every ranged skill is basically cyclone, while melee has to be standing still or supercharging a slam for 5 seconds while eating every single damage LMAO
GGG need to get rid of these obnoxious, unalterable total attack times on skills. They also need to buff life. I know they got rid of increased life nodes because everyone always "had" to get them... but the got rid of life nodes and left shitloads of + evasion and + energy shield nodes. Armour is also too low on equipment to even give you significant effect; its ridiculous that the monk ascendancy node that makes evasion count towards phys resist (while lowering evasion rating by 40%) still gives you more armour than if you focused on armour as a stat on something like warrior. There was very obviously a split at some point between dev work on PoE1 and PoE2, because Settler's of Kalguur fixed SO MANY melee issues, only for PoE2 to completely ignore it and regress to even worse than before.
I would love an introduction of a fortify mechanic that scales off of armour. That way armour would keep its "against small hits" idea, but also contribute to a general "against all hits" damage reduction, which you could invest in. Make it scale with armour values and single hit damage to incentivice slower slam builds with two handed weapon (without giants blood).
75% ele resist 3k life ≈ 12k ehp against ele oneshots 75% armour 3k life ≈ 4k ehp against phys oneshots the "armour only works against small hits" formula necessitates that it does virtually nothing against anything that might actually kill you and the most terrifying thing is GGG doesn't seem to consider this an issue. btw this also makes breaking enemy armour finctionally useless as with any decent build you overwhelm >90% boss armour by default.
well from playing my titan with anywhere from 20-57k armor before scavenged plating I can safely say it is great against physical hits due to the fact that the phys hits enemies do are not super massive. What IS massive however is the colossal size of the elemental hits of certain bosses and we are practically naked against those except in the few cases where they are blockable. Add in mapmods that add "extra as" and its basically impossible for us to run safely because we suddenly take 5x damage if not more due to the fact that EVERYTHING HITS US. Now factor in the extremely annoying bodyblock mechanics that pretty much only warriors have to deal with AND our slow attack abilities (sometimes by design by adding in an "extra" attacktime that doesnt scale with attackspeed) and we start to see how far up shit creek we really are. Overall the endgame is too random for armor to be valid as the only defensive layer, it has strong utility in content where you know what you are up against (sekhema and ultimatum for example) though in most cases the other defenses are still better there.
@@Flakzor123 Have 2 items combo BlackBraid Fur Plate and The Hollow Mask Hewn Mask with this both the Plate makes Armour aplly to Elemental Damage, and the Mask with good Quality give 18% base Physical Reduction, I am a Merc with 14k armour and 3k HP 75% resist in Elemental and Chaos, with this 2 itens don't be kill with 1 hit, unless is huge Chaos damage this is not common. Elemental and Physical don't scratch.
@@MrNatsuDragneel blackbraid sadly is not an option when most of my armor comes from the bodyarmor, its a really good unique property but its on an absolutely useless base. I do boot and helmet swaps for certain bosses instead and crank up a specific elemental resist to the mid-high 80s but certain bosses are just designed to hardcounter any form of slow tank build (arbiter at base difficulty for example will obliterate an 8k buffer with 88% fire resist usually by finishing off the last 1k hp with the ignite from the hit but then there are many more hits following it) Edit: On another note, have you tried it against resistance penetration mapmodifiers like in simulacrum? That would be the only place I would consider it.
I feel like if warrior had significantly more access to speed nodes, movement and attack combined with better armour with small amount of elemental resistances, then I think warrior would feel MUCH better. Playing without a shield on warrior in suicide on harder maps.
You are completely correct on the note of shields and the problem magnifies because of giants blood! Warrior is completely pigeon hold into going giants blood, meaning that attributes for things like wind dancer, grim feast, ghost dance, etc are unusable unless you have nearly perfect rolled attribute gear (amulet, rings, boots, gloves, and corrupted jewels) because of the 3x str req for giants blood.
