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
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Last bumped on Feb 26, 2026, 9:50:25 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.
"
You literally described guard skills that are already in the game.


i did not forget molten shell but its no where near as effective enough to bridge the gap, other defenses are just better and instead of wanting ES nerfed i would rather have armor buffed simple as
Remove (One attempt only mechanics) in this game full of lag spikes, one shots and random disconnects.

2FA and register phone number PLEASE!
"
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..


exactly! i hate that only nerfing ES is on the table so we can all suffer rather than make AR good so we can all have fun .-.
Remove (One attempt only mechanics) in this game full of lag spikes, one shots and random disconnects.

2FA and register phone number PLEASE!
You literally asked for molten shell in the OP.

Temp defense
Use on demand
Cooldown
Scales with armor but not a crazy amount of armor.

Asking for armor buffs is fine but what you asked for in the OP exists in the game.
I have one question: What is the Armour problem?
armour problem is that its best defensive function is scaling Aegis Aurora ES builds.


it has a formula that makes it less effective the bigger the hit. you need A LOT of armour to feel safe vs T17 phys hits.


20k armour you can get with 'normal' means is USELESS. and that normal means: 4000 chest, 1100 helm, 800 boots, 1000 gloves, 500 belt (and 30% Armour amulet) + some passives from the tree. shield i do not count because you want spell block and block on it (two prefixes) unless gladiator.

when you start applying tricks (and spend 50% aura on Determination) you maybe can get to 40k - this is noticeable but still not enough

once you go full banana and start using mageblood (granite + basalt is like extra 30-40% more) + hybird pieces + iron reflexes + auras with aura effect% etc - you might get to 100k+. that is perfectly fine (unless you meat 'ignores phys defences' mob)


the best part of this joke: armour used to be EVEN WORSE. right now it is ~twice as good as few patches ago. back then top rare armour chest was like 2200 instead of ~5000 you can get now

it is great to have like 2000-4000 to solve the small, barrage hits. but the next breakpoint is not 5000 but 40000. everything between is effectively the same



fun fact: there is this ring, Prospero's Protection that makes your chest give no armour but doubling your shield's armour value

it is INSANE budget option. 2500 AR shield + few passives = 25k armour AND you can use non-AR chest on a gladiator or whatever. fun stuff, very under the radar


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