Arctic Armour needs a buff to compete with the other two 25% defensive options
" I like this idea of there being three interesting and different 25% reservation effects. However, Arctic Armour feels significantly weaker than the other two with proposed 3.16 changes for the following reasons: ■ The "while stationary" condition on its less damage taken bonuses can effectively be ignored in endgame. We all know standing still = death. Standing still = 87% death is not a safe defensive option. ■ With the addition of several ways to achieve ailment immunity, Immunity to Freeze is now a relatively less powerful bonus than it was in 3.15. ■ Freeze is only half of the cold ailments (ignoring alternate elemental ailments). Chill can also be dangerous, which means chill immunity or reduced chill effect should also be a goal for high level characters. Chill and freeze avoidance/reduced effectiveness can be paired together on flasks and passives, which further reduces the relative gain of just freeze immunity. i.e. You will probably already achieve freeze immunity by obtaining chill immunity. With that said, this doesn't necessarily make Arctic Armour a bad skill on its own. But considering it's 25% mana reservation and comparing it to the other two, it's clear that Arctic Armour will probably never see use outside of leveling or by someone desperate for freeze immunity (Hint: use Soul of the Brine King pantheon). Here is a list of each buff's mechanics and why I think the other two far outclass it: Flesh and Stone: ■ Two stances - Added flexibility ■ Blood Stand: Nearby enemies maimed and take increased physical damage - Strong offensive option for physical characters. Could be worth the 25% alone. ■ Sand Stand: Nearby enemies blinded, less damage taken from non-nearby enemies - Blind nerfed, but still effective for evasive characters Tempest Shield: ■ Additional Block - The values are still unknown, but this could be a reasonable option to reach block cap ■ Immunity to Shock - Nice defensive bonus. Removes need for investing in Shock immunity elsewhere ■ Lightning damage on block - Whatever Arctic Armour: ■ Less Pysical/Fire damage taken while stationary - Extremely conditional and contrary to PoE gameplay at high levels. Also contrary thematically, being a Dex/Int gem. Dexterity is generally about avoiding damage through evasion and movement. It is also the "Cold" side of the tree. ■ Immunity to Freeze - Nice defensive bonus. Slightly less impactful than Immunity to Shock, due to its pairing with Chill immunity. ■ Chilled enemies when hit - Minor defensive bonus ■ Chilled ground while running - Whatever In my opinion, it's pretty obvious that Arctic Armour is a much weaker option than the other two. It's essentially Freeze Immunity for 25% mana reservation. I see a few solutions that could bring it in line: ■ Remove the "while stationary" condition. A flat 13% less damage taken is reliable, without being too powerful for 25%. (Thematic Bonus) Change Fire to Cold. ■ Add Chill Immunity. This would still put it behind the other two, but at least you can cover both cold ailments ■ Go full Cold theme. Less cold damage taken, Chill and Freeze immunity, cannot take Reflected Cold Damage Last bumped on Oct 7, 2021, 8:34:57 PM
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I honestly did not read, but considering that none of us know what is the 3rd 25% defensive option of tempest shield actually is. Any comparison it is 100% pointless that is a simple fact.
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I think the ice trail makes up for it, TBH.
Not only does it help you survive and make kiting enemies easier, it's also like a 1.3x modifier to your fashion, 1.7x if combined with the fire trail. |
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I honestly don't think that I'd use any of the three skills with the nerf to blind, so I guess that makes them equally balanced right now.
But the patch notes will ultimately tell the tale, it's definitely too early to compare multiple different changing skills. |
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