Armor is by far the BEST defense seeing as you get health regeneration on the same side of the tree I have 1.9k regeneration high armour and 2800 hp.........my 19k es build dies before my 2800 health character 🙄
How to solve this, pretty boring and lazy every single notable on the warrior side of the tree has the equivalent of Energy shield nodes to Life nodes. 60% increased life with 10% less leech recovery. 15% increased life nodes. 8% increased life nodes. ALL nodes that have damage and ES nodes are the same as Damage and life nodes. otherwise All armour pieces are now 5 times in armour and all armour pieces have Flat 100 life to them as a baseline
It's even worse when you invest heavily in HP.... Once you get to 6-9k hp, there aren't many good ways to recoup it. ES regenerates at 30%+/s while life flasks top out around 2k hp over 3s. Then there's the broken ass Grim Feast allowing ES characters to stack even more ES 😢 I really want my melee build to work but it's just inferior to my caster builds atm
havent even thought about that part lol, dreamcore being almost exclusivly my source of poe youtube content nowadays, i am str stacking ssf titan, 617 str atm, not all but the majority of my pices have life, some even high rolled (140+) and i am sitting on 3580 health >.> i do have to note, i grabbed the passive note that gives like 5% reduced (not less) life for massive phys dmg, but i am also a titan with 15% more life and all the other increases of life via tree, so technicaly i should still have +inc live via tree
It's really counterintuitive how the defense type associated with the class that's most likely to be up close and personal is the one that's least effective at protecting you. GGG talk a lot about how the PoE2 classes are meant to fulfill some sort of class fantasy, with the ranger being the agile Legolas-like figure, monk being the speedy martial artist, and so on. In that context, I assume warrior is supposed to be the hulking devastator, and while I don't mind the inherent slowness of the archetype(which I reckon isn't a popular opinion among PoE players), it should be handsomely compensated for. They can stay slow, but they should be UNSTOPPABLE, with well-armored warriors being towering masses of meat and metal that can shrug off damage and CC effects that would be fatal to the other classes. I doubt that this situation where they're actually the squishiest is what GGG intended, but we'll have to wait and see.
Absolutely agree, after completing the game (t15+) on my sorceress i have decided to go for a warrior, i love how different the gameplay feels but it feels very brittle and squishy, to the point where the most comfortable build i have found is a magma barrier with armor break resonating shield setup, anything else i try doing leads to me getting straight up murdered, armor isnt an option and elemental resist isnt doing much and i cant possibly give up more damage for life/regen which i believe wont even be enough as i can still get oneshot sometimes!.
I also think that mace skills should stay slow and clunky, but they should be doing way more damage than they are right now to compensate for it. It's like playing ultra greatsword in monster hunter or elden ring
@@Zombgetsu honestly idk if warrior players agree but i think there needs to be some % damage reduction inherent to the skills while using or casting them, warrior NEEDS to feel like it wants to be in the fray in the middle of enemies getting tankier as it fights back, slowly losing life but getting it back through some sort of leech as he is incentivised to keep going so that he doesnt die, not like right now which feels like you either stay range and blast sunders or something or you go meele but keep shield up, id love me some good old beefy warrior gameplay
@@AzuraFocushearth Playing warrior with mace right now, damage isn't the problem, it's how slow you are compared to the monsters with no defenses to compensate for it. It's so easy to get instagibbed by a pack of monsters while you're in the middle of attack animation. Endgame bosses aren't much better either. I just fought Xesht and starting at 50% health, he starts spamming lingering attacks non-stop and there's barely any opening for your slower attacks. Sadly, the best way to fight these bosses is to cheese them by stacking damage and one-shotting them with HotG before they can do anything. If they want to keep warrior as slow as it is now, they better give some kind of HUGE defensive boost somewhere in the tree.
Hope POE2 finally gets armor right so we aren't stuck in the POE1 meta of converting phys damage... They could at least lessen the curve so armor isn't crushed as hard. Also remove any sources of Overwhelm on enemies
i believe we need a flat % phys resistances on str gear type , and armour is there to support it , armour should be a secondary stat mechanic to counter smaller hits (with downside to be crushed against big hits ).
Having another stat to fix a broken one just adds needles cruft. GGG just needs to fix armor formula to at least be as effective at mitigating one shots as someone with 15k ES for someone around 4-5k life.
@@_CRiT_hits_ pdr isn't a new stat? You can already get pdr as a stat on gear and making it so strength focused builds have more access to it in some way is not adding "cruft."
Thematically the smaller hit reasoning kinda sucks though as a bath robe shouldn't protect you against bosses more than full plate that also slows you down. Additionally my monk is still surviving smaller hits after his ES has been broken in act 3 without any armour. The moment those become one-shots from white mobs in mapping I'm not convinced armour actually mitigates much... tldr the least movement speed reducing armour could do is not be made out of paper mache. I think a fix could be... assuming they really feel the need to keep using the convoluted armour formula, would be to add a floor of like 50% reduction on high armour values. Or maybe give it a reduction from chaos damage as poison doesn't do anything against metal and entropy has a hard time witling away the crystalline structure of Wreaclastian steel or something (makes as much sense as the larger hit reasoning :P).
People still die with 10k ES. The uniques that scale it with MoM and stormweaver mana regen is what makes ES strong. ES by itself is not that overpowered, armor is just incredibly bad. I hope GGG realize the actual problems and don't make mistakes on nerfs.
Are you certain heatproofing applies on post-mitigation fire damage and not pre-mitigation? There was someone doing some testing with it in some reddit thread I was looking at not long ago and the numbers he was putting up looked like it applied before resistance which would make it WAY worse.
In the video above, it’s clear that armor falls far short compared to ES. Despite heavy investment yielding a 45% damage reduction, our health pool is only 2500. Meanwhile, ES builds can easily reach values between 5,000 and 10,000. On top of that, most ES builds utilize CI, and the defensive mechanics shown in the video only cover physical and fire damage, making the disparity even more glaring. Lastly, considering armor is supposed to be the primary defensive layer for melee characters, it’s baffling that GGG didn’t include a system like Fortify in PoE2. I really hope this gets addressed soon.
that's simply because dreamcore isn't playing trade and well dreamcore isn't building that tanky honestly. also the people who are geared for 3k+ physical hits (end game content) have the gear, they don't get instant killed by physical with their 20k armor or 4k+ life. also ES has it's own issues which are glossed over by everyone when ever it's brought up. it isn't just 10 nodes, 18 nodes, no it's like 30+ nodes to make ES fell decent. even armor builds don't invest that many points into their defenses.
@@rocksfire4390 Because the return of investment isn't anywhere near as good for armour stacking as it is for ES, which provides consistent benefits almost no matter how many points you have invested already. A higher ES pool naturally provides a higher ES recharge per second, better scaling for grim feast, and a bigger EHP total that doesn't diminish the more you have. In essence, stacking ES nodes provides you better sustain and better one shot protection, with very little need for other scaling. Couple that with going into CI (disabling two DoTs and an entire damage archetype that's pretty plentiful across the game), and you fix so many issues just by speccing ES that you don't even feel particularly penalized for doing so. And all that doesn't even take into account the basic imbalance of Armour needing a big enough life pool to function correctly as a mitigation layer, while ES IS that lifepool, and not mitigation or avoidance like Evasion is.
tbh armor looks good in inferialist build. Because cloack of flame give us +- 48% phys to fire (corrupted) we also take 20% phys as chaos so what we got left is 32% phys dmg from hits. in this setup we use 90% fire res and heatproof so our armor will take 32% phys dmg and our 25% armor will take 48%*0.1(because we got 90% fire res)=4,8% dmg taken as fire. so our armor 25% will apply even better for fire dmg than for phys dmg. I think in poe 2 is so easy to get atleast 1 res at 90% because of the jewells. What is also good for that inferialist build is going for infernal flame and ele dmg recoup as life. I would mainly focus of life with this build for our hit pool. Also when we are hit for cold or lightning dmg we take 20% of those dmg as fire so again 20%*0.1=2% then recuse it by our 25% armor.
