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I believe when discussing the game mechanics it is vital to use what things are actually called in the game, although some level of colloquialism is unavoidable. The edge case keywords are why things like Eternal Life are so confusing to so many players.

Does life make you live longer/survive more damage? Absolutely. Is it part of a total defensive strategy? Absolutely. Is it defense as defined by the game? No, it is not.

Also the defence vs defense thing is whatever, I likely use both interchangeably which is wild considering the first part of this post. I linked the wiki only to support my statement on what is vs what is not a defense as defined by the game.


Fair, I get wanting to stick to official terminology. But here’s the thing:

Just because the game doesn’t put “Life” in the Defences tab doesn’t mean it’s not part of your defensive mechanics or survivability strategy.

By your logic, Ward and Energy Shield are “defenses” because they have modifiers like “+% to Global Defenses,” while Life isn’t — and sure, in strict keyword terms, that's how the game classifies things for mod interactions.

But when we’re talking about actual gameplay, there’s a difference between:

“Defense” as a tagged modifier keyword, and

“Defensive value” as in, what helps you survive.

Your example even proves this:

“Does life make you survive more damage? Absolutely.”

Exactly. That’s defensive value, whether it gets scaled by "global defenses" or not.

So yeah, you’re technically right that “Life” isn’t a keyworded defense. But when someone says, “this build has better defenses,” they’re almost always talking about how tanky it is overall, not just what shows up in the “defenses” tab.
Mash the clean
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Ok. Then list the "MOST" and "BEST" defence options for a pure INT-based build,
I'll wait.


Spoiler


All int users.


For everyone else. Go to poe2ninja organize by ehp and its just over from there.


I already proved to you that a bigger EHP number does not equal being more tanky. It could, but it's not that simple.

That's why I presented the case to you multiple times with the ES-based character with 17.8k EHP and the Life-based character with 7.9k EHP.

The ES character has 10k higher EHP than the Life character, but depending on what you encounter - the Life character can tank the damage, while the ES character dies.

So, just saying "look, ES builds have high EHP, thus they are tanky" is simple not that easy.
Do they have actual defences to protect the hit pool?
Like hard-capped res, damage taken as, armour, physical damage reduction, evasion, block, critical damage reduction, stun avoidance; are they curse immune or over-capped!? And so on, the list is long.

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Last edited by JakkerONAIR#4902 on Apr 15, 2025, 6:16:44 PM
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I already proved to you that a bigger EHP number does not equal being more tanky. It could, but it's not that simple.





no you didnt actually.

No other specialization can stand inside multiple arbiter of ash flame hallways, multiple times, other than ES builds.


https://www.youtube.com/watch?v=_2A4hxxjTRE

Starting at 20:00

Dont even have to move from the slam either.


GG
Mash the clean
Last edited by Mashgesture#2912 on Apr 15, 2025, 6:26:47 PM
You forgot mentioning about the constant lag on specific servers ( London EU is up there towards the top )
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I already proved to you that a bigger EHP number does not equal being more tanky. It could, but it's not that simple.





no you didnt actually.

No other specialization can stand inside multiple arbiter of ash flame hallways, multiple times, other than ES builds.


https://www.youtube.com/watch?v=_2A4hxxjTRE

Starting at 20:00

Dont even have to move from the slam either.


GG

I already told you many times - it CAN, but it does not mean that it always DOES.

That you take this "Arbiter" example to show how great the defences are is actually a great thing.

So, the ability does "22k - 32k Fire Damage".

He has 20k ES. Without any defences, he would die no matter what because the base damage alone exceeds his hitpool.

Now, let us look at his defence layers.

1. 75% Fire Resistance
2. 25% less damage taken
He has "Soulless Form" (10%), "Atziri's Disdain (10%), and "Heavy Buffer" (5%), that's a total of 25% damage that bypasses his ES, but does not affect him because of "Eternal Life".

If he takes 25% less damage (globally) of the 32k Fire Damage, the hit is 24k now.
If we account for his Fire resistance, he only takes 6k Fire Damage from these initially 24k.

You can see that he actually does not take more damage than that, obviously depending on the range of the damage roll, but still, you get the idea.

So, is his defence against big "Fire Damage Hits" good? Yes, for sure.
But how did he die? He tanked all hits and was still alive? Ignite.
While he can tank many hits, the DoT and no way to counter (out-regen) the damage, killed him.

What is with a "Life-based" character? Let's say 5k Life. Could they technically survive it?
With normal "Fire Res"? No. That would be 8k damage and you dead.
With hard-capped "Fire Res"? Yes. That's only 3.2k damage, thus surevived.

So, while the ES character can survive more of the big hits (because bigger hit pool), it has a harder time dealing with the DoT (interrupting regen).

If the Life-based character has enough Life-regen (probably not hard to get with Smith of Kitava, for example), he should not try to take all hits, but could survive the "Ignite".

Like I said, it's not as simple as you try to make it look.
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Ok. Then list the "MOST" and "BEST" defence options for a pure INT-based build,
I'll wait.


No other archetype can stand in arbiter of ashes one shot mechanics, other than int based builds.

All that needs to be said from here

GGx2
Mash the clean
Last edited by Mashgesture#2912 on Apr 15, 2025, 7:22:03 PM
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I can sense only one thing from all this baby cry: lack of adaptability.

If Path of Exile 1 is so great, why don't you just stick with it? Coming here just to insult? I understand to provide actual feedback, and some things that should be done and, potentially, to express a way in how those things should be added to the game, but you are just saying random offensive words, not really helping.

Build diversity is a problem in PoE1 as well, in case you are not aware, same thing that happens there, happens in PoE2 as well, there will always be a limited amount of builds who are at the top, and others a bit worse in comparison. But that's good, having all builds same level of power is very boring, there need to be some differences.

Your statement about not being able to "abuse" overpowered items, mechanics anymore due to nerfs is comical, I will give you that.

Try to propose a valid implementation that you think will make, let's say, 90% of the players that play currently, happy. Are you able to do that? Of course, take into account the manners.


Explain loot, armour, the power of warrior vs deadeye. Asked you the easiest question.


Loot - less abundant currently (if that's your concern)
Armour - a defensive layer (kinda good vs small hits tbh)
Warrior - class
Deadeye - ascendancy of a different class (=/ warrior)

But last question is very weird, they are two different archetypes, basically I can say they would reach same levels of power in optimal circumstances, without ever one outshining the other. Otherwise the debate regarding classes is pointless, different use cases.
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Last edited by Ayelen_GGG#0000 on Apr 15, 2025, 7:30:35 PM
I just watch an ES character doing +3 Xesht. EVERY SINGLE ONE of his big hits would kill a pure evasion character, and nearly kill OR kill a pure armour character. She could facetank 3 of them in a row without much of a problem.

But yeah life regen protects against ignite lmao.

ES is the BEST defense in the game by far with plenty of additional options for layering. Int players complaining about defenses is a meme.
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Ok. Then list the "MOST" and "BEST" defence options for a pure INT-based build,
I'll wait.


No other archetype can stand in arbiter of ashes one shot mechanics, other than int based builds.

All that needs to be said from here

GGx2


Saying that, when I did the math for you, is weird.

"Smith of Kitava" with 5k Life and 90% Fire Res and Ignite Immunity, that would reduce the hit to 3.2k without fearing the DoT - survived.

And look at this weird "INT-based" character:
https://youtu.be/Oachg7fWoTA?si=5fNLrJ84bxsGlsx3&t=91

Btw, the small pillar thingy in the arena blocks the damage from the DonutNuke too... just stand behind it in the right direction - 0 damage taken.

The more you know.
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