Defense in PoE2: The ‘Dodge, Stupid.’ Problem.
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According to Steam, I have 500 hours in this game; I played 100 in Season 0, 200 in League of Abyss, and 200 in this League of Vaal.
Every League I get to the point where I am running a T15 map and suddenly die from ‘Periodically Summons Thunderbolts’ Yellow mob, that one Breech enemy with the Giant Fireball Tech, Mighty Joe Young and his Overhead Slam; let’s call these Deadly Attacks. I’ve capped my resistances, gotten 60% deflect on one character, and even built 70,000 armour Titan with 100% Ele-Armour rating. Nothing helped, the only thing going through my head was ‘Just Dodge it, stupid’. Except I can’t, not when the boss gets Azmeri Spirit, the Yellow Mob rolls Thunderbolts + Fire Ring, The Abyss Event spawns 3 of the Kamehameha Mages. I believe the issue stems from just from how unviable the endgame makes most defense plays, to say nothing of how bad it feels to play Melee since you have far less time to react to Deadly Attacks than your Projectile/Spell counterparts. The solution also can’t really come from Top Builds either, as the market sees to it that 10k Energy Shield or Super Evasion builds are way too expensive for players that are already struggling with yellow T15 mapping. Making Deadly Attacks respect things like Resistance and Armour would feel better since the absurdly high damage they have now forces me to believe they don’t and deal True Damage. As it stands now, I am very tired of the depressing loop every League losing hours of progress/items on a death, days of researching/fixing builds without the expensive parts, and weeks finally getting to the point that the build doesn’t work and now I’m broke and can’t walk back the items I’m now stuck with. Writing this out actually makes me want something in the form of a Skill that interrupts these types of moves; something like a Throat Punch or Trip if you catch the enemy flashing Red, like for Daggers? Maybe Templars can yell Heresy when Mage Type enemies are casting causing some kind of Feedback Damage? That sounds fun, if something like that is in the cards. Thanks for reading this, supposing you did! Zuletzt angestoßen am 14.01.2026, 03:46:43
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Few things OP since I have both builds you are talking about.
1) Deflect is rng its not a guaranteed defense. 2) 70k armour on titan can be decent but it depends on the rest of the build. 3) Also depends on the map mods For example this character is about 40x more tankier
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![]() Than this character is, with 12k ES+MOM
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![]() I can just stand in everything on the melee character, where as the stormweaver, I have to be careful with my ES and keep my distance. They did a lot of work on armour since adding armour applies to elemental. And it really makes the difference. 10k ES by the way takes... almost no investment. And the storm weaver is a hybrid armour/ES. Mash the clean
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The mechanism of armor is really useless, it can only withstand weaker damage. I think the physical algorithm for armor should be changed, except for the increased armor effect on elemental damage by 0.3. The physical defense of armor is currently the most useless among all defense systems. And the effect of armor on elemental damage is not significant, because when our character has reached 75% elemental resistance, we don't rely much on this damage reduction mechanism. On the contrary, in the face of extremely high physical damage, armor is as useless as paper, unable to withstand high physical damage. When my character's health is not high compared to the total value of the shield, even if I have 35000 armor, 45000 armor, and have reached 90% damage reduction, I still consume high physical damage.
Therefore, when I play, my character only fills up 75% of Chaos and Elemental Resistance, and the rest is piled up in Health and Energy Shield. Because they can provide my character with a high one strike death warranty line, as well as stun threshold and element abnormality threshold, while the rest I only need to have a way to replenish health and shield. Stacking armor can certainly improve survival when flashing T15 T16 images, but the fault tolerance does not increase correspondingly. Moreover, the cost of stacking armor is not low, and I have to lose a lot of entries in order to stack armor, which reduces my life, shield, damage, and so on. |
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" As per poe2db data, 5k is the ballpark of the highest physical damage you ever take. There may be exceptions for some particularly nasty combinations of juiced mods and some very telegraphed attacks that are specifically meant as dodge checks and are not generally survived by ES builds either. So 20k armor would reduce that damage by 29%. I'd not call 29% damage reduction "useless as paper"; like imagine if there was a node that said "reduces incoming damage by 29%". You'd certainly take that if it's anywhere near by your pathing? IMO armour is actually in a better spot atm than ES, in terms of balance. As in, armour is maybe tad bit weaker than it should, but ES is a fair bit stronger than it should. But even ES isn't obnoxiously strong. It's not trivial at all to maintain your ES. It only gets very easy once you have a very expensive build on a close-to max level char. When you're level 85 and your stuff is worth a couple of divs, ES isn't so clearly better than life+armor, but the gap starts to build up from there. Zuletzt bearbeitet von tzaeru#0912 um 14.01.2026, 03:47:13
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