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Posted

No. It lasts 180 seconds and at the recharge cap it recharges in 200. With an amount of recharge that's feasible to attain solo without gimping your build, you're probably looking at something between 250 and 300 seconds recharge at best.

Torchbearer:

Sunsinger - Fire/Time Corruptor

Cursebreaker - TW/Elec Brute

Coldheart - Ill/Cold Controller

Mythoclast - Rad/SD Scrapper

 

Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

Posted

Not only can't it be perm, in my opinion it's not even worth taking due to the crippling crash at the end.  You're better off building for higher defense and carrying a few inspirations for the few situations where things get dicey.

 

On Live I never had Unstoppable (well, not after a brief try with it way back in issue 6) and never needed it.  With a relatively inexpensive IO build I never found anything I couldn't tank.  The very few edge cases where incoming damage threatens to overcome your defenses are easy handled with the odd orange, purple or green inspiration.  They solve the rare problem without any of the downsides of Unstoppable.

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

Posted

I agree with CMA.

The crash at the end makes accomplishing something like this completely worthless.

 

With a standard IO build you're moderately tough.

With a well-planned build, you're pretty much the next best thing to a Stoner in Granite, but without the speed, damage and movement penalties.

 

Okay, just went through and builty an Invuln/Spines with an eye towards maximum recharge.

 

Unstop comes down to about 225.4 seconds recharge using a Spiritual T4 Alpha.

 

And, funnily enough, it's not a completely terrible build!

 

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Magic Tanker

Primary Power Set: Invulnerability

Secondary Power Set: Spines

Power Pool: Fighting

Power Pool: Leaping

Power Pool: Concealment

Power Pool: Speed

 

Hero Profile:

Level 1: Resist Physical Damage -- ImpSki-ResDam/EndRdx:30(A), ImpSki-ResDam/Rchg:30(31), ImpSki-EndRdx/Rchg:30(33), ImpSki-ResDam/EndRdx/Rchg:30(33), ImpSki-Status:30(34)

Level 1: Barb Swipe -- Hct-Dmg/Rchg:50(A), Hct-Acc/Dmg/Rchg:50(3), Hct-Acc/Rchg:50(3), Hct-Dmg/EndRdx:50(5), Hct-Dam%:50(5)

Level 2: Temp Invulnerability -- ImpSki-Status:30(A), ImpSki-ResDam/EndRdx:30(34), ImpSki-ResDam/Rchg:30(34), ImpSki-EndRdx/Rchg:30(37), ImpSki-ResDam/EndRdx/Rchg:30(37)

Level 4: Spine Burst -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(25), SprMghoft-Acc/Dmg/Rchg:50(25), SprMghoft-Dmg/EndRdx/Rchg:50(27), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(27), SprMghoft-Rchg/Res%:50(46)

Level 6: Dull Pain -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(7), Prv-EndRdx/Rchg:50(7), Prv-Heal/Rchg:50(9), Prv-Heal/Rchg/EndRdx:50(9), Prv-Absorb%:50(15)

Level 8: Resist Elements -- ImpSki-ResDam/EndRdx:30(A), ImpSki-ResDam/Rchg:30(40), ImpSki-EndRdx/Rchg:30(40), ImpSki-ResDam/EndRdx/Rchg:30(42), ImpSki-Status:30(42)

Level 10: Taunt -- MckBrt-Taunt:50(A), MckBrt-Taunt/Rchg:50(11), MckBrt-Taunt/Rchg/Rng:50(11), MckBrt-Acc/Rchg:50(13), MckBrt-Taunt/Rng:50(13), MckBrt-Rchg:50(15)

Level 12: Unyielding -- ImpSki-ResDam/EndRdx:30(A), ImpSki-ResDam/Rchg:30(42), ImpSki-EndRdx/Rchg:30(43), ImpSki-ResDam/EndRdx/Rchg:30(43), ImpSki-Status:30(43)

Level 14: Resist Energies -- StdPrt-ResDam/Def+:30(A)

Level 16: Ripper -- Obl-Dmg:50(A), Obl-Acc/Rchg:50(21), Obl-Dmg/Rchg:50(21), Obl-Acc/Dmg/Rchg:50(23), Obl-Acc/Dmg/EndRdx/Rchg:50(23)

Level 18: Invincibility -- LucoftheG-Rchg+:50(A)

Level 20: Kick -- FrcFdb-Rechg%:50(A)

Level 22: Tough -- GldArm-3defTpProc:50(A)

