd be alive after the crash.

Would be nice if it had a counter so you knew when it was going to crash, or some sort of audio cue.

But as it is now, I respec'd out of Unstoppable and haven't looked back. Barrier is plenty good for any need.
You don't like the blinking clue?


 

Posted

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Originally Posted by Vanden View Post
If Unstoppable gave 100% resistance to slows and gave you a 3 foot mag 10 repel so you could run through thick mobs, would you take it then?
Who are you addressing?

For me, no. There's nothing the power can do for three minutes that would justify the crash.



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Posted

Quote:
Originally Posted by Vanden View Post
If Unstoppable gave 100% resistance to slows and gave you a 3 foot mag 10 repel so you could run through thick mobs, would you take it then?
I don't think I'd like the repel aura, but bowling for baddies was fun when my Kin had Repel. Can it make me immune to -jump? That would be nifty.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
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Posted

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Originally Posted by Dissolution View Post
You don't like the blinking clue?
Among how many buff buttons? And how many of them are blinking at a given moment? While I'm concentrating on keeping said mob occupied, trying to ask a teammate to step up so I can get back before the crash, and beating face?



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Posted

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Originally Posted by Hyperstrike View Post
Among how many buff buttons? And how many of them are blinking at a given moment? While I'm concentrating on keeping said mob occupied, trying to ask a teammate to step up so I can get back before the crash, and beating face?
OK? It still has a warning/clue/counter that it is about to crash. We are all different it is easier for some of us to notice and harder for others...

It was mostly humor I am sure UberRod has noticed this before and does not think it sufficient.


 

Posted

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Originally Posted by Dissolution View Post
You don't like the blinking clue?
Well, by the time I notice the blinking cue, I'm never sure how much time I have left.

Most of the time I don't notice the blinking cue at all.


Uber Talgrim - level 50 emp/dark defender
Uber Rod - level 50 dark melee/regen scrapper
Rod Valdr - level 50 invuln/SS tanker
Talgrim - level 50 ninja/dark mastermind

OMG!! Please add these costume designs now!

 

Posted

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Originally Posted by Obitus View Post
As always, it's a joy to debate things with you. I appreciate your level-headedness.
Thanks, the feeling is mutual.

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The fact that mezzes no longer shut off toggles is yet another sign of the devs' recognition that having to retoggle is a chore.
You're right, there is a sign of that. But I don't think we're going to get it for free on Unstoppable, and I'd rather not pay the price to get it. If I'm wrong about that, then I'd love to see a 99% endurance drop instead of a 100% drop.

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Eh, it's dangerous to get too caught up in power-by-power comparisons.
That's actually what I'm trying to avoid, though I can see how my wording sounds like the opposite. This whole thread started by comparing Unstoppable to SoW, and I'm saying that if you look at the set as a whole, and remove Unstoppable, you wouldn't remove SoW to make a comparable set out of Willpower, so I don't think it's appropriate to think that we can trade Unstoppable for something like SoW. It would make the average performance of the Invulnerability set higher than I think is intended, because SoW is less situational than Unstoppable, and I think Unstoppable is supposed to be very situational, not something you use as often as SoW.

I agree with your description of the trap that you get in when you compare powers, so I'm trying to compare the entire set in the absence of those powers, and I'm saying "removing SoW from Willpower has a closer effect on the set as a whole to removing Dull Pain from Invulnerability, not Unstoppable, and removing Unstoppable from Invulnerability has a closer effect on the set as a whole to removing Resurgence from Willpower, not SoW". I believe removing Unstoppable from Invulnerability, just like the proponents of a SoW replacement, has a minimal impact on its overall performance. I also believe that adding a SoW equivalent, just like the proponents of this, would increase the set's overall performance.

The difference in opinion here is that I think that this increase in overall performance would be unbalancingly large, while at the same time removing that edge-case where you can survive something that pumps out insane Energy/Negative/Fire/Cold along with either high def debuffs, high +tohit, or extra auto-hit damage, which only has a small impact on overall performance due to how situational it is. There are only a couple of things in the game like this currently, but it sounds like we're about to get another one, one nastier than we've ever seen, and we're probably going to have to face it over, and over, and over again to get whatever new Incarnate slots come out.

