Solution to the Armor problem

i have been play Titan Quest 2 and noticed that their ES (barrier skill) works like an on demand temp shield and was thinking why can't we have something like that for armor builds??! it could make it less underpowered and a less defendant on you have 99999 armor stacking to be valid a temp barrier on demand with a cooldown would be neat for when ur expecting slams in a boss phase or mobs that fire in unison and one shot ppl
Remove (One attempt only mechanics) in this game full of lag spikes, one shots and random disconnects.

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Last bumped on Feb 23, 2026, 5:58:03 AM
You literally described guard skills that are already in the game.
but molten shell and other Guard skills have very short durations and long cooldowns, so they are hardly reliable as on-demand buffs

most and I mean everybody uses them on automation as a sort of 'am I lucky' form of defence periodically on and off

bigger problem with armour is (and was for its entire existence) that formula that makes it very strong vs small hits and garbage vs anything actually dangerous

it is also very hard to actually get a meaningful AR rating using natural methods. introduction of new bases helped, but a) you need almost 300 strength to wear them b) you live or die depending on your chest as other slots hardly contribute anything. all pieces but chest require +life, so you have two prefixes. boots require movement speed, so at most you can get +AR% (resulting ~1000 AR), Helmet and Gloves can spare two Prefixes, 1300 and 1000 respectively for top base and T1 rolls.

jewelry grants +500 flat and +30% AR (unless you have any other more desirable stat on the amulet)

all that, few passives and you are at 20K AR. this is nothing. to break out of the 'good for white mobs, garbage vs anything dangerous' you need Determination and even then you can hardly tank because the most prolific method of killing players is 'phys as extra' your Armour does jack against

ofc you can get much higher values with 'tricks', conversions and stuff - but the natural way of getting functional AR defences is still, after so many years, underperforming


meanwhile, in the Blue Life camp..
"
but molten shell and other Guard skills have very short durations and long cooldowns, so they are hardly reliable as on-demand buffs

most and I mean everybody uses them on automation as a sort of 'am I lucky' form of defence periodically on and off

bigger problem with armour is (and was for its entire existence) that formula that makes it very strong vs small hits and garbage vs anything actually dangerous

it is also very hard to actually get a meaningful AR rating using natural methods. introduction of new bases helped, but a) you need almost 300 strength to wear them b) you live or die depending on your chest as other slots hardly contribute anything. all pieces but chest require +life, so you have two prefixes. boots require movement speed, so at most you can get +AR% (resulting ~1000 AR), Helmet and Gloves can spare two Prefixes, 1300 and 1000 respectively for top base and T1 rolls.

jewelry grants +500 flat and +30% AR (unless you have any other more desirable stat on the amulet)

all that, few passives and you are at 20K AR. this is nothing. to break out of the 'good for white mobs, garbage vs anything dangerous' you need Determination and even then you can hardly tank because the most prolific method of killing players is 'phys as extra' your Armour does jack against

ofc you can get much higher values with 'tricks', conversions and stuff - but the natural way of getting functional AR defences is still, after so many years, underperforming


meanwhile, in the Blue Life camp..


50k armor would be sufficient in most cases. getting an es/life on block shield would do much more than getting to 100 or even 200k armor. as for pure evasion/es builds, theyre kinda bad.

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