Armor doesn't work that way. What it shows on the character screen is just an estimate for an average white mob hit. The percentage becomes less the larger the hit.
Thats due to the nature of getting evasion , much simpler than getting armour and all of that get converted through "protect me from harm". But yes, monk get more pdr than warrior lol
I just started leveling an infernalist but i wanted to make it a melee character. Didnt really know how to build defenses. I also have a cloak of flame lying around so this video comes up at the perfect time, thank you !
I was litteraly testing this as the video dropped. With the 8% physical reduction from a shield, a 5% on the cloak corrupted implicit, the 10% from the jade stacks of warbringer ascendency... I'm actually tanky now. Like face tank the sekhamas 4rth ascendency tanky.
Do you think that after getting the Cloak, it's better to stack Fire Res up so high for the sake of mitting phys damage, or to not bother with mitting so much phys and split the max res scaling equally between the other res?
theres also a helmet which you can get 15% additional physical damage reduction. but this is just additive with the tooltip, so not sure how effective it is either way, best way to mitigate physical damage as a beefy warrior is to wear a flame dress with literal breasts in the model, and/or a flower mask makes sense
@@banishedbr what i mean is it actual adds it to the character sheet stat of physical damage mitigation, which is what shows your armour physical damage reduction if its actually just adding to that number, we all know that number is what sucks and doesn't do anything
Final Fantasy XIV has this problem solved ages ago. Take a hit you are not supposed to take = Get a stackable vulnerability debuff. This way f.e. tanks can screw up more often but also melt like ice like everyone else if they do to often. Investing in armour would make sense this way , but you still would have to play the mechanics. They could implement this in PoE 2 for unblockables and/or attacks that deal a certain amount of damage % to your max life. This way life also gets more valuable.
You can build resistances and layers of defense in the game for basically any damage type and situation. There's basically nothing you can do to deal with heavy physical damage. Particularly AOE - as you can at least use active blocking to deal with physical hits. If you don't have active blocking, then heavy physical hits and slams are a problem you can't solve. If you DO have active blocking, then heavy physical slams are a problem you can't solve.
My 75% block, 6k hp 80% max res character still randomly dies to all sorts of shit. I think it's often some sort of physical degen spell that bypasses block that just instantly RIPs me but I really still have no idea. Oh and to top it off I'm pretty sure mobs in Floor 4 of Sekhema have block chance penetration cause they hit me 5x as often as everything else in the game so that's fun
I posted this idea on Kripps video. I think they need to make phys damage mitigation work like elemental resists. Balance life against es and evasion against block
Is there any way to consistently farm Cloak of Flame in SSF? Is there are any mechanics that for example specific bosses have higher change to drop this item?
It's a random drop, but you can try Orb of Chance on Silk Robe bases - it's the only possible outcome and it's not too rare so may not take too many attempts
other defense is block which is op, but still not enough armour needs improvement, also make warrior have damage reduction during skill use/ make warrior feel the tankier
the Warrior Spirit passive that gives armor on armor break should give damage reduction instead of armor that would help fix some of the issue with armor
5 exalts or around even for a decent corrupted one, check your fire resistance roll tho, it's important to overcap your fire res if you do what the video suggests
Yeah, the breaking part is the icing on the cake that makes it unusable almost I don't think they're going to nerf ES tho. Maybe Ghostwhrite(and that other thing) plus Grim Feast, but not ES as a whole. They will probably buff life tho and add some nodes on the tree, or make strength give more life per point or something
It's enchanted onto the Amulet using 'Distilling' (Anointing in PoE1) with Distilled Emotions dropped from Delirium content. My plan is to path to Heatproofing soon which is why my tree looks like that with weird pathing, and enchant Catalysis instead
Armor was never an option unless you were going full stacker even in poe1 so I have no idea why people thought it would have any value? Was there some streamers who was saying armor is a valid option or something?
Block is generally good vs many hits, where you can average out consistent damage reduction, but if a large hit would kill you and you have capped block, you're dying to that hit 25% of the time when you don't block it. There's also the issue of base block being unable to block most boss slams unless you're playing warbringer with turtle charm
Solving the armour problem - just use cloak of flame and forget about the armour completely. You will still mitigate 36% of the damage with the 90% fire res
@dreamcore although i recognize the problem i still think the first dtep should be buffing the sustainability of armour boosting buffs OR moving some of their power to base line armour. With scavenged plating 19kish armour is 30k, which is not a. Huge investment really. But it is impossible to stack on STlimgletarget. And then you have charge infusion, whjch provides like 20% more armour, but the way you can get endurnce charges right niw means it is also super un-reliable in ST fights. So we have 2 buffs that turn the 19k armour to 35k ot 40k together but both of them are super useless in boss fight? Address that imo, move power from them to base armour and or buff their uptime
One of the rare monster ability has a smoke cloud visual, which allow the rare teleport to you and hit you, if just so happen that rare is a big ass brutus looking slammer? Oh you got one shot if you have less than 3k life regardless of how much armour you have, you might survive with more life and 12k + armour, but that map can also have monsters do break amour attacks, even if it's only 2k armour break that will drag you into the one shot territory, the exception would be warbringer spend 4 ascendancy points to block everything. Evasion character isn't doing that much better, but at least acrobatics is on the tree not gated behind ascendancy. Btw whose great idea to "let's not allow people to block and evade aoe attack"? I get it from the boss balancing stand of view, but there are so many charging leaping ground-pounding monsters in a map, and they are usually the hardest hitting ones, that's just stupid. How does "squishy" "glass cannon" caster do? Well they can kill the rare beyond the teleportation trigger radius easily, they never even see that slam. Also end game casters usually have 6k+ effective life, and those don't get crushed with mechanics. It's not just hard to get, it's basically impossible to get enough armour.
I'm a sorc with 2.8k armor and its pretty good to avoid getting chipped once swarmed by mobs. If I get hit by 300 damage, I reduce that by 40ish percent. Pair that with 55% block, 50% mom, 13% enfeeble + blasphemy and 3k life, the build feels really tanky. But yeah, taking a boss slam is a rip. Like when I found the monkey in maps 😅
One concern I had regarding discussion around the armour formula being weaker in PoE2 is that it sounds like a lot of people are pointing to it "in a vacuum." I'm not nearly familiar enough with the numbers in PoE, not am I good with math, but I do know that we're all prone to jumping to conclusions from incomplete information. PoE2 is a different game with different life values, damage values, etc. The version we're playing is also less than 50% of the release version, likely, in terms of classes and skills and so on. While I agree that armour feels weak, I think we should be giving a bit more grace before we call it broken. I think it's fine to bring attention to it, but I also think we should keep in mind we have far from the complete picture. Maybe physical damage reduction will become more available to classes meant to be in melee or something. Like a combo skill that stacks it. I dunno.
althought the basic idea and logic is correct. Which I already tried on my titan. But I don’t think heat prof is worth taking. Remember You take cloak , you no longer have 3 k armour to start with. At best you might be able to reach 1.2 k -1.5 k if you got a really good shield. 25% of that apply to something already reduced 90% with 4 passive nodes seems not worth it
i dont know man, i have currently on my ssf str stacking titan 12k armor, the only thing realy killing me nowadays is chaos dmg and bad mapmods, i totaly understand that people say its underwhelming, but again, other than the 2 mentioned i can run t15 just fine with my homebrew build, if you give me a few minutes, i can upload a pic to imgur from my stats its not a good build tbh, its slow and not much damage, but its mine, point being only that i dont have any problems with armor atm
Or you can just buy ES items...yes, I really hope they fix the armor. Damage mitigation and conversion is the meta of POE1, and it's something that POE has been criticized many times before.