@@kornstep5 I made a hybrid armor evasion warrior ssf who just leap slams with massive aoe and boneshatters to clear. Has 70% armor and evasion and 3.1k life with no shield but does has all of his ascendency points. He seems ok at the moment and does decent damage against citadel bosses. I think their 15% buff did help a little but it is still lame that the same number for evasion gives you more evasion than armor does by a slight amount.
everyone is saying you need a shield for harder maps when my warrior is easily clearing t16s without issue w/o a shield lol maybe I need to make a build guide 😂
It needs a guard/ward effect that breaks over time to damage taken like the witch hunter node for elemental. Each armour piece gets ward equal to armour or maybe 50% or less. Just give it a mini barrier that can buffer health and take hits. While lowering small phys hits. That way it does it’s job and works on life builds. And make it not work over energy shield. So es breaks first then ward then hp. Something like that could be a mini molten shell with half decent uptime. Give armour nodes scaling for it also. Hp builds fixed.
I was a full armor warbringer using maces and eventually I caved despite using giants blood with a shield with max block and the ascendency that gives block all hits. Didnt matter once one of those hits got through, despite having max res,including chaos. Swapped to an energy shield shield and cloak of flames alone survivability increased like 5x times. Armor is broken and GGG need to fundamentally change thier design philosophy around it. I don't want molten shell I think it should just provide a global damage reduction, and inate push resistence or something to compensate the move speed penalty. The whole concept of it being good against small hits is dumb, when you are building a tank small hits is the last thing you care about
Armour is only part of the problem. The real problem is effective life pool. Armour for sure needs a buff, but melee builds simply need access to more life. What if pure Armour gear had a higher potential for life affixes compared to other gear? Then Armour users get more life, which would solve a lot if the effective hit pool issues
veteran poe1 here : we need life nod cause armor and shield.block is useless vs aoe physical like slam. 60%es and +100% from aura vs nothing. AND it should remove a % from big phys boss hits
What I don't understand is why do you think, that armor needs to do something else than protect against phys damage. You can already get 75% resistances on everything else and from what I see you have a significant life pool. What do you die to, except from big physical damage hits? Dunno maybe I underestimate chaos damage because I play CI, but so far mostly big physical hits like corpse explosions and big phys damage moves from bosses have killed me...
@ why would the casters have bigger life pool than the warrior that mostly stacks strength? If as a warrior you have a small life pool that’s on you. In the video he has 3K life and unless you’re a Blood witch I don’t think many casters apart from stat stackers reach anywhere close to that.
@@Angelbot5000 buddy, you can get so much energy shield compared to life... plus they take the "take damage from mana first" so they can have like 10k effective hp.
@@keithfilibeck2390 I know, I am sitting on 6K and casually farming on 12K with Grim Harvest. That’s a problem with es and life though not armor. The problem here is the lack of any nodes to increase life.
Funny that i can survive with evasion only build(no max life) in t15 and above..while my warrior keep dying with armor, max life, max block and little bit of energy shield..
Don’t bother with armor at all. If you just stack damage & regen with life on kill you’ll be fine. I run a berserker build and cleared all content with 60k dmg on my autos.
@ good to know thanks. You didn’t get any evasion? I’m running the armour/evasion gear and took some of those nodes from the warrior and merc part of tree.
I don't know why Armor has to be 100% physical negation. I would think having armor on would negate at least some damage from a fireball or shard of ice hurled at you.
In the current state of the game there is "armour breaking" mechanics. If you go into a hideout and put your cursor over a character you will see the exact same armour icon you also see on monsters. My theory is that armour is going to have a huge overhaul but it is an unfinished product and not introduced in the game yet. Armour will become a resource just like Energy Shield. The only downside is that, this does not fix the elemental damage problem unless they plan to make elemental damage also synergize with armour breaking mechanics.
I like your thinking, but GGG intentionally wants Armour to be a second-class citizen to Evasion and Energy Shield. Anything that strays from their drug-addled idea of Diablo 2 will instantly be canned. Armour becoming a Resource is an insanely good idea, and having things like Scavenged Plating refill it and Overflow it is genius. You could do cool things like reserving Armour for Steel Skills
I do a lot of thorns/reflect builds and it's insane to me how bad armour is for this. Without investing 100+ divs it just feels awful. Then having to invest so many passive nodes into armour as well. Or I just run energy shield and call it a day and can spend my passives on crit. Playing with armour is a joke right now.