Level 24: Weave -- LucoftheG-Rchg+:50(A), Ksm-Def/EndRdx:30(45), Ksm-Def/Rchg:30(45), Ksm-EndRdx/Rchg:30(46), Ksm-Def/EndRdx/Rchg:30(46), Ksm-ToHit+:30(50)

Level 26: Tough Hide -- LucoftheG-Rchg+:50(A)

Level 28: Impale -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(29), Apc-Acc/Rchg:50(29), Apc-Dmg/EndRdx:50(31), Apc-Dam%:50(31)

Level 30: Combat Jumping -- LucoftheG-Rchg+:50(A)

Level 32: Unstoppable -- RechRdx-I:50(A), RechRdx-I:50(33)

Level 35: Quills -- Arm-Dmg/Rchg:50(A), Arm-Acc/Dmg/Rchg:50(36), Arm-Acc/Rchg:50(36), Arm-Dmg/EndRdx:50(36), Arm-Dam%:50(37)

Level 38: Throw Spines -- Rgn-Dmg/Rchg:50(A), Rgn-Acc/Dmg/Rchg:50(39), Rgn-Acc/Rchg:50(39), Rgn-Dmg/EndRdx:50(39), Rgn-Knock%:50(40)

Level 41: Stealth -- LucoftheG-Rchg+:50(A)

Level 44: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45)

Level 47: Invisibility -- Rct-Def:50(A), Rct-Def/EndRdx:50(48), Rct-EndRdx/Rchg:50(48), Rct-Def/Rchg:50(48), Rct-Def/EndRdx/Rchg:50(50), Rct-ResDam%:50(50)

Level 49: [Empty]

Level 1: Brawl -- Empty(A)

Level 1: Gauntlet

Level 1: Prestige Power Dash -- Empty(A)

Level 1: Prestige Power Slide -- Empty(A)

Level 1: Prestige Power Quick -- Empty(A)

Level 1: Prestige Power Rush -- Empty(A)

Level 1: Prestige Power Surge -- Empty(A)

Level 1: Sprint -- Empty(A)

Level 2: Rest -- Empty(A)

Level 4: Ninja Run

Level 2: Swift -- Empty(A)

Level 2: Health -- Pnc-Heal/EndRedux:50(A), Pnc-EndRdx/Rchg:50(17), Pnc-Heal/Rchg:50(17), Pnc-Heal/EndRedux/Rchg:50(19), Pnc-Heal:50(19)

Level 2: Hurdle -- Empty(A)

Level 2: Stamina -- Empty(A)

Level 50: Spiritual Core Paragon

------------

 

 

 

| Copy & Paste this data into Mids' Hero Designer to view the build |

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|EE987|

|-------------------------------------------------------------------|

 

 

 

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

Even if it were possible to perma, the buff it gives is not worth basically dying every 180 seconds.

"Titan/Bio scrappers are the stealthiest toons in the game."

 

"How's that possible? They don't have any inherent stealth and you'd never take concealment pool powers on them!"

 

"You see; they're perfect at stealth because nobody will notice if there's nobody to notice."

Posted

As someone who was live when the game first came out, Unstoppable, and perma-Unstoppable used to be a thing before I6 when Enhancement Diversification hit.  Now, mind you, this was prior to IO's which came out I9 I believe.  So at the time where you could double stack Unstoppable, incoming damage was nullified, so dropping to 1% was nothing, because incoming hits were being zeroed out.

 

It was a glorious thing, though, now, just relegated to tales from old timers like me!  :(

Posted

As someone who was live when the game first came out, Unstoppable, and perma-Unstoppable used to be a thing before I6 when Enhancement Diversification hit.  Now, mind you, this was prior to IO's which came out I9 I believe.  So at the time where you could double stack Unstoppable, incoming damage was nullified, so dropping to 1% was nothing, because incoming hits were being zeroed out.

 

It was a glorious thing, though, now, just relegated to tales from old timers like me!  :(

 

I remember that!  It was fun, but the changes were for the better.

Posted

1.)  You cant.

2.)  You would not want to if you could.

3.)  Do not take this power.  It will get you killed far more often than it will save you.

 

If the crash was mitigated to perform like Peacebringer’s light form (set HP to 50% at end), you probably still would not take it, but -might- for the END recovery.

 

Proposition:  If you replace ‘resist’ with ‘debuff resist’ and ameliorate the crash, it becomes a desirable power.  If made into a toggle with a penalty of some kind (high END cost, ACC penalty, etc) that provides debuff resistance suitable to its name, it becomes at end game a very valuable capstone.

  • Haha 1

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

Posted

1.)  You cant.

2.)  You would not want to if you could.

