Very sad. In 1.3 Unstoppable can no longer be extended by Timeless. So this build may not work in the new version.
Gesus, how can a melee character ever have a chance to survive MADNESS?
Seeing that temporal wardens damage smearing got a nerf too, I don't know if a non-item vaulted non-adventurer roguelike melee character can complete madness in 1.3 at all (yes, this is a challenge for all you mad people out there, lol).
Its hard to say because there are so very few defenses known to be sufficent for Madness. I am not entirely sure how SeeJust survives on his rather unique alchemy/chronomancy wins (of which he has multiple with various variations). Obviously that is not melee, I think he uses mostly Throw Bomb, and he may even be using extra range type stuff.
The deathless run in online vaults has both
damage smearing and aegis.
I don't think a non-vaulted run for marauder was all that possible in 1.2.3 either. The marauder that did it after the HP increase (tomisgo) used dual Mercy setup which was farmed for and vaulted.
A previous Marauder (stition) had done it before the HP increase. In 1.2.3/4 (i.e. version this guide was based around) without something like the special %damage effect of Mercy Marauder don't do enough damage to kill the final bosses even with extended Unstoppable as far as I can tell.
Perhaps the final boss and other things are still viable with a really well played marauder but its not done by killing them while in Unstoppable or even Unstoppable + pot of invuln. If you watch the video of the "normal" Marauder he kills the first guy in final fight fairly fast then thinks about the situation for about an hour and calculates he can't kill argoniel while staying in Unstoppable. In that Video those guys have close to 50k which is 10x less hp than what they have now. He hits the first boss (El-whatever) for a ~25k flurry, this build can do triple that with one skill AND AND has another skill that does double that AND attacks roughly 3-4 times faster with bump attacks.
So I don't really think Zerker or Marauder is really much of a Madness character anymore. A farmed out tricked out extremely specific Marauder may be able to do with Mercy solely because of the %health based damage, but even with the most excellent randart dagger/swords that can possibly be generated I think Marauder and zerker both may not really finish Madness anymore due to HP inflation. As a sidenote this is one of the reasons I ran this build this way. So, and I could be wrong on this, Marauder seems to be Madness viable with an caveat in that its only the Mercy/No-Mercy Marauder that can still do Madness due to HP inflation.
As far as I can tell, without extraordinary artifact type procs/effects, all vanilla classes currently capable of Madness do so via some type of defense allowing them to outlast things and enough offense to get the job done. While a Marauder can hit ungodly hard for Insane and lower; that still winds up being a drop in the bucket on Madness.
At the time of 1.2.3 an adventurer build like this (or some variation etc) is the only thing that did enough damage to mimic marauders pre-HP inflation.
So in a sense outside of Adventures Madness Unstoppable actually got killed a while ago, except in a particular corner case. To kill El, who has 450k HP, you would need to do 18 flurries for 25k damage each after all mitigations. Even with a no-CD flurry that is 18 rounds of Unstoppable just to kill one of the final bosses. Now it may be possible to stand against those bosses for a bit of extra time, but considering flurries CD is actually 12 you can see that Marauder without 2 Mercys is going to wind up fighting those bosses for a considerably longer number of "turns" than 18 and would need some kind of pretty decent defense besides Unstoppable, unless they can somehow regen CD and resources away from the bosses.
Considering the first madness Marauder killed El in like 3 rounds, yeah it was a big change
So while Mex's class Tier post does list Zerker and Marauder as Tier S that is sort of iffy or heavily caveated. Basically the "kill fast" strategy died in Madness for non-adventuers without special vaulting when the HP inflation happened. Marauder was just barely able to do it pre-inflation. This build was meant to bring back that strategy by doing an asston more damage.
So first we lost "normal" Marauder/Zerker to HP inflation now we have a much smaller maximum time on Unstoppable. So not only would a Marauder need to do 10x the damage they did before for parity (what was it like 1.0 when they inflated it?) but they now have less than half the time to do it.
When it comes to Madness I would now say a Marauder just does not compare to an AM or even a Necro. Maybe the Mercy build still works I dunno, but Unstoppable may be too short for that as you need to get something wounded fairly well to get the really big damage on that.
Anyway I think the take home point here is that outside of extreme cases Unstoppable has actually been dead in Madness for quite some time. Only for Mercy or an Adventurer build that does literally 3-4 time the damage of a really good Marauder has it been at all applicable.
In reality this Unstoppable change is extremely marginal in its effects. On Insane a good marauder can kill any single boss (ignoring Ata and AM boss, though this may be true too) before normal non-extended Unstoppable wears off. Its only for Madness that its such a big hit due to the ~10x jump in HP. You can take either of the final bosses to 50% health in one skill with a really good flurry on Insane.
At the same time in Madness since the HP jump was so large even a 2.5x longer Unstoppable (7->18 turns) is not actually enough to make up for need 10x more damage.
So in reality this change doesn't make marauders actually perform that different. Mostly that is probably not the point of the change. Its mostly just to make Timeless less problematic for "super" abilities.
Certainly this build is affected greatly by this but that is really because HP inflation magnifies the dynamic.
I wouldn't fault Unstoppable or Timeless, in reality Madness HP totals need to be rethought out. Obviously Madness is not fair or sane or whatever. But right now its not really fitting the class design trends. What it has done is marginalize one class that was quite challenging at the time, marauder, and made another class, AM, play exactly the same but take longer for the runs(which isn't really anymore tactically interesting). So it just wasn't a good change really.
Whereas the change to the Unstoppable/Timeless interaction makes sense, and I think Stition's Madness marauder wasn't even shalore (tomisgo's Mercy maraduer was shalore).
So that's my two cents on that. I think its the undermining of the "cannon"/large damage playstyle by HP inflation more than anything else that is problematic.