If I get 100% taken as, I'm still gonna get killed by Purple plants. They added an even worse volatile, that's how you know its the same company making the game: Consistency.
Armour feels awful when bossing man. Skipped blackmaw in HC SSF as I was scared of the slams so I over leveled to 42 for the lvl 37 boss and put on as much armour gear as possible. Died on the third slam. To put it into perspective my ES sorc without overleveling at that point had 2k ES and was able to face tank all three slams lol
I saw a guy with 7.8k using surrender shield. The strength side has a lot of block. Es side doesnt. With 75% block i think its okay. Max fire is easy to get using +2 max jewels.
It really is not. My Titan has 4,6k life at lvl82 with maybe 1div worth of gear. The guy I got the idea for the build from had like 6,3k life or something.
Should add that to my understanding it is excellent against high physical values but weaker against highly accurate enemies. As a corollary "blind" becomes an excellent additional factor to improve pdr
All it does is make your "armor" equal to "armor + evasion" So if you have 5k armor 5 k es, you get evade chance equal to 5k , but phys reduction equal to 10k
People will be trying to corrupt the 40% higher so the prices are bound to go up a bit, but it's also not a particularly rare unique so many more will appear too
They should bring foritify back. But have it be much more effective depending on how slow your melee weapon is. Scaling from 1 attacks per second being the best effectivness. To 1.4 where you get 0 effectiveness. Have Fortify as an aura and mix it with Determination. So giving flat physical damage mitigation. And 20%-0% more armour (depending on how slowbyour weapon is.) Or soemthing like thay. Its obvious. That they dont likenpeople getting massive defences for free. Ao give very slow melee players that defence. Scaling to 0 the faster weapon you have
To be honest I think the issue is less so that ES is just overtuned on its own (it is tho), but also the fact that just.... "small hits" don't even exist? Physical damage is WAY overtuned for mobs. If you manage to do the Acts in capped Resistance you will notice you still get bopped super hard by almost every pack you run into. Physical damage hits is way too high in general. If the damage of the mobs themselves were reduced on the phys side then I don't think there would be a problem, because right now it feels like Phys and Elemental attacks from mobs have the same value, completely ignoring the fact that elemental will almost always be reduced by some amount, up to an average of 75%. But phys does not get that. Its especially noticable when you do a fully elemental acts boss with capped res and they litterally cant even tickle you, but you fight a purely phys boss and its back to darksouls we go lol.
I'm sitting at 87% armor and 92% evasion (28400 evasion rating) on my monk rn, "...and protect me from harm" is unbelievably strong! I don't have crazy gear, probably under 1 divine total.
One of the reasons armour scales so bad against bosses is that GGG prolly wants players to play boss-mechanics and not outgear and facetank them, think about that and you will understand :)
I have 10k armour, and on t15 white big mob with tree punch me for 60% of life, when he blows on death he almost one shot me with 2.1k hp, Savanna boss even with +2 difficulty one shot me with phys attack, gosh armour is disgusting in poe2, more than half points in tree wasted on this, i don't want to play es but ggg again doing melee and strength/dex defense worse x10 times
I was absolutely overhyped for poe 2. Played 1 for around a decade so yea. Right after I killed Miller, the first hag in Clearfell one shot me... ok. Rude awakening about the difficulty was unavoidable but still, I had a blast. Then I get this Barya thingy madingy, ooooooh snap, time to ascend!! My excitement knows no bounds. Oh its sanctum... well fuck. I postpone it because I hate that content and I want to be waaaay overlevel. Oh, an inscribed ultimatum, hhmm I didn't really liked ultimatum but hey, what does it do, oh, it is the alternate way to ascend, are you fucking kidding me. Now I am 5k life/es with a solid amount of armor and physical damage is the thing I still dread the most in the game, by a long shot. I have no idea what they were thinking releasing the game with the balance in the state that it currently is. I understand the argument of early access but, if I remember correctly, one of their goal was to make poe2 more accessible for new players. And in terms of UI, they did a stelar job with all the tooltips and information you can get in game. But aside from that, I mean, I can easily see new players pick the game up, constantly getting one shot and just put the game down. I wasn't hooked with poe 1 for so long because I enjoy dodge rolling. I don't know, I'm bitter but I can't say I didn't enjoy the game.
Yeah this is good for bosses but heaps of mobs will pretty much oneshot you, i just tried it. Yes armour is crap for getting one shot, but if rather get to the boss then not at all. This is good tho maybe i was missing something.
Yeah I think GGG needs to rebalance existing defensive nodes and add a BUNCH more. Right now it seems like you're too locked in to specific defensive strats and it's limiting build diversity and driving gear prices through the roof. We're still in alpha 🤷♂️
Regarding ES vs Life and Armor, why's no one mentioning the fact that recovering ES is more involved than Life? And armor is basically a "spec and forget" thing?
I'd argue that they're fairly equally involved - ES has a built in recovery method by default, whereas life has no natural recovery and must be invested into. Life regen is fairly accessible, but is gained in very small quantities, whereas ES recharge modifiers to speed and faster start are also accessible, and to make both feel good you'd need to invest a similar amount
@@dreamcore_gg What about a life flask? ES is great in situations where you can guarantee you're not going to get hit, so that your recharge can kick in. Any other forms of recovery have to be chased around, either from the passive tree (eternal youth or zealot's oath) or items (not sure about that one).
@@rithvariel Life flask is nice to have for sure. I think at the high end, life and ES recovery are similar to terms of return on investment, but right now because it's siginificantly easier to scale ES, you get more recovery naturally due to percentage scaling. You kinda just get used to playing slightly differently with ES as your main hitpool when you're relying on recharge, but it's not too bad once you've investing into faster start of recharge
@@dreamcore_gg But are you able to play slightly differently when you're playing a mace based character? Are the ES recharge rate nodes efficient to take for a mercenary or warrior? The point I'm trying to make is that ES is not a universal answer to building defenses for every character. I would be willing to bet that a mace warrior is going to have a very rough time trying to make ES work.
Absolutely appalled by how GGG doesn't understand the meaning of such a simple English word as "armour". Anyone not brainwashed by POE's complete lack of logical reasoning would think more armour actually means more armour.... Maybe they should call it "tickle resistance" instead??