Someone may be able to prove me wrong mathematically (and I'd be interested to see it), but my experience with the two sets tells me that Invulnerability and Willpower are currently close enough to each other, performance-wise, that neither needs a boost relative to the other one. This obviously varies depending upon what you are facing-- Cimerorans are no threat to my Invuln Tanker, but can take down a WP Tanker while SoW is recharging, while WP Tankers perform much better against groups with lots of non-S/L damage, especially Psi. If you added a SoW like power to Invuln, I believe that it would hold every advantage over WP but Psi in the vast majority of the content.

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Oh, and this is no more my thread than anyone else's. I'm not even the OP
That last bit was actually aimed at everyone advocating for a change. I hate it when a bunch of people agree that they'd prefer some change and one guy comes in and fights to the death against it just to defend the status quo no matter what it is. I just wanted to be clear that I'm not the type that defends the status quo regardless of logical arguments against it. I campaigned long and hard along with several others to get Invuln to its current state, but now I'm happy with it (short of a radical redesign that made it a completely Res, status/debuff-res, and +MaxHp based set, but that's never going to happen).


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Posted

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Originally Posted by UberRod View Post
Well, by the time I notice the blinking cue, I'm never sure how much time I have left.

Most of the time I don't notice the blinking cue at all.
That was my guess... I suppose they could add a timer that you could click and monitor like defense and resistance....


 

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Originally Posted by SpaceJew View Post
Such as, perhaps, having no psy resistance or defense whatsoever to the add mobs, even while under T9?
Dull Pain. 3500 HP + any other bag of tricks (Accolade/Destiny/Inspirations) you have is enough cushion vs. Psi damage (which you can also build against).


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Originally Posted by SpaceJew View Post
Again, good thing we aren't talking about your willpower brute. Or the overall durability of the set. However it doesn't mitigate the fact that Marauder can and does hit directly through the T9 making it even less useful than usual.
I was talking about my WP Brute because my WP brute is in no way as tough as an Invuln tanker. Rather than be rude, I'll let you draw your own conclusion.


And the only time he can punch through anything is with Nova Fist - if you're getting caught in Nova fist, that's your fault. Not the fault of your powerset.


Quote:
Originally Posted by SpaceJew View Post
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.
These sound like play issues, not powerset issues.

See above for being killed through your T9. Marauder telegraphs Nova Fist so far in advance that you should never get caught in it.


Quote:
Originally Posted by SpaceJew View Post
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.
Will it ruin your day?

Do you not carry inspirations? Do you not have capped HP?




Quote:
Originally Posted by SpaceJew View Post
What would you take instead that would out-perform rebirth on an invul? Barrier's 5%?
I think Rebirth is the right choice, with a great case made for Barrier if you want a mini-god mode that can turn the tide of an entire battle.

But with Rebirth & DP - You should not be having all these issues you are claiming.

My point, since you seemed to miss it completely is that I'm tanking Marauder with less HP (-1000 less), less SM/L Resistances before self-buffing (60% vs 90%) and only a bit more regen (approx 70-80 HP/S vs. what I assume would be around 50 hp/s for an Invuln tanker with capped HP + Rebirth) vs. Marauder since it is an AV fight that doesn't see many adds in 8ft range for RttC.

My point is that your Invuln tanker should never die in this fight unless you or your league does something completely silly.





Barrier is more than its 5% by the way.

5% is the icing, its not something you build around.

Barrier, is up front auto-softcapped Def and Resistance to all damage types and positions for everyone in a 30-60 foot radius (depending on tier and power).

When a battle is going south, that will be overall a better way to save your league imo than Rebirth - a Squishy with high regen is still a squishy - an unhittable, highly resistant squishy on the other hand gets 10 full seconds to go into recovery mode to keep themselves alive - and an additional 20s to be get back into the thick of things before the buff scales down to the weaker but useful back end buff.

Regen, even in massive quantity, only provides a single mitigation aspect which is linear - it wont control high spike damage vs. soft targets.

Barrier on the other hand provides two layers of mitigation which support each other.





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Originally Posted by Clouded View Post
Learn to build better? I don't know what else to say. My level 42 INV/DM Tank tanked Rom on a level 52 ITF. Of course, the tank is built for tanking (heavy IOs) and not for faceplanting.

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.
I quoted this because I agree with a lot of it.




Quote:
Originally Posted by Obitus View Post
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.
I don't disagree.


I think SoW & OWTS are more usable, but the thread reads as a lot of calls for buffs and lacked the counterpoint on just how much more ridiculously stronger Unstoppable is vs. SoW or OWTS.