Correction. You also have to invest a lot of money and passives for ES. The difference is, investing 100+d and a lot of passives on ES protects you from all types of damage in all sizes. Armour only protects you against physical, and only small to medium size damage. For the same investment armour simply provides much less. Same comparison can be pulled with armor and evasion
@@kelex1298 I have quite a few builds where I invest 0 points into energy shield on the tree. Blood Mage specifically, does not require any additional ES to be tanky. If you want to reach clown levels of tankiness, sure invest into ES passives. You are not required to do this though, no where near to the extent that you are for armor.
i spent 2 div (1 of those being howa) and got up to 12k phys max hit with ES. how much armour and life would i need to have to reach that max hit? not to mention the ES has 75% evasion too lol
@@kelex1298 Exactly. I have spent a bunch of nodes but be sitting on 6K (12K with grim feast) ES with 50% evasion and chaos immunity, and in return I feel much tankier than any warrior will feel in the current state of the game having spent the same amount of nodes on armor...
With bad chest pieces you can go iron reflexes with notable that gives armour per evasion on gloves for 2k armour gloves You get excited then you realise it competes with HOWA so youre fucked again anyway
If STR base types had better implicits like max all res and max life, it would help tremendously. Why the hell do the hybrid bases have this but not the pure bases? GGG is seriously overvaluing Armour, punishing it with crippling downsides like huge reduced movespeed and no implicits. This is asinine. Just. Give. STR Gear. Maximum. Resistances. In the game that they love oh so much, Diablo 2, phys reduction was a resistance and maxed to (50?)%. All Armour gave what is now Evasion. Armour was simply destined to fail when they are obsessed with aping Diablo 2 instead of evolving its systems. It's become very clear that they intend for Armour to suck ass for damn near a decade, all because it strays from the design of Diablo 2, where max physical resistance was pisslow. They want it to crumple under slams. Energy Shield is the golden child, so it gets to mitigate against everything by default. Rant over.
"Armour only applies to physical damage" is kind of not true. It only applies to physical HITS that are SMALL. So even MORE restrictive. Armor is actually the biggest problem in the entire game, and nobody knows it. 4 of the next 6 classes will use armor, and will be all the worse for it. Its a major incoming controversy that will bite GGG in the ass if they don't redesign armor completely.
ggg betrayed me - they didn't make melee great again, going back to wow hc classic, i revenged for you, Carn, btw - i killed those satyrs on my warrior!
I dunno, i'm 93 titan and when standing in town I got 40k armour. I got the nodes that give "defend with 200% of armour against crits" and "defend with 120% of armour against projectile attacks". My shield also has +8% phys damage reduction. I got all the "+max resist" nodes on the tree, an against the darkness with +life and +max cold res. I got 3 other jewels with +max res. i got a +max cold and lightning res core in my boots & gloves. all in all while mapping i got 70k armour (scavenged plating) and 90%/84%/84%/75% resistances. I got no additional block whatsoever, just the default 26% or whatever from my shield. I feel pretty fucking tanky with just 4k life and can't complain. That's a 10div build. Getting the max resses so high is worth 8div of my build. Everyone is complaining about armour but I can't really relate. Granted the only big bosses i've done are the 4th trial test of time and +0, +1 and +2 Xesht and they were really easy. I could completely facetank anything the time dude threw at me. Xesht did do some damage but i could take his big floaty hand smash without sweating and his throwing hands thing barely did any damage.
The things is what he is trying to say I believe. Armour in a since isn't bad, but how easy it is to get Survivability with the other defense types is a problem while Armour you literally have to break your D*** to actually get value out of it. That is the main problem with it.. Scavaged plating yes they made it better, but you have to break armour for it while ES you just kill enemy and get more and overflowed ES. Evasion Wind Dance.. Just stand there and you're good.
Armour is shiit praying for Slayer overleech to be like grim feast and all be OK with shiit Armour also instant leech for slayer give me that instead of cull
Armor is bad, but not worthless against physicals. Trialmasters slam did 3400 dmg against Bajheera when he had 75% armor and 4,7k hp. I had 3k hp + 2k ES and died from the same attack with Cloak of Flame (41% as fire) and 86% fire res with 25% armor. Lets just play that the attack does 10k, then the 75% armor from the big hit was "counted" as 65% so it removed 6,6k dmg from him. My 25% armor could NOT save me from the 59% physical remaining from the same attack as my armor only being 25% being less then that from a big hit, but 25% even so would only make the 5,9k remaining physical to 4,4k that together with the fire dmg of 600 is a total of 5k which was my entire HP+ES.