Infernalist also has 20% phys taken as chaos, making the phys hit even smaller and easier to mitigate. But then again, its also harder finding and investing into max chaos res.
you dont rly need max chaos res tho. its not rly worth pushing for + to max resists on conversion things like coil, cloak, infernalist etc. its a tiny benefit, you are just mitigating a % of a %. if you take 100 phys damage and have 75% chaos resist you take 85 damage in total. if you push to 90% chaos resist you now take 82 damage. its really meaningless. same with cloak of flame, pushing to 90% fire res like this guy has does virtually nothing in terms of mitigating physical. its good for mitigating fire damage but for the phys reduction its whatever, you might as well just stick with the 75% normal cap the +max res is tiny benefit.
@@necaacen except its not a bad benefit for bigger hits where armour doesnt apply that well. With CI infernalist you can literally just straight up remove 20% of physical damage taken and reduce another 40% by at least 90%, not including armour on top of it. The tree might be a bit fucked as you have to go north east and then south west to get both max fire res and CI. It's straight up stronger than armour for bossing by a long shot. But what's the point in even building defenses. Just get good, one shot everything and don't get hit.
@@Trypan its just not worth stacking the max fire res from a viewpoint of mitigating physical damage. do the maths, its a waste of time. small amounts of max res mean a ton when mitigating elemental damage because the closer you get to 100% the more 1% extra is doing. with these conversion mechanics you are capping out at smaller numbers. getting +5% max res at 75% res is a 20% damage reduction. at 80% resist its a 25% damage reduction. but you are not at 75% mitigation with a cloak, you are always taking 60% of the damage, youre down in the 30s going from taking 70% of the damage to taking 68% of the damage or whatever. its not really worth spending any significant effort on. with 20% phys taken as chaos its absolutely meaningless to try and get +max chaos res. its always been that way, same with people running purity of lightning on lightning coil builds in poe1. its a complete noob trap. whatever you are doing to get it should be invested elsewhere, you could be most of the way to running grace or determination which do a ton for you rather than waste your time stacking max lightning resist to shave a couple of damage per 100 off hits.
a build on reddit showing 20k armor tanking highest tier breach boss hand falling slams (not the hand slamming down). they tank multiple in a row, as many as es characters do. like does armor need a buff? sure but everyone and their mom seems to think it's bad/dead when it's not, it's just not as good as it should be. also that character had much more hp as well. even at 9k armor another reddit post showcased that cloak of flame was almost twice as bad as just 13 armor passive nodes + swapping their chest with cloak of flame. this was done against lower damage hits but still showcases how much stronger armor actually is over clock of flame. i also don't trust the calculation/formula of that post, the biggest reason is the damage range of their values (from the enemy type) vs the ones on poe2db. most things (clearly not lightning) has a 50% damage variance but that persons data does not. not only that but the total hit damage is going below and above what that enemy type can do. like i'm not gonna check them all but the total hit + hp post hit do not all equal the same value (which they should).
buddy it's about the investment, when I have to reach 20k armour, that would take me a a long time. While ES just randomly gets 6k shield, immediately grabbed grim feats and all of a sudden theyre tankier will less amount of time. More tankier than the supposed to be the TANKIEST class in early access, amazing right? Not even accountign how fast clear speed and damage is of a sorc over warrior. Armour needs a buff cause it sucks ass, stop trying to be someone different, have u played warrior?
@@russlmao7091 grim feat makes mapping with energy as viable as maping with armor. armor is on par when it comes maping because small monster just don't do enough damage if your armor stacking hard enough. it's boss. the bosses and armor are super irrelevant and that is where ES is just king. it's flat effective hp vs raw big bursts of damage. the most challenging content in the game is BY FAR bosses. that is why it is such a problem. Evasion is also in same boat as armor because you can scale ur evasion super high but first of all, you can't dodge much without acropatic skill which has huge penalty to evasion and due to how severe accuracy checks are, evasion practically doesn't do anything towards melee and only works ranged attacks at large distances. So armor & evasion are really bad vs bosses while ES is very bad for mapping BUT grim feast makes ES mapping viable WHILE still providing main advantage for hp bossing. as for HP. HP is also not that viable to stack. instead, mind over matter IS FAR superior to stack with energy shield because it is super easy stack int and mana nodes where as % health node are nowhere in the tree. Because your stacking mana as ur main health source, you don't need hp so chaos innocalation is just, free immunity to all chaos dmg with no downside.
POE needs to change their defensive systems. Everyone just defaults back to POE1 garbage brain when they think about game balance and the end goals. Slowly the game will just regress back into POE1. It already did with their first patch a bit. GGG needs to resist the whiner community and solve problems with some fresh ideas on ARPG defenses. People want the game to be "solved" the same ways over and over. Make the break from POE1 brains ASAP while you're still in the games infancy.
Solving the armour problem - have to wear a bathrobe as a mighty warrior.
Warriors need a spa day too. 😂
Swag
"mih'tay"
Armor is by far the BEST defense seeing as you get health regeneration on the same side of the tree I have 1.9k regeneration high armour and 2800 hp.........my 19k es build dies before my 2800 health character 🙄
The mighty warrior holding a crossbow if you haven't noticed 😂
It's indeed so annoying seeing endgame players with 16k ES and 1k HP, while warriors are struggling with 4k HP only...
yea, people are talking about armour problem but dont talk about HP. Armour is only as effective as the amount of HP you have.
How to solve this, pretty boring and lazy every single notable on the warrior side of the tree has the equivalent of Energy shield nodes to Life nodes. 60% increased life with 10% less leech recovery. 15% increased life nodes. 8% increased life nodes. ALL nodes that have damage and ES nodes are the same as Damage and life nodes.
otherwise All armour pieces are now 5 times in armour and all armour pieces have Flat 100 life to them as a baseline
It's even worse when you invest heavily in HP.... Once you get to 6-9k hp, there aren't many good ways to recoup it. ES regenerates at 30%+/s while life flasks top out around 2k hp over 3s.
Then there's the broken ass Grim Feast allowing ES characters to stack even more ES 😢
I really want my melee build to work but it's just inferior to my caster builds atm
havent even thought about that part lol, dreamcore being almost exclusivly my source of poe youtube content nowadays, i am str stacking ssf titan, 617 str atm, not all but the majority of my pices have life, some even high rolled (140+) and i am sitting on 3580 health >.> i do have to note, i grabbed the passive note that gives like 5% reduced (not less) life for massive phys dmg, but i am also a titan with 15% more life and all the other increases of life via tree, so technicaly i should still have +inc live via tree
@@_CRiT_hits_ you are right
They need to fix leech and recoup or reset it to how it works in PoE 1. Right now, leech and recoup are useless.
It's really counterintuitive how the defense type associated with the class that's most likely to be up close and personal is the one that's least effective at protecting you.
GGG talk a lot about how the PoE2 classes are meant to fulfill some sort of class fantasy, with the ranger being the agile Legolas-like figure, monk being the speedy martial artist, and so on. In that context, I assume warrior is supposed to be the hulking devastator, and while I don't mind the inherent slowness of the archetype(which I reckon isn't a popular opinion among PoE players), it should be handsomely compensated for. They can stay slow, but they should be UNSTOPPABLE, with well-armored warriors being towering masses of meat and metal that can shrug off damage and CC effects that would be fatal to the other classes. I doubt that this situation where they're actually the squishiest is what GGG intended, but we'll have to wait and see.
Absolutely agree, after completing the game (t15+) on my sorceress i have decided to go for a warrior, i love how different the gameplay feels but it feels very brittle and squishy, to the point where the most comfortable build i have found is a magma barrier with armor break resonating shield setup, anything else i try doing leads to me getting straight up murdered, armor isnt an option and elemental resist isnt doing much and i cant possibly give up more damage for life/regen which i believe wont even be enough as i can still get oneshot sometimes!.
