Warrior needs more balance.

After speccing and respeccing about 10 times over the past few days at lvl 89 between Titan/Warbringer....Warrior absolutely is still spread too thin.


Too difficult to get an adequate balance between life/def/dps for T15+ content. I don't want to have to play an ES class because getting 10-20k ES is infinitely easier and less costly than being a warr. Warr is in dire need of more life nodes...the Giants Blood nerf is absolutely insane seeing as you are forced into a 2-Hander 100% of the time in order to do any damage.





Still a superb league and am having fun, but good lord Warrior is still a struggle.
Last bumped on Sep 11, 2025, 3:38:20 AM
I'm kind of amazed how much investment is needed to make warrior survivable, I've maxed out armour and life and still get one shot to certain boss attacks while es enjoyers just max out one stat and can tank bigger hits than us.


It makes zero sense to me the archetype that's supposed to mitigate physical damage is the weakest against it, eva/es and es stackers are absolutely safer to play and tankier as well, feels like not much has changed since 0.1. Armour applying to elemental is a very strong boost against ele, but armour still needs to be better against physical.

The harder the mob hits, the less effective armour becomes, and that's just terrible. Armour needs to scale better against big hits, if not than at least give us more life, we're literally hurting from affix pressure. We need high armour, high life, ele resistance, armour applies to elemental/chaos, chaos resistance, attributes, + skills, + attack damage, you can forget rarity, don't have space for it.

I've also respec'd several times on my 95 Titan as well, and it feels terrible, especially in juiced content. You either go tanky (still not tanky enough), damage, or speed, and it feels terrible to not have 2/3.

Tired of getting 1 shot by physical damage while stacking armour/life.
Not saying you're wrong, because I haven't played a warrior myself and don't know, but Titan and Warbringer are in the top 5 classes in HCSSF on Poe2.ninja. So they can survive.
SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.

https://poe.ninja/poe2/pob/ba84
It's not that they can't be insanely tanky, they absolutely can. It's just to get there you have to sacrifice so much damage. I've homebrewed a Molten Blast build that is basically a spin to win sprinkler that only really dies to standing in abyss degen or getting one shot by super juiced bosses due to barely having 2.7k hp. Outside of that the armor changes helping with ele damage is quite a massive step from 0.2.


I just get annoyed that in order to do the damage I'm doing I need to sacrifice so much, while as we know anything ES is able to scale infinitely higher with just gear alone...on top of the plethora of ES % nodes available. Meanwhile Warr has 2 nerfed %hp nodes, and a nerfed Hulking Form/Giants blood.
I am playing warrior too right now and have reached lvl 84, T10 maps. It was really fun but my gear is not maxed out and I only have 1.8k live no ES or Evasion. Armour to Elemental is very good, never played melee in the other leagues so I cannot compare but I can imagine. Melee needs a buff so you are able to deal with damage over time and these 3k instant attacks. Even when I would have double the amount of life it would be not enough. I saw some ES builds with almost 12k shield. Armour cannot compete with that and this is a problem.
The changes in 0.3 are good but they are not enough.
"
After speccing and respeccing about 10 times over the past few days at lvl 89 between Titan/Warbringer....Warrior absolutely is still spread too thin.


Too difficult to get an adequate balance between life/def/dps for T15+ content. I don't want to have to play an ES class because getting 10-20k ES is infinitely easier and less costly than being a warr. Warr is in dire need of more life nodes...the Giants Blood nerf is absolutely insane seeing as you are forced into a 2-Hander 100% of the time in order to do any damage.





Still a superb league and am having fun, but good lord Warrior is still a struggle.


I've noticed my warrior taking a lot more damage as well.

I used to use a lot of max resistance stats, which they basically swapped over for elemental reduction from armor this update, and I'm thinking that may have something to do with it. Right now I'm at 57/50/50 on elemental reduction from armor and it's not nearly enough.
There are few things that warrior needs right now to balance his defences:

1. Armor calculation has to change, it cannot be less damage reduction the stronger is the hit, it doesn't even make any sense, ES and Evasion are flat, and armor also should be - if 90% cap is too much, than make it 80% or something, but make it flat like other defences
2. Armor needs to have the same reductions available for chaos damage as for elemental damage, because again - ES and Evasion protect from everything at once, while armor has nothing against chaos
3. I really think Warrior needs a bit more HP, STR should be calculated to like 1 point = 4 points of HP

And I think that would rightfully make Warrior the tankiest archetype that he actually NEED to be, because he's melee.
Here's some quick math to put things in perspective...

When you take a hit for X physical damage:

* If you have 10*X in armour, you will reduce the hit by 50%
* If you have 1*X in armour, you will reduce the hit by 9%

For Armour based characters:

If your life is 3000, you need 60,000 armour to survive a 6000 point physical hit.

For ES based characters:

You need 6000 ES to survive a 6000 point physical hit.

It's far easier to get 6000 ES than it is to get 60,000 armour (I'd argue it's not even possible to get 60,000 in game with any gear/skill configuration).

That's why Armour is inferior at this time to almost everything else. Evasion was worse, but evasion characters now have Deflection for 40% damage reduction. For this same 6000 point physical hit, you'd need 40,000 armour to get 40% damage reduction -- or you'd just need 100% Deflection chance.

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