Armour % on the character sheet is a lie. You'd need to know the slam's raw damage to work out how much mitigation armour was actually providing. If I'm reading poe2db correctly, in a level 80 area that slam is 2979-4470 physical damage, with a 5% chance to crit for 1.3x damage, and overwhelms 30% physical damage reduction. A max-rolled crit should deal 3761 (3428 phys, 333 fire) to your character, so I do not think the slam killed you (maybe not full ES, maybe something else hit around the same time, idk). Cloak of flame should absolutely dominate armour for a slam that overwhelms 30% PDR; equivalent to 54k armour (45k post-patch) for a 3k phys slam at 75% fire res. I would not be surprised if, in the example, Bajheera got hit for 3400 physical damage and armour mitigated literally nothing.
I may be wrong, but I think that Trialmaster now gets the buffs (or debuffs for you) from an Ultimatum itself. The last time I fought with him I had to deal with extra mechanics coming from the 10 waves I did. But this can explain why u got oneshotted having better phys reduction compared to Bajheera.
GGG: "PoE 2 will fix melee!"
PoE2: 🖕🤓
every ranged skill is basically cyclone, while melee has to be standing still or supercharging a slam for 5 seconds while eating every single damage LMAO
GGG need to get rid of these obnoxious, unalterable total attack times on skills. They also need to buff life. I know they got rid of increased life nodes because everyone always "had" to get them... but the got rid of life nodes and left shitloads of + evasion and + energy shield nodes. Armour is also too low on equipment to even give you significant effect; its ridiculous that the monk ascendancy node that makes evasion count towards phys resist (while lowering evasion rating by 40%) still gives you more armour than if you focused on armour as a stat on something like warrior.
There was very obviously a split at some point between dev work on PoE1 and PoE2, because Settler's of Kalguur fixed SO MANY melee issues, only for PoE2 to completely ignore it and regress to even worse than before.
I would love an introduction of a fortify mechanic that scales off of armour. That way armour would keep its "against small hits" idea, but also contribute to a general "against all hits" damage reduction, which you could invest in. Make it scale with armour values and single hit damage to incentivice slower slam builds with two handed weapon (without giants blood).
75% ele resist 3k life ≈ 12k ehp against ele oneshots
75% armour 3k life ≈ 4k ehp against phys oneshots
the "armour only works against small hits" formula necessitates that it does virtually nothing against anything that might actually kill you and the most terrifying thing is GGG doesn't seem to consider this an issue.
btw this also makes breaking enemy armour finctionally useless as with any decent build you overwhelm >90% boss armour by default.
Imagine making an ascendancy with 2 armour breaking ascendancy notables.. And GGG already knew everything we know by now. They just didn't care? Idk.
well from playing my titan with anywhere from 20-57k armor before scavenged plating I can safely say it is great against physical hits due to the fact that the phys hits enemies do are not super massive. What IS massive however is the colossal size of the elemental hits of certain bosses and we are practically naked against those except in the few cases where they are blockable. Add in mapmods that add "extra as" and its basically impossible for us to run safely because we suddenly take 5x damage if not more due to the fact that EVERYTHING HITS US. Now factor in the extremely annoying bodyblock mechanics that pretty much only warriors have to deal with AND our slow attack abilities (sometimes by design by adding in an "extra" attacktime that doesnt scale with attackspeed) and we start to see how far up shit creek we really are. Overall the endgame is too random for armor to be valid as the only defensive layer, it has strong utility in content where you know what you are up against (sekhema and ultimatum for example) though in most cases the other defenses are still better there.
@@Flakzor123 Have 2 items combo BlackBraid Fur Plate and The Hollow Mask Hewn Mask with this both the Plate makes Armour aplly to Elemental Damage, and the Mask with good Quality give 18% base Physical Reduction, I am a Merc with 14k armour and 3k HP 75% resist in Elemental and Chaos, with this 2 itens don't be kill with 1 hit, unless is huge Chaos damage this is not common. Elemental and Physical don't scratch.