@@cavebestiam4578warriors/melee need WARD. From poe1... badly. Especially when you are blocking (forced)
I also think that mace skills should stay slow and clunky, but they should be doing way more damage than they are right now to compensate for it. It's like playing ultra greatsword in monster hunter or elden ring
@@Zombgetsu honestly idk if warrior players agree but i think there needs to be some % damage reduction inherent to the skills while using or casting them, warrior NEEDS to feel like it wants to be in the fray in the middle of enemies getting tankier as it fights back, slowly losing life but getting it back through some sort of leech as he is incentivised to keep going so that he doesnt die, not like right now which feels like you either stay range and blast sunders or something or you go meele but keep shield up, id love me some good old beefy warrior gameplay
@@AzuraFocushearth Playing warrior with mace right now, damage isn't the problem, it's how slow you are compared to the monsters with no defenses to compensate for it. It's so easy to get instagibbed by a pack of monsters while you're in the middle of attack animation. Endgame bosses aren't much better either. I just fought Xesht and starting at 50% health, he starts spamming lingering attacks non-stop and there's barely any opening for your slower attacks. Sadly, the best way to fight these bosses is to cheese them by stacking damage and one-shotting them with HotG before they can do anything. If they want to keep warrior as slow as it is now, they better give some kind of HUGE defensive boost somewhere in the tree.
Hope POE2 finally gets armor right so we aren't stuck in the POE1 meta of converting phys damage... They could at least lessen the curve so armor isn't crushed as hard. Also remove any sources of Overwhelm on enemies
i believe we need a flat % phys resistances on str gear type , and armour is there to support it , armour should be a secondary stat mechanic to counter smaller hits (with downside to be crushed against big hits ).
and make sure it has a reasonable str requrirement, otherwise every class will wear it
Having another stat to fix a broken one just adds needles cruft.
GGG just needs to fix armor formula to at least be as effective at mitigating one shots as someone with 15k ES for someone around 4-5k life.
@@_CRiT_hits_ pdr isn't a new stat? You can already get pdr as a stat on gear and making it so strength focused builds have more access to it in some way is not adding "cruft."
Thematically the smaller hit reasoning kinda sucks though as a bath robe shouldn't protect you against bosses more than full plate that also slows you down. Additionally my monk is still surviving smaller hits after his ES has been broken in act 3 without any armour. The moment those become one-shots from white mobs in mapping I'm not convinced armour actually mitigates much... tldr the least movement speed reducing armour could do is not be made out of paper mache.
I think a fix could be... assuming they really feel the need to keep using the convoluted armour formula, would be to add a floor of like 50% reduction on high armour values.
Or maybe give it a reduction from chaos damage as poison doesn't do anything against metal and entropy has a hard time witling away the crystalline structure of Wreaclastian steel or something (makes as much sense as the larger hit reasoning :P).
People still die with 10k ES. The uniques that scale it with MoM and stormweaver mana regen is what makes ES strong. ES by itself is not that overpowered, armor is just incredibly bad. I hope GGG realize the actual problems and don't make mistakes on nerfs.
Are you certain heatproofing applies on post-mitigation fire damage and not pre-mitigation? There was someone doing some testing with it in some reddit thread I was looking at not long ago and the numbers he was putting up looked like it applied before resistance which would make it WAY worse.
I love this build. Crossbow warrior with a dress and heavy armor, big vibes.
📈CLOAK STONKS📈
Something you should know, there is a note called Catalysis, it converts 5% damage of physical hits to a random element.
In the video above, it’s clear that armor falls far short compared to ES. Despite heavy investment yielding a 45% damage reduction, our health pool is only 2500. Meanwhile, ES builds can easily reach values between 5,000 and 10,000. On top of that, most ES builds utilize CI, and the defensive mechanics shown in the video only cover physical and fire damage, making the disparity even more glaring. Lastly, considering armor is supposed to be the primary defensive layer for melee characters, it’s baffling that GGG didn’t include a system like Fortify in PoE2. I really hope this gets addressed soon.
that's simply because dreamcore isn't playing trade and well dreamcore isn't building that tanky honestly.
also the people who are geared for 3k+ physical hits (end game content) have the gear, they don't get instant killed by physical with their 20k armor or 4k+ life.
also ES has it's own issues which are glossed over by everyone when ever it's brought up. it isn't just 10 nodes, 18 nodes, no it's like 30+ nodes to make ES fell decent. even armor builds don't invest that many points into their defenses.
@@rocksfire4390 Because the return of investment isn't anywhere near as good for armour stacking as it is for ES, which provides consistent benefits almost no matter how many points you have invested already. A higher ES pool naturally provides a higher ES recharge per second, better scaling for grim feast, and a bigger EHP total that doesn't diminish the more you have. In essence, stacking ES nodes provides you better sustain and better one shot protection, with very little need for other scaling. Couple that with going into CI (disabling two DoTs and an entire damage archetype that's pretty plentiful across the game), and you fix so many issues just by speccing ES that you don't even feel particularly penalized for doing so. And all that doesn't even take into account the basic imbalance of Armour needing a big enough life pool to function correctly as a mitigation layer, while ES IS that lifepool, and not mitigation or avoidance like Evasion is.
tbh armor looks good in inferialist build. Because cloack of flame give us +- 48% phys to fire (corrupted)
we also take 20% phys as chaos so what we got left is 32% phys dmg from hits.
in this setup we use 90% fire res and heatproof so our armor will take 32% phys dmg and our 25% armor will take 48%*0.1(because we got 90% fire res)=4,8% dmg taken as fire.
so our armor 25% will apply even better for fire dmg than for phys dmg.
I think in poe 2 is so easy to get atleast 1 res at 90% because of the jewells.
What is also good for that inferialist build is going for infernal flame and ele dmg recoup as life. I would mainly focus of life with this build for our hit pool.
Also when we are hit for cold or lightning dmg we take 20% of those dmg as fire so again
20%*0.1=2% then recuse it by our 25% armor.
Armor doesn't work that way. What it shows on the character screen is just an estimate for an average white mob hit. The percentage becomes less the larger the hit.
Monk has more physical damage reduction via ascendancy than a warrior?
Thats due to the nature of getting evasion , much simpler than getting armour and all of that get converted through "protect me from harm". But yes, monk get more pdr than warrior lol
I just started leveling an infernalist but i wanted to make it a melee character. Didnt really know how to build defenses.
I also have a cloak of flame lying around so this video comes up at the perfect time, thank you !
can someone explain heatproofing? Infernalist has very low armor, does that mean they will get more damage reduction from it?
The one saving grace of this situation is that the new art for Cloak of Flames is amazing.
I was litteraly testing this as the video dropped.
With the 8% physical reduction from a shield, a 5% on the cloak corrupted implicit, the 10% from the jade stacks of warbringer ascendency... I'm actually tanky now. Like face tank the sekhamas 4rth ascendency tanky.
Do you think that after getting the Cloak, it's better to stack Fire Res up so high for the sake of mitting phys damage, or to not bother with mitting so much phys and split the max res scaling equally between the other res?
