Path of Exile 2

Path of Exile 2

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Defense Priority in Path of Exile / Path of Exile 2 – Simplified
By ✯CJU✯Dirty_Pain
I see a lot of players struggle with survivability — things like overvaluing chaos resistance, thinking Energy Shield is just extra life, or believing armor/evasion are useless.
After 5000+ hours in PoE/PoE 2, here’s a simple breakdown of how defenses actually work and how to build smarter.
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Resistances – First Line of Defense


Resistances divide incoming damage before anything else.
  • Example: Take 100 Fire Damage → with 75% Fire Resistance → you only take 25 damage.
  • Always cap Fire, Cold, and Lightning Resistances at 75% (higher possible with flasks, passives, or gear).
  • Chaos Resistance is less critical early game. Most enemies don’t deal chaos damage unless specified (mainly poison, which can often be removed with flasks/charms).
Mitigation Layers
Reduce or Avoid What Gets Through


After resistances, mitigation determines how much damage your HP or ES needs to handle. Choosing the right layer depends on hit frequency, size, and your build’s natural strengths.

  • Armor – reduces physical damage.
    • Best vs. many small hits.
    • Less effective vs. massive, singular strikes.
    • Works well with strength-based builds and life-heavy setups.
    Note: Damage reduction scales with hit size — the formula is Armour / (Armour + 25 × Damage). This means big hits pierce through much more than small ones.

  • Evasion – gives chance to completely avoid attacks (not spells).
    • Excellent against big, slow-hitting enemies.
    • Ineffective against fast swarms of attacks.
    • Scales naturally with dexterity-based builds.

  • Deflection – new Dexterity-based mitigation layer (Patch 0.3).
    • Reduces all Hit damage (including spells and AoEs) by a minimum of 40%.
    • Rolled in addition to Evasion, making it a double layer for Dex builds.
    • Has no maximum cap — can reach 100% chance with investment.
    • Acquired as a % of your Evasion via Dexterity gear and the passive tree.

  • Block – provides chance to completely negate an attack or spell (with investment).
    • Can act as a hybrid layer, reducing both physical and spell damage.
    • Effectiveness scales with shields, block nodes, or jewels.
    • Particularly strong when combined with other mitigation layers.
Life & Energy Shield (EHP)
Your Buffer

Your Effective Health Pool (EHP) is what actually absorbs damage left after resistances and mitigation. Building enough EHP ensures you survive mistakes and have time to recover via flasks, leech, or regeneration.

  • More EHP = more time for recovery (regen, leech, flasks) to keep you alive.
  • Life or Energy Shield alone won’t save you if you ignore other layers.
  • Numeric Examples: Here’s how mitigation interacts with your health or ES pool:


Setup
Effective Health (EHP) vs Physical
Notes
2,000 Life + 5,000 Armor (vs 500 dmg)
~4,000
Great vs many small hits
2,000 Life + 5,000 Armor (vs 2,000 dmg)
~2,666
Weaker vs large single hits
2,000 ES + 50% Evasion
~3,000*
Strong vs big hits, chance to avoid attacks; weaker vs swarms
2,000 Life + 50% Deflection
~3,333
Flat reduction to all hits (incl. spells/AoEs), scales with Evasion
1,500 Life + 30% Block
~2,142
Hybrid approach, chance to completely negate hits


  • Numbers are simplified examples to illustrate differences; your actual EHP will vary with gear, passives, and buffs.
  • Armor scaling depends on hit size: smaller hits get reduced more, big ones less.
  • Always pair EHP with some recovery method (leech, regen, flasks) for maximum survivability.




Weaknesses of Energy Shield
Even with a giant ES pool, you’re not invincible. Watch out for:

  • Chaos Damage → no longer bypasses ES in PoE 2, but deals double damage, still making chaos-heavy encounters very dangerous.
  • Damage over Time (DoTs) → poison, burning ground, caustic clouds, etc. are still brutal without recovery.
  • Recharge Delay → ES recharge stops for 2s after taking damage, leaving you vulnerable to follow-up hits.
  • Ground Effects / Degens → burning ground, desecrated ground, caustic ground constantly drain ES.
  • Hexes & Curses → things like Vulnerability or Temporal Chains can significantly weaken your defenses.
  • Map Mods & Boss Mechanics → some enemies reduce ES recovery rate or amplify all incoming damage.

Tip: If you’re ES-based, always plan for ES recovery, chaos damage mitigation, and protection against DoTs.


Quick Rule of Thumb
Match Your Stat to Your Defense
Most builds scale naturally into the defensive layer that matches their main stat:

  1. Dexterity builds → Evasion + Deflection
  2. Strength builds → Armor
  3. Intelligence builds → Energy Shield

Hybrids exist, but sticking to your stat’s natural defense layer is usually simplest and most effective.


Summary Checklist
  1. Cap elemental resistances.
  2. Use at least one mitigation layer (Armor, Evasion, or Block).
  3. Build enough EHP to survive mistakes.
  4. Match your defense to your main stat for smoother scaling.
  5. Include at least one recovery mechanic (leech, regeneration, or flasks).
  6. Plan for Damage over Time (DoTs) and map mods that bypass normal defenses.