@@MrNatsuDragneel blackbraid sadly is not an option when most of my armor comes from the bodyarmor, its a really good unique property but its on an absolutely useless base. I do boot and helmet swaps for certain bosses instead and crank up a specific elemental resist to the mid-high 80s but certain bosses are just designed to hardcounter any form of slow tank build (arbiter at base difficulty for example will obliterate an 8k buffer with 88% fire resist usually by finishing off the last 1k hp with the ignite from the hit but then there are many more hits following it) Edit: On another note, have you tried it against resistance penetration mapmodifiers like in simulacrum? That would be the only place I would consider it.
I feel like if warrior had significantly more access to speed nodes, movement and attack combined with better armour with small amount of elemental resistances, then I think warrior would feel MUCH better. Playing without a shield on warrior in suicide on harder maps.
'Playing without a shield on warrior in suicide on harder maps' YES hahaha
You are completely correct on the note of shields and the problem magnifies because of giants blood! Warrior is completely pigeon hold into going giants blood, meaning that attributes for things like wind dancer, grim feast, ghost dance, etc are unusable unless you have nearly perfect rolled attribute gear (amulet, rings, boots, gloves, and corrupted jewels) because of the 3x str req for giants blood.
Playing without a shield as warrior is suicide outside of cruel, I do genuinely love playing the class, but it definitely needs work
@@kornstep5 I made a hybrid armor evasion warrior ssf who just leap slams with massive aoe and boneshatters to clear. Has 70% armor and evasion and 3.1k life with no shield but does has all of his ascendency points. He seems ok at the moment and does decent damage against citadel bosses. I think their 15% buff did help a little but it is still lame that the same number for evasion gives you more evasion than armor does by a slight amount.
everyone is saying you need a shield for harder maps when my warrior is easily clearing t16s without issue w/o a shield lol maybe I need to make a build guide 😂
It needs a guard/ward effect that breaks over time to damage taken like the witch hunter node for elemental. Each armour piece gets ward equal to armour or maybe 50% or less. Just give it a mini barrier that can buffer health and take hits. While lowering small phys hits. That way it does it’s job and works on life builds. And make it not work over energy shield. So es breaks first then ward then hp. Something like that could be a mini molten shell with half decent uptime. Give armour nodes scaling for it also. Hp builds fixed.
I was a full armor warbringer using maces and eventually I caved despite using giants blood with a shield with max block and the ascendency that gives block all hits. Didnt matter once one of those hits got through, despite having max res,including chaos. Swapped to an energy shield shield and cloak of flames alone survivability increased like 5x times.
Armor is broken and GGG need to fundamentally change thier design philosophy around it. I don't want molten shell I think it should just provide a global damage reduction, and inate push resistence or something to compensate the move speed penalty. The whole concept of it being good against small hits is dumb, when you are building a tank small hits is the last thing you care about
Armour is only part of the problem. The real problem is effective life pool.
Armour for sure needs a buff, but melee builds simply need access to more life.
What if pure Armour gear had a higher potential for life affixes compared to other gear? Then Armour users get more life, which would solve a lot if the effective hit pool issues
Max life takes the place of increasing the armors value.
Or just put % increased life nodes back on the tree but just put them WITH armor nodes (like they already do with energy shield)
"Hey guys, I finally have a bit of time to offer my take on this hot topic."
Welcome to three weeks ago everybody!
I understood every word.
😂 …and tldr at the END of a video is super helpful.
lol
veteran poe1 here : we need life nod cause armor and shield.block is useless vs aoe physical like slam.
60%es and +100% from aura vs nothing. AND it should remove a % from big phys boss hits
What I don't understand is why do you think, that armor needs to do something else than protect against phys damage. You can already get 75% resistances on everything else and from what I see you have a significant life pool. What do you die to, except from big physical damage hits? Dunno maybe I underestimate chaos damage because I play CI, but so far mostly big physical hits like corpse explosions and big phys damage moves from bosses have killed me...
this still makes you more paper than the casters because they have bigger total life pools than Warriors, by alot.
@ why would the casters have bigger life pool than the warrior that mostly stacks strength? If as a warrior you have a small life pool that’s on you. In the video he has 3K life and unless you’re a Blood witch I don’t think many casters apart from stat stackers reach anywhere close to that.
@@Angelbot5000 buddy, you can get so much energy shield compared to life... plus they take the "take damage from mana first" so they can have like 10k effective hp.
@@keithfilibeck2390 I know, I am sitting on 6K and casually farming on 12K with Grim Harvest. That’s a problem with es and life though not armor. The problem here is the lack of any nodes to increase life.