Physical damage just seems to deal a bit too much right now so focusing on phys mitigation feels better in my experience
theres also a helmet which you can get 15% additional physical damage reduction. but this is just additive with the tooltip, so not sure how effective it is
either way, best way to mitigate physical damage as a beefy warrior is to wear a flame dress with literal breasts in the model, and/or a flower mask
makes sense
if it says additional is like Endurance charges, which in this case really good.
@@banishedbr what i mean is it actual adds it to the character sheet stat of physical damage mitigation, which is what shows your armour physical damage reduction
if its actually just adding to that number, we all know that number is what sucks and doesn't do anything
Final Fantasy XIV has this problem solved ages ago. Take a hit you are not supposed to take = Get a stackable vulnerability debuff. This way f.e. tanks can screw up more often but also melt like ice like everyone else if they do to often. Investing in armour would make sense this way , but you still would have to play the mechanics. They could implement this in PoE 2 for unblockables and/or attacks that deal a certain amount of damage % to your max life. This way life also gets more valuable.
Btw you can corrupt Cloak of Flame to get up to 49% phys taken as fire, making it even more effective
You can build resistances and layers of defense in the game for basically any damage type and situation. There's basically nothing you can do to deal with heavy physical damage. Particularly AOE - as you can at least use active blocking to deal with physical hits.
If you don't have active blocking, then heavy physical hits and slams are a problem you can't solve. If you DO have active blocking, then heavy physical slams are a problem you can't solve.
My 75% block, 6k hp 80% max res character still randomly dies to all sorts of shit. I think it's often some sort of physical degen spell that bypasses block that just instantly RIPs me but I really still have no idea.
Oh and to top it off I'm pretty sure mobs in Floor 4 of Sekhema have block chance penetration cause they hit me 5x as often as everything else in the game so that's fun
I posted this idea on Kripps video. I think they need to make phys damage mitigation work like elemental resists. Balance life against es and evasion against block
Is there any way to consistently farm Cloak of Flame in SSF? Is there are any mechanics that for example specific bosses have higher change to drop this item?
It's a random drop, but you can try Orb of Chance on Silk Robe bases - it's the only possible outcome and it's not too rare so may not take too many attempts
Can we just go armor/evasion hybrid on warrior with capped fire res and cloak of flame? Would that be effective?
Lovin your seismic cry build! Thank you!
As a HC titan im extremely saddend and worried that my only defense outside of resistences are this bad :(
other defense is block which is op, but still not enough armour needs improvement, also make warrior have damage reduction during skill use/ make warrior feel the tankier
Is there a way to take heatproofing without bieng thst part of rhe tree? Is there something thst lets you take a random skill passive?
Annoint on your amulet from the delirium drop distilled emotions
the Warrior Spirit passive that gives armor on armor break should give damage reduction instead of armor that would help fix some of the issue with armor
Thank you for sharing your insight. Concept of armor is cool in poe but in practice it's lackluster indeed.
What’s it current cost. I don’t have access to from where I’m at. I’m running into this issue and wouldn’t mind trying it out
5 exalts or around even for a decent corrupted one, check your fire resistance roll tho, it's important to overcap your fire res if you do what the video suggests
My concern is they'll address it by nerfing ES and leaving armor in the dogshit state it's in, lol.
This exactly
I'm expecting some melee oriented nerf in next patch just because
Dont forget that emptee jewel slot in the tree
Yeah, the breaking part is the icing on the cake that makes it unusable almost
I don't think they're going to nerf ES tho. Maybe Ghostwhrite(and that other thing) plus Grim Feast, but not ES as a whole. They will probably buff life tho and add some nodes on the tree, or make strength give more life per point or something
how do you have the heatproofing node lit up with no adjacent nodes?
There is a mechanic that lets you annoint a notable passive on your amulet. Any class can do this by getting drops farming in delirium.
It's enchanted onto the Amulet using 'Distilling' (Anointing in PoE1) with Distilled Emotions dropped from Delirium content. My plan is to path to Heatproofing soon which is why my tree looks like that with weird pathing, and enchant Catalysis instead
Armor was never an option unless you were going full stacker even in poe1 so I have no idea why people thought it would have any value? Was there some streamers who was saying armor is a valid option or something?
is Block effective at not getting one hit? or is it too unreliable
Block is generally good vs many hits, where you can average out consistent damage reduction, but if a large hit would kill you and you have capped block, you're dying to that hit 25% of the time when you don't block it. There's also the issue of base block being unable to block most boss slams unless you're playing warbringer with turtle charm
Solving the armour problem - just use cloak of flame and forget about the armour completely. You will still mitigate 36% of the damage with the 90% fire res
@dreamcore although i recognize the problem i still think the first dtep should be buffing the sustainability of armour boosting buffs OR moving some of their power to base line armour.
With scavenged plating 19kish armour is 30k, which is not a. Huge investment really. But it is impossible to stack on STlimgletarget.
And then you have charge infusion, whjch provides like 20% more armour, but the way you can get endurnce charges right niw means it is also super un-reliable in ST fights.
So we have 2 buffs that turn the 19k armour to 35k ot 40k together but both of them are super useless in boss fight?
Address that imo, move power from them to base armour and or buff their uptime
One of the rare monster ability has a smoke cloud visual, which allow the rare teleport to you and hit you, if just so happen that rare is a big ass brutus looking slammer? Oh you got one shot if you have less than 3k life regardless of how much armour you have, you might survive with more life and 12k + armour, but that map can also have monsters do break amour attacks, even if it's only 2k armour break that will drag you into the one shot territory, the exception would be warbringer spend 4 ascendancy points to block everything. Evasion character isn't doing that much better, but at least acrobatics is on the tree not gated behind ascendancy. Btw whose great idea to "let's not allow people to block and evade aoe attack"? I get it from the boss balancing stand of view, but there are so many charging leaping ground-pounding monsters in a map, and they are usually the hardest hitting ones, that's just stupid.
How does "squishy" "glass cannon" caster do? Well they can kill the rare beyond the teleportation trigger radius easily, they never even see that slam. Also end game casters usually have 6k+ effective life, and those don't get crushed with mechanics.
It's not just hard to get, it's basically impossible to get enough armour.
I'm a sorc with 2.8k armor and its pretty good to avoid getting chipped once swarmed by mobs. If I get hit by 300 damage, I reduce that by 40ish percent.
Pair that with 55% block, 50% mom, 13% enfeeble + blasphemy and 3k life, the build feels really tanky.
But yeah, taking a boss slam is a rip. Like when I found the monkey in maps 😅
One concern I had regarding discussion around the armour formula being weaker in PoE2 is that it sounds like a lot of people are pointing to it "in a vacuum."
I'm not nearly familiar enough with the numbers in PoE, not am I good with math, but I do know that we're all prone to jumping to conclusions from incomplete information.
PoE2 is a different game with different life values, damage values, etc. The version we're playing is also less than 50% of the release version, likely, in terms of classes and skills and so on.
While I agree that armour feels weak, I think we should be giving a bit more grace before we call it broken. I think it's fine to bring attention to it, but I also think we should keep in mind we have far from the complete picture. Maybe physical damage reduction will become more available to classes meant to be in melee or something. Like a combo skill that stacks it. I dunno.
Is this more affective than building energy shield?
Not at the moment, ES is very overtuned right now
D you have a link to your passive tree ?
Here you go! mobalytics.gg/poe-2/profile/09aa1a72-2988-4515-8496-70dd1427a99d/builds/0721b30c-671c-4577-8ef8-d79da852c750
Keep in mind that as good as cloak is - you would probably be 10x better off wearing evasion armor overall. Or even better - EV/ES.
