How to survive big physical hits on Warrior? How to facetank physical endgame bosses?

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raV#3445 wrote:
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My character has 2.7k HP, 90/80/80% Fire/Cold/Lightning max res and currently 58% Chaos res. I also pretty much perma-stun mobs and deal DoT while moving, so I can run T16s no problem. I don't tank every slam though, I just happen to survive when I do get hit here and there. Most dangerous mobs for me so far are the Vaal ghosts and Eye of Winter spammers with their Cold Damage & Freeze. Not even snakes and tentacle dudes hurt nearly as much.



what build are you playing, that sounds nice


This. Though I have the feeling no one's gonna be interested because it has since been picked up by Steelmage and he went for boss nuke, which mine isn't designed around, at all.
[3.27] Poor Man's Ward Loop: https://youtu.be/p5NA_Rf2TJU
[3.27] Cheeto Chasers: https://youtu.be/f4feauaRxAk
[3.26] Shaper Beam Totems: https://youtu.be/soG0-Y2pDDo
[3.26] Gorilla Pop: https://youtu.be/JYGmntfn1ho
[3.25] Lazy Susie: https://youtu.be/VlcH6tIBzkg
Strictly speaking, evasion is the intended defense for surviving major high damage hits, not armor.
Armor in this game is the "ignore many small hits" kind, which evasion can't do, and evasion will let you negate the big hit.

But both still require you to dodge manually.
Because they don't want this to be a game where you get to stand still and facetank using either stat, or any stat.
They want your answer to an enemy's uber mega slam to be dodging it, no matter how much you've built up defenses.
Here you go.

Though I was only able to use a corrupted T14 map when I found him. Nobody knew what map he actually spawns in. Took me a while.

T16 version would probably kill me. That + damage mods or +X to map level imo is guaranteed to kill me. ~50% effective Physical Damage Reduction.

And like I said: It's not his slam you should worry about, it's his broken af rolling attack.

Cheers.
[3.27] Poor Man's Ward Loop: https://youtu.be/p5NA_Rf2TJU
[3.27] Cheeto Chasers: https://youtu.be/f4feauaRxAk
[3.26] Shaper Beam Totems: https://youtu.be/soG0-Y2pDDo
[3.26] Gorilla Pop: https://youtu.be/JYGmntfn1ho
[3.25] Lazy Susie: https://youtu.be/VlcH6tIBzkg
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They want your answer to an enemy's uber mega slam to be dodging it, no matter how much you've built up defenses.


That is a great theory and all, but they attached movement penalties to strength based armor, thus making it harder to get out of the way of attacks, forcing you to get hit by some of them.. why would they attach movement penalties to the armor if they expected you to just avoid all of the attacks?
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They want your answer to an enemy's uber mega slam to be dodging it, no matter how much you've built up defenses.


That is a great theory and all, but they attached movement penalties to strength based armor, thus making it harder to get out of the way of attacks, forcing you to get hit by some of them.. why would they attach movement penalties to the armor if they expected you to just avoid all of the attacks?


You don't even need to go looking for strawmen; it's in the way that type of defense inherently works. It's designed around being hit, so being hit is what makes it work.
[3.27] Poor Man's Ward Loop: https://youtu.be/p5NA_Rf2TJU
[3.27] Cheeto Chasers: https://youtu.be/f4feauaRxAk
[3.26] Shaper Beam Totems: https://youtu.be/soG0-Y2pDDo
[3.26] Gorilla Pop: https://youtu.be/JYGmntfn1ho
[3.25] Lazy Susie: https://youtu.be/VlcH6tIBzkg
If you want to go down the rabbithole of armour, Kripps did some long video about it you can find on YT. Basically, it doesn't work on big phys hits very well at all without very high numbers. In POE1, you could boost life and armour to crazy levels, in POE2 you really can't. As was stated, you are better off just running cloak of flame with maxed fire res and you'll get more phys resistance than 10 DIV worth of armour will even give you. I'm way too dumb to figure out the numbers, but I bet the witch with all the "taken as fire" stuff from infernalist could probably out-tank a titan with some cheap uniques and block nodes. Hopefully, they improve the situation, not playing a warrior until they do.
Dude the whole point of this game is u are not supposed to facetank big boss slams at all however i do think they will address the armour issue once they return from holiday. Untill then i suggest u use cloak of flame with max fire res like everyone else works fine on titan even without the damage reduction from warrior since u have 15% more life and if u combine it with a bit of armour from ur other gear most of the small hit from trash mobs do very little damage since armour effectiveness is based on the phys damage of the hit which becomes reduced by the 40% converted to fire from cloak of flame meaning the armour u have becomes much more efficient against thrash mobs than any armour based chest and the 40% gets reduced by up to 90% by ur capped fire res. Ohh and by the way if u get tired of the titan or melee just use shockwave totems instead, pretty safe build works best on titan because of the life reg and huge aoe u can scale with the 50% effectiveness of small nodes at least till they rework the armour equation
Last edited by MrPedez#4934 on Dec 28, 2024, 5:09:04 PM
The game does not provide facetanking via damage reduction for big hits. It's just not a thing.