My suggestion is just turn armor into es, system auto choose the highest stats and use that.
Funny that i can survive with evasion only build(no max life) in t15 and above..while my warrior keep dying with armor, max life, max block and little bit of energy shield..
I’m tryna a beserker build right now and I know it’ll be really rough. Need armour, evasion and life leetch for sure
Don’t bother with armor at all. If you just stack damage & regen with life on kill you’ll be fine. I run a berserker build and cleared all content with 60k dmg on my autos.
@ good to know thanks. You didn’t get any evasion? I’m running the armour/evasion gear and took some of those nodes from the warrior and merc part of tree.
I don't know why Armor has to be 100% physical negation. I would think having armor on would negate at least some damage from a fireball or shard of ice hurled at you.
And maybe they significantly buff phy attacks of monsters
I don't know what rate it would have to work, but if like you gained .01% res per armour? I"m not sure I'm not dev.
In the current state of the game there is "armour breaking" mechanics. If you go into a hideout and put your cursor over a character you will see the exact same armour icon you also see on monsters. My theory is that armour is going to have a huge overhaul but it is an unfinished product and not introduced in the game yet. Armour will become a resource just like Energy Shield. The only downside is that, this does not fix the elemental damage problem unless they plan to make elemental damage also synergize with armour breaking mechanics.
I like your thinking, but GGG intentionally wants Armour to be a second-class citizen to Evasion and Energy Shield. Anything that strays from their drug-addled idea of Diablo 2 will instantly be canned.
Armour becoming a Resource is an insanely good idea, and having things like Scavenged Plating refill it and Overflow it is genius. You could do cool things like reserving Armour for Steel Skills
I do a lot of thorns/reflect builds and it's insane to me how bad armour is for this. Without investing 100+ divs it just feels awful. Then having to invest so many passive nodes into armour as well.
Or I just run energy shield and call it a day and can spend my passives on crit. Playing with armour is a joke right now.
Correction. You also have to invest a lot of money and passives for ES. The difference is, investing 100+d and a lot of passives on ES protects you from all types of damage in all sizes. Armour only protects you against physical, and only small to medium size damage. For the same investment armour simply provides much less. Same comparison can be pulled with armor and evasion
@@kelex1298 I have quite a few builds where I invest 0 points into energy shield on the tree. Blood Mage specifically, does not require any additional ES to be tanky. If you want to reach clown levels of tankiness, sure invest into ES passives. You are not required to do this though, no where near to the extent that you are for armor.
i spent 2 div (1 of those being howa) and got up to 12k phys max hit with ES. how much armour and life would i need to have to reach that max hit? not to mention the ES has 75% evasion too lol
@@kelex1298 Exactly. I have spent a bunch of nodes but be sitting on 6K (12K with grim feast) ES with 50% evasion and chaos immunity, and in return I feel much tankier than any warrior will feel in the current state of the game having spent the same amount of nodes on armor...
With bad chest pieces you can go iron reflexes with notable that gives armour per evasion on gloves for 2k armour gloves
You get excited then you realise it competes with HOWA so youre fucked again anyway
If STR base types had better implicits like max all res and max life, it would help tremendously. Why the hell do the hybrid bases have this but not the pure bases?
GGG is seriously overvaluing Armour, punishing it with crippling downsides like huge reduced movespeed and no implicits. This is asinine. Just. Give. STR Gear. Maximum. Resistances.
In the game that they love oh so much, Diablo 2, phys reduction was a resistance and maxed to (50?)%. All Armour gave what is now Evasion. Armour was simply destined to fail when they are obsessed with aping Diablo 2 instead of evolving its systems. It's become very clear that they intend for Armour to suck ass for damn near a decade, all because it strays from the design of Diablo 2, where max physical resistance was pisslow. They want it to crumple under slams. Energy Shield is the golden child, so it gets to mitigate against everything by default.
Rant over.
100% agree.
"Armour only applies to physical damage" is kind of not true. It only applies to physical HITS that are SMALL. So even MORE restrictive.
Armor is actually the biggest problem in the entire game, and nobody knows it. 4 of the next 6 classes will use armor, and will be all the worse for it.
Its a major incoming controversy that will bite GGG in the ass if they don't redesign armor completely.