We just need a lower damage conversion roll on rare armor. Something like 5-20 of phys to fire.
althought the basic idea and logic is correct. Which I already tried on my titan. But I don’t think heat prof is worth taking. Remember You take cloak , you no longer have 3 k armour to start with. At best you might be able to reach 1.2 k -1.5 k if you got a really good shield. 25% of that apply to something already reduced 90% with 4 passive nodes seems not worth it
I have 3k armour in the build shown in the video, no shield
i dont know man, i have currently on my ssf str stacking titan 12k armor, the only thing realy killing me nowadays is chaos dmg and bad mapmods, i totaly understand that people say its underwhelming, but again, other than the 2 mentioned i can run t15 just fine with my homebrew build, if you give me a few minutes, i can upload a pic to imgur from my stats
its not a good build tbh, its slow and not much damage, but its mine, point being only that i dont have any problems with armor atm
Who knew a nightdress is tankier than full plate armour??
Or you can just buy ES items...yes, I really hope they fix the armor. Damage mitigation and conversion is the meta of POE1, and it's something that POE has been criticized many times before.
If I get 100% taken as, I'm still gonna get killed by Purple plants.
They added an even worse volatile, that's how you know its the same company making the game: Consistency.
Cloak of flame nerf incoming, too strong for armour stackers
Ghostwrithe is giving you es pre ci. It's absolutely busted
81% P.def + 75% all elemental resistance, get 2shots by monkey smash or 2shots by explosive corpse that I dont even see, great game!!
Armour feels awful when bossing man. Skipped blackmaw in HC SSF as I was scared of the slams so I over leveled to 42 for the lvl 37 boss and put on as much armour gear as possible. Died on the third slam. To put it into perspective my ES sorc without overleveling at that point had 2k ES and was able to face tank all three slams lol
There some attks that go up to 10k element the solution it’s ES even if ur 5K Hp immune to physical ur getting 1tapped by element
I saw a guy with 7.8k using surrender shield. The strength side has a lot of block. Es side doesnt. With 75% block i think its okay. Max fire is easy to get using +2 max jewels.
4k life? Holy shit, never seen that in my life. 3k is like peak
It really is not. My Titan has 4,6k life at lvl82 with maybe 1div worth of gear. The guy I got the idea for the build from had like 6,3k life or something.
@@crafteri8891 what is that build about?
Probably strength stacking, pretty much the only way to get life appart from flat or small percent life on gear
89 titan using a bow, crossbow and a robe. Perfect 😅
Everything old is new again, phys taken as ele/chaos reigns supreme once more like the old Lightning Coil days in PoE1.
Not really old conversion was always best way to mitigate phys in poe 1. They just removed a lot of sources of it in recent updates.
Not your current character, but can you discuss physical damage in context of the invoker ability to have evasion count toward pdr?
Should add that to my understanding it is excellent against high physical values but weaker against highly accurate enemies. As a corollary "blind" becomes an excellent additional factor to improve pdr
All it does is make your "armor" equal to "armor + evasion"
So if you have 5k armor 5 k es, you get evade chance equal to 5k , but phys reduction equal to 10k
Why ggg do warrior like that? 😢
Dunno if the cloak has dropped for me yet in ssf, dont think so
Wonder how long till cloak gets to divine prices from exalts
People will be trying to corrupt the 40% higher so the prices are bound to go up a bit, but it's also not a particularly rare unique so many more will appear too
They should bring foritify back. But have it be much more effective depending on how slow your melee weapon is.
Scaling from 1 attacks per second being the best effectivness. To 1.4 where you get 0 effectiveness.
Have Fortify as an aura and mix it with Determination. So giving flat physical damage mitigation. And 20%-0% more armour (depending on how slowbyour weapon is.) Or soemthing like thay.
Its obvious. That they dont likenpeople getting massive defences for free.
Ao give very slow melee players that defence. Scaling to 0 the faster weapon you have
To be honest I think the issue is less so that ES is just overtuned on its own (it is tho), but also the fact that just.... "small hits" don't even exist? Physical damage is WAY overtuned for mobs. If you manage to do the Acts in capped Resistance you will notice you still get bopped super hard by almost every pack you run into. Physical damage hits is way too high in general. If the damage of the mobs themselves were reduced on the phys side then I don't think there would be a problem, because right now it feels like Phys and Elemental attacks from mobs have the same value, completely ignoring the fact that elemental will almost always be reduced by some amount, up to an average of 75%. But phys does not get that.
Its especially noticable when you do a fully elemental acts boss with capped res and they litterally cant even tickle you, but you fight a purely phys boss and its back to darksouls we go lol.
I'm sitting at 87% armor and 92% evasion (28400 evasion rating) on my monk rn, "...and protect me from harm" is unbelievably strong! I don't have crazy gear, probably under 1 divine total.
What skills are u using mainly to kill?
@@KrigHammar storm wave for clear and the bell + whatever the fast lightning thing for bosses
Warrior's armor had already been destroyed
One of the reasons armour scales so bad against bosses is that GGG prolly wants players to play boss-mechanics and not outgear and facetank them, think about that and you will understand :)
I have 10k armour, and on t15 white big mob with tree punch me for 60% of life, when he blows on death he almost one shot me with 2.1k hp, Savanna boss even with +2 difficulty one shot me with phys attack, gosh armour is disgusting in poe2, more than half points in tree wasted on this, i don't want to play es but ggg again doing melee and strength/dex defense worse x10 times
I was absolutely overhyped for poe 2. Played 1 for around a decade so yea. Right after I killed Miller, the first hag in Clearfell one shot me... ok. Rude awakening about the difficulty was unavoidable but still, I had a blast. Then I get this Barya thingy madingy, ooooooh snap, time to ascend!! My excitement knows no bounds. Oh its sanctum... well fuck. I postpone it because I hate that content and I want to be waaaay overlevel. Oh, an inscribed ultimatum, hhmm I didn't really liked ultimatum but hey, what does it do, oh, it is the alternate way to ascend, are you fucking kidding me. Now I am 5k life/es with a solid amount of armor and physical damage is the thing I still dread the most in the game, by a long shot.
I have no idea what they were thinking releasing the game with the balance in the state that it currently is. I understand the argument of early access but, if I remember correctly, one of their goal was to make poe2 more accessible for new players. And in terms of UI, they did a stelar job with all the tooltips and information you can get in game. But aside from that, I mean, I can easily see new players pick the game up, constantly getting one shot and just put the game down. I wasn't hooked with poe 1 for so long because I enjoy dodge rolling. I don't know, I'm bitter but I can't say I didn't enjoy the game.
this is not "SOLVING" this is getting around it.
Yeah this is good for bosses but heaps of mobs will pretty much oneshot you, i just tried it.
Yes armour is crap for getting one shot, but if rather get to the boss then not at all.
This is good tho maybe i was missing something.
The really crappy cheap helm that gives 15% physical damage reduction is severely underrated.
We shouldn't be solving the Armour problem with cloth. 🤣
Meanwhile CoS stormweavers with zero defence layers just faceroll all bosses with 40mil dps
again armour has always been a problem in poe
compered to other options armour is the weakest when its not used with other defenses
We got work to do GGG
"We fixed melee"
Fixed it by completely sledgehammering anyone who dares to think armor good or melee good. Don't play it.