3.)  Do not take this power.  It will get you killed far more often than it will save you.

 

If the crash was mitigated to perform like Peacebringer’s light form (set HP to 50% at end), you probably still would not take it, but -might- for the END recovery.

 

Proposition:  If you replace ‘resist’ with ‘debuff resist’ and ameliorate the crash, it becomes a desirable power.  If made into a toggle with a penalty of some kind (high END cost, ACC penalty, etc) that provides debuff resistance suitable to its name, it becomes at end game a very valuable capstone.

 

Not much more to say, other than with the proper io's unstop is largely just a suicide button.

Posted

The paragon studio devs themselves recognised that "big ugly crash" protective T9s were hugely unpopular with the fanbase and very rarely taken because a giant buff like that is simply not worth essentially suiciding your character after its done; certainly not worth spending the power choice and slots on it. It's why Meltdown offers a significantly smaller buff but also a far less severe crash; it was meant to be a model for a new approach to protective "god mode" T9s. A potent but not over the top temporary buff with a far more survivable crash, and honestly with rad armour's +endurance you're likely to not even notice Meltdown's endurance crash.  Bio-armour also went a completely different direction by going for a PBAoE that can give you a nice chunk of Absorb instead of the usual "push 9 to godmode". If the game went on, I'm sure Unstoppable et al would have been rebalanced to be more like Meltdown so that people would actually consider using them more.

 

As it stands, you should probably pretend that Invulnerability doesn't even have Unstoppable.

"Titan/Bio scrappers are the stealthiest toons in the game."

 

"How's that possible? They don't have any inherent stealth and you'd never take concealment pool powers on them!"

 

"You see; they're perfect at stealth because nobody will notice if there's nobody to notice."

Posted

As someone who was live when the game first came out, Unstoppable, and perma-Unstoppable used to be a thing before I6 when Enhancement Diversification hit.  Now, mind you, this was prior to IO's which came out I9 I believe.  So at the time where you could double stack Unstoppable, incoming damage was nullified, so dropping to 1% was nothing, because incoming hits were being zeroed out.

 

It was a glorious thing, though, now, just relegated to tales from old timers like me!  :(

 

Slight quibble, Unstoppable was impossible to perma in issue 4, perhaps also in 3 but my Invuln was too young then to have the power.  Perma Unstoppable was an issue 1 thing, back when Unyielding was Unyielding Stance and made you immobile.  It was changed sometime before issue 4 to the stats it has now.

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

Posted

At release, you could permaunstoppable.  The overlap helped mitigate the crash.  The inability to bith move and have mezz prot required it - and at the time, Unyielding was Unyielding Stance, and rooted you - and any hold dropped your toggles.

 

The game has changed enough that even perma-unstoppable would not be worth the crash, now, and one can hope the ‘suicide button’ T9s will get some attention.  Invuln, in particular, could probably use some ‘kick’ in a reworked tier 9, as invuln lacks the regen/rechg/dambuff/etc. that better, later-released sets boast.

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

Posted

Paragon Studio devs were thinking about removing the T9 crashes when the game went down, but hadn't yet settled on a way to do it.  (For a time, having Unrelenting from the Presence pool removed the T9 crashes, but they'd removed that early on)

 

Me, I'd just change all the crashes to -50% End (like Willpower's crash) rather than -100% End and -10000% Rec (and -90% Health for some).  I've found Willpower's T9 extremely usable thanks to the less-disastrous crash.  (One With The Shield has a similarly-manageable crash, though it's -60% instead of -50%)

Posted

Is it possible to have a perma unstoppable

 

I ran perma Unstoppable on live ... I wouldn't recommend it. The management of it was annoying.

Posted

Paragon Studio devs were thinking about removing the T9 crashes when the game went down, but hadn't yet settled on a way to do it.  (For a time, having Unrelenting from the Presence pool removed the T9 crashes, but they'd removed that early on)

 

Me, I'd just change all the crashes to -50% End (like Willpower's crash) rather than -100% End and -10000% Rec (and -90% Health for some).  I've found Willpower's T9 extremely usable thanks to the less-disastrous crash.  (One With The Shield has a similarly-manageable crash, though it's -60% instead of -50%)

Just redesign all the T9s to be scaled to about where meltdown is. Less overkill buffs in exchange for far less serious/outright ignorable in the case of Meltdown crashes.

"Titan/Bio scrappers are the stealthiest toons in the game."

 

"How's that possible? They don't have any inherent stealth and you'd never take concealment pool powers on them!"

 

"You see; they're perfect at stealth because nobody will notice if there's nobody to notice."

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