What you mean by HITS that are SMALL? Do you mean that armour doesn't reduce damage from physical AoE?
ggg betrayed me - they didn't make melee great again, going back to wow hc classic, i revenged for you, Carn, btw - i killed those satyrs on my warrior!
Bro why u not play mace skills as a monk, hes the closest guy to ev/es nodes
Listen to this man GGG he knows !
es/evasion hybrids are clearly the most broken builds in terms of surv. like invoker monk as example.
I dunno, i'm 93 titan and when standing in town I got 40k armour. I got the nodes that give "defend with 200% of armour against crits" and "defend with 120% of armour against projectile attacks". My shield also has +8% phys damage reduction. I got all the "+max resist" nodes on the tree, an against the darkness with +life and +max cold res. I got 3 other jewels with +max res. i got a +max cold and lightning res core in my boots & gloves. all in all while mapping i got 70k armour (scavenged plating) and 90%/84%/84%/75% resistances.
I got no additional block whatsoever, just the default 26% or whatever from my shield.
I feel pretty fucking tanky with just 4k life and can't complain.
That's a 10div build. Getting the max resses so high is worth 8div of my build.
Everyone is complaining about armour but I can't really relate. Granted the only big bosses i've done are the 4th trial test of time and +0, +1 and +2 Xesht and they were really easy. I could completely facetank anything the time dude threw at me. Xesht did do some damage but i could take his big floaty hand smash without sweating and his throwing hands thing barely did any damage.
The things is what he is trying to say I believe. Armour in a since isn't bad, but how easy it is to get Survivability with the other defense types is a problem while Armour you literally have to break your D*** to actually get value out of it. That is the main problem with it.. Scavaged plating yes they made it better, but you have to break armour for it while ES you just kill enemy and get more and overflowed ES. Evasion Wind Dance.. Just stand there and you're good.
Armour is shiit praying for Slayer overleech to be like grim feast and all be OK with shiit Armour also instant leech for slayer give me that instead of cull
Armor needs to give flat DR or limited DR vs Elemental. It also needs to work vs non-hit damage as well.
I think its thematic for it not to work against degens and other DOTs, but yea it should give (maybe reduced) DR vs elemental for it to be competitive
i agree
Po3 will fix it
Armor is bad, but not worthless against physicals. Trialmasters slam did 3400 dmg against Bajheera when he had 75% armor and 4,7k hp. I had 3k hp + 2k ES and died from the same attack with Cloak of Flame (41% as fire) and 86% fire res with 25% armor. Lets just play that the attack does 10k, then the 75% armor from the big hit was "counted" as 65% so it removed 6,6k dmg from him. My 25% armor could NOT save me from the 59% physical remaining from the same attack as my armor only being 25% being less then that from a big hit, but 25% even so would only make the 5,9k remaining physical to 4,4k that together with the fire dmg of 600 is a total of 5k which was my entire HP+ES.
This was even before the Armor buff (15%) that is didn't one shot the 4,7k hp with 75% armor...
@@Rhukzy Pretty sure the Trial master also overwhelms like 30% armor with the slam. Making it even worse.
Armour % on the character sheet is a lie. You'd need to know the slam's raw damage to work out how much mitigation armour was actually providing.
If I'm reading poe2db correctly, in a level 80 area that slam is 2979-4470 physical damage, with a 5% chance to crit for 1.3x damage, and overwhelms 30% physical damage reduction. A max-rolled crit should deal 3761 (3428 phys, 333 fire) to your character, so I do not think the slam killed you (maybe not full ES, maybe something else hit around the same time, idk). Cloak of flame should absolutely dominate armour for a slam that overwhelms 30% PDR; equivalent to 54k armour (45k post-patch) for a 3k phys slam at 75% fire res.
I would not be surprised if, in the example, Bajheera got hit for 3400 physical damage and armour mitigated literally nothing.
I may be wrong, but I think that Trialmaster now gets the buffs (or debuffs for you) from an Ultimatum itself. The last time I fought with him I had to deal with extra mechanics coming from the 10 waves I did. But this can explain why u got oneshotted having better phys reduction compared to Bajheera.
@@eugenering7592 Fought and killed Trialmaster today. There were no outside mechanics from the 10 waves present.
Game is trash, bro. Without Chris GGG is nothing