The class fantasy is really destroyed, having a better defense in a woman ball dress, then a full plate armour.
Yeah I think GGG needs to rebalance existing defensive nodes and add a BUNCH more. Right now it seems like you're too locked in to specific defensive strats and it's limiting build diversity and driving gear prices through the roof. We're still in alpha 🤷♂️
Warrior should naturally be the tankiest char but turns out to be ES char instead 😂😂😂
Regarding ES vs Life and Armor, why's no one mentioning the fact that recovering ES is more involved than Life? And armor is basically a "spec and forget" thing?
I'd argue that they're fairly equally involved - ES has a built in recovery method by default, whereas life has no natural recovery and must be invested into. Life regen is fairly accessible, but is gained in very small quantities, whereas ES recharge modifiers to speed and faster start are also accessible, and to make both feel good you'd need to invest a similar amount
@@dreamcore_gg What about a life flask? ES is great in situations where you can guarantee you're not going to get hit, so that your recharge can kick in. Any other forms of recovery have to be chased around, either from the passive tree (eternal youth or zealot's oath) or items (not sure about that one).
@@rithvariel grim feast is op
@@rithvariel Life flask is nice to have for sure. I think at the high end, life and ES recovery are similar to terms of return on investment, but right now because it's siginificantly easier to scale ES, you get more recovery naturally due to percentage scaling. You kinda just get used to playing slightly differently with ES as your main hitpool when you're relying on recharge, but it's not too bad once you've investing into faster start of recharge
@@dreamcore_gg But are you able to play slightly differently when you're playing a mace based character? Are the ES recharge rate nodes efficient to take for a mercenary or warrior? The point I'm trying to make is that ES is not a universal answer to building defenses for every character. I would be willing to bet that a mace warrior is going to have a very rough time trying to make ES work.
instantly dies to any chaos damage
ES on warrior IS very good
they're going to nerf this and ES/Evasion they want you to roll/dodge aka Darksoul of arpg.
cloak of flame is busted - nerf warrior
Absolutely appalled by how GGG doesn't understand the meaning of such a simple English word as "armour".
Anyone not brainwashed by POE's complete lack of logical reasoning would think more armour actually means more armour.... Maybe they should call it "tickle resistance" instead??
Dreamcore post new video
I watch new video
I like new video
Every time
Infernalist also has 20% phys taken as chaos, making the phys hit even smaller and easier to mitigate. But then again, its also harder finding and investing into max chaos res.
But you could always spec into CI and get armour es gear to mitigate and gain as much es as possible
you dont rly need max chaos res tho. its not rly worth pushing for + to max resists on conversion things like coil, cloak, infernalist etc. its a tiny benefit, you are just mitigating a % of a %.
if you take 100 phys damage and have 75% chaos resist you take 85 damage in total. if you push to 90% chaos resist you now take 82 damage. its really meaningless.
same with cloak of flame, pushing to 90% fire res like this guy has does virtually nothing in terms of mitigating physical. its good for mitigating fire damage but for the phys reduction its whatever, you might as well just stick with the 75% normal cap the +max res is tiny benefit.
@@necaacen except its not a bad benefit for bigger hits where armour doesnt apply that well. With CI infernalist you can literally just straight up remove 20% of physical damage taken and reduce another 40% by at least 90%, not including armour on top of it. The tree might be a bit fucked as you have to go north east and then south west to get both max fire res and CI. It's straight up stronger than armour for bossing by a long shot.
But what's the point in even building defenses. Just get good, one shot everything and don't get hit.
@@Trypan its just not worth stacking the max fire res from a viewpoint of mitigating physical damage. do the maths, its a waste of time.
small amounts of max res mean a ton when mitigating elemental damage because the closer you get to 100% the more 1% extra is doing. with these conversion mechanics you are capping out at smaller numbers. getting +5% max res at 75% res is a 20% damage reduction. at 80% resist its a 25% damage reduction. but you are not at 75% mitigation with a cloak, you are always taking 60% of the damage, youre down in the 30s going from taking 70% of the damage to taking 68% of the damage or whatever. its not really worth spending any significant effort on. with 20% phys taken as chaos its absolutely meaningless to try and get +max chaos res.
its always been that way, same with people running purity of lightning on lightning coil builds in poe1. its a complete noob trap. whatever you are doing to get it should be invested elsewhere, you could be most of the way to running grace or determination which do a ton for you rather than waste your time stacking max lightning resist to shave a couple of damage per 100 off hits.
a build on reddit showing 20k armor tanking highest tier breach boss hand falling slams (not the hand slamming down). they tank multiple in a row, as many as es characters do.
like does armor need a buff? sure but everyone and their mom seems to think it's bad/dead when it's not, it's just not as good as it should be.
also that character had much more hp as well.
even at 9k armor another reddit post showcased that cloak of flame was almost twice as bad as just 13 armor passive nodes + swapping their chest with cloak of flame. this was done against lower damage hits but still showcases how much stronger armor actually is over clock of flame.
i also don't trust the calculation/formula of that post, the biggest reason is the damage range of their values (from the enemy type) vs the ones on poe2db. most things (clearly not lightning) has a 50% damage variance but that persons data does not. not only that but the total hit damage is going below and above what that enemy type can do.
like i'm not gonna check them all but the total hit + hp post hit do not all equal the same value (which they should).
buddy it's about the investment, when I have to reach 20k armour, that would take me a a long time. While ES just randomly gets 6k shield, immediately grabbed grim feats and all of a sudden theyre tankier will less amount of time. More tankier than the supposed to be the TANKIEST class in early access, amazing right? Not even accountign how fast clear speed and damage is of a sorc over warrior.
Armour needs a buff cause it sucks ass, stop trying to be someone different, have u played warrior?
@@russlmao7091 grim feat makes mapping with energy as viable as maping with armor. armor is on par when it comes maping because small monster just don't do enough damage if your armor stacking hard enough. it's boss. the bosses and armor are super irrelevant and that is where ES is just king. it's flat effective hp vs raw big bursts of damage. the most challenging content in the game is BY FAR bosses. that is why it is such a problem. Evasion is also in same boat as armor because you can scale ur evasion super high but first of all, you can't dodge much without acropatic skill which has huge penalty to evasion and due to how severe accuracy checks are, evasion practically doesn't do anything towards melee and only works ranged attacks at large distances. So armor & evasion are really bad vs bosses while ES is very bad for mapping BUT grim feast makes ES mapping viable WHILE still providing main advantage for hp bossing.
as for HP. HP is also not that viable to stack. instead, mind over matter IS FAR superior to stack with energy shield because it is super easy stack int and mana nodes where as % health node are nowhere in the tree. Because your stacking mana as ur main health source, you don't need hp so chaos innocalation is just, free immunity to all chaos dmg with no downside.
I think this can be crazy with the infernalist using the Altered Flesh node
Nah.
POE needs to change their defensive systems. Everyone just defaults back to POE1 garbage brain when they think about game balance and the end goals.
Slowly the game will just regress back into POE1. It already did with their first patch a bit.
GGG needs to resist the whiner community and solve problems with some fresh ideas on ARPG defenses. People want the game to be "solved" the same ways over and over. Make the break from POE1 brains ASAP while you're still in the games infancy.
Tat isn’t how heat proofing works. It reduces fire damage not physical damage. This is literally telling people the opposite of what is true.
XD Armour XD
🙂👍
why would you call a person they? you are odd