Armor, and other forms of damage reduction, aren't so much about tanking the big hits like a column slam, but rather allow facetanking barrages of smaller hits.

You know how other games will have two types of armor in them, gear that says " take flat x less damage when hit" and gear that says "take x% less damage when hit"? Where the flat reduction helps with the many weak hits but is funcitonally worthless against big ones, and the % helps with the big hits but does essentially nothing against small ones?

PoE 1&2 has a convoluted armor formula but comparatively you should think of it like the flat damage reduction type of armor.
You should think of all of PoE's damage reductions like the flat reduction type of armor in other games. Facetank the barrage, not the megaslam.

If you want to tank major hits in PoE games, that would have to be done not via damage reduction, but damage nullification.
Evasion and Block. If you will insist on tanking those attacks instead of dodging like you're supposed to, you have to nullify the damage, not reduce it. You have to evade it or block it.

So the real facetank characters in this game aren't going to be warriors with lots of armor. They're going to be evasion characters with shields, taking both evasion and block nodes on the passive tree.
Still with a degree of life, armor, and shield to deal with the hits that get past both nullifications.
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The_Song#4903 wrote:
You know how other games will have two types of armor in them, gear that says " take flat x less damage when hit" and gear that says "take x% less damage when hit"? Where the flat reduction helps with the many weak hits but is funcitonally worthless against big ones, and the % helps with the big hits but does essentially nothing against small ones?


PoE has that, too. Seems you are just not aware of how to use it.

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The_Song#4903 wrote:
If you want to tank major hits in PoE games, that would have to be done not via damage reduction, but damage nullification.
Evasion and Block. If you will insist on tanking those attacks instead of dodging like you're supposed to, you have to nullify the damage, not reduce it. You have to evade it or block it.


Well, that's just false. Before all the nerfs, thanks to Aurastacker Deep Delvers™ abusing Fortify, I had a character stacking reduced Damage Taken to great effect. After that, I went with full Phys taken as Fire and Elemental as Fire, then that was nerfed, too. This would allow me to tank Maven's Memory Game on a ~5k HP build. Iirc, Uber Atziri's empowered Flameblast might have made it through because of the Penetration, but all other basic boss slams were trivial.

Effective HP is king, though in most cases DoTs are much harder to mitigate, so you end up going for raw "HP" instead.

The flat damage reduction you spoke of is actually far better than you realize. It applies last in the chain. So, any damage you minimize up until that point, say you end up with 400 damage taken from a hit, a -40 is fucking massive.
[3.27] Poor Man's Ward Loop: https://youtu.be/p5NA_Rf2TJU
[3.27] Cheeto Chasers: https://youtu.be/f4feauaRxAk
[3.26] Shaper Beam Totems: https://youtu.be/soG0-Y2pDDo
[3.26] Gorilla Pop: https://youtu.be/JYGmntfn1ho
[3.25] Lazy Susie: https://youtu.be/VlcH6tIBzkg
"
The_Song#4903 wrote:
The game does not provide facetanking via damage reduction for big hits. It's just not a thing.

Armor, and other forms of damage reduction, aren't so much about tanking the big hits like a column slam, but rather allow facetanking barrages of smaller hits.

You know how other games will have two types of armor in them, gear that says " take flat x less damage when hit" and gear that says "take x% less damage when hit"? Where the flat reduction helps with the many weak hits but is funcitonally worthless against big ones, and the % helps with the big hits but does essentially nothing against small ones?

PoE 1&2 has a convoluted armor formula but comparatively you should think of it like the flat damage reduction type of armor.
You should think of all of PoE's damage reductions like the flat reduction type of armor in other games. Facetank the barrage, not the megaslam.

If you want to tank major hits in PoE games, that would have to be done not via damage reduction, but damage nullification.
Evasion and Block. If you will insist on tanking those attacks instead of dodging like you're supposed to, you have to nullify the damage, not reduce it. You have to evade it or block it.

So the real facetank characters in this game aren't going to be warriors with lots of armor. They're going to be evasion characters with shields, taking both evasion and block nodes on the passive tree.
Still with a degree of life, armor, and shield to deal with the hits that get past both nullifications.
Both true and not. The armour equation in poe 2 is currently about 2.5 times worse than poe 1 according to data mining on top of having barely any tools to scale it further like determination, cluster jewels, flasks+ mageblood and various sources of phys taken as other types of damage on gear in poe 1. I personally made chars in poe 1 that cold facetank some of the biggest physical slams in poe 1 including uber shaper slam. Now im not saying that this should definitely be a thing in poe 2 but the current state of armour is just not sufficient for melee builds and a cloak of flame should definitely not outperform some of the best armour chests available when it comes to mitigating phys damage. Not to forget that u could scale much more hp in poe 1 and get a flat 4% phys reduction per endurance charge
Last edited by MrPedez#4934 on Dec 28, 2024, 7:32:11 PM

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