Do this, and you’ll survive much more consistently than players who just stack chaos res or giant ES without recovery.
14 Comments
Ialwaysrespawn 23 Sep @ 2:57am 
Increase stun threshold, increase HP pool and avoid "monsters inflict # more stun" on maps. If you're feeling extra freaky, instill your amulet with warrior's nodes that specifically fix the issue of getting stunned repeatedly. Tho I think they all require a shield equipped, I don't recall specifically. If you're playing monk/mage passive tree, make sure you did not take Chaos Inoculation node, because it makes your chance to get stunned 1, or basically everytime you get hit regardless of how insignificant the damage is.
Whi†ePimp 22 Sep @ 9:24pm 
Most problem for me in poe2, it's stun, freeze, and enemy physical cage+pushing, absolutely no matter If I use charms against stun/freeze, it will always work anyway, and absolutely no matter amount of resist, any 2-3 WHITE archers will shot off the screen and stun, stun, stun, this mechanic is just not needed in the game, it's ONLY negative side, at least in way it exist now. About freeze it also shoud be 3x shorter at least and after 2-3 times u should be FULL resist for 5 sec at least, absolutely broken mechanic in game when u die in 0.5 sec
Knights Mercy 8 Sep @ 11:39am 
You are missing a significant change to Armor in this season.

With passive tree nodes and armor stat lines you get Elemental Damage reduction from your armor stat.

So your resistance would apply, then armor reduction to both physical and elemental. Right now my level 75 warrior is at 75% for all ele resists and 80% elemental damage reduction from armor.
K!m0z 5 Sep @ 7:18am 
hi boi
✯CJU✯Dirty_Pain  [author] 4 Sep @ 5:23am 
the guide’s numbers are simplified on purpose
they’re not meant to replicate the full accuracy/evasion or armor formulas, only to show how mitigation interacts with your health pool. That’s why I added notes about scaling with hit size for armor and numbers are simplified i never did i said anything that percentage is an actual physical number it also says ingame is an estimate chance/reduction

On evasion specifically: it’s not true that 67% ≈ 99%. Evasion in PoE 2 still resolves via accuracy vs evasion with entropy smoothing, and the cap is 95% you’ll always be hit at least 5% of the time. That means 67% evade = ~33 hits per 100, while 95% evade = ~5 hits per 100 about a 6.6× reduction in incoming attacks. That’s why the % values do matter in practice. you should try to do your research about the entropy mechanics
Ialwaysrespawn 2 Sep @ 6:43pm 
Supsie, exactly why I quit playing warrior. I have a 90 lv titan that easily killed last ritual boss, but dies to white mobs on maps instantly if not constantly rolling and jumping around in a zig-zag pattern. I didn't even bother to make it scale to 5-6-7-8k health. I made an initial build with 75% elemental res, 85% elemental prot, 80% armor and 55% block to test whether it would work... got hit for 1.5k by a white mob's fireblast and instantly scraped the build to have minimum defence buffs and maximum damage to at least have the possibility to instantly kill everything in range.
The worst part is, I just created a mage character. And at the start of act 2 I have more cast speed than I have on my 90 lvl warrior. Devs need to nerf maces more and buff evasion more I guess...
Supsie 2 Sep @ 2:39pm 
yeah except it doesnt seems to work like that. I made a tanky warrior 89% ele res, 76 chaos res 60k armor nearly 5k hp....I destroy bosses and can tank them...guess what i die to? yeah shitty trash mobGGG devs (zackie that asshole) need to stop being a snobby sweaty cunt and not to push numbers too high he is fucking dickhead
Ialwaysrespawn 2 Sep @ 2:01pm 
<The exact Path of Exile 2 armor formula is not explicitly stated in patch notes, but testing indicates it's a change from Path of Exile 1, with a formula similar to Armor / (Armor + (10 * Damage)) or Armor / (Armor + (12 * Damage)) (where the 12 is a constant value), making armor about 15% more effective for a given amount of armor, as confirmed in patch 0.3.0, which increases its effectiveness against physical hits.>
It's a chatgpt's answer. So... according to what wiki exactly if all testing and all wikis about POE2 have either 10 or 12 multiplier?
You should also research the meaning of <50% defence> or any other stat for that matter. You know that percentage isn't an actual physical number? It doesn't calculate anything, so you're misleading people by bringing percentage as your main argument to calculate anything. 67% evasion would yield approximately the same result as 99% evasion would. You stated you have 5k hours, you should know it.
Lorne 2 Sep @ 10:44am 
One thing is missing, where do you get all the rarity and offense on gear if u stack defenses. Defense is trash if u cannot combine it with unique effects and damage double dip. I'd rather stack rarity and offense.
✯CJU✯Dirty_Pain  [author] 2 Sep @ 4:21am 
Thanks for pointing that out, you’re correct armor doesn’t work as a flat percentage and my simplified examples don’t reflect the real math. According to wiki the actual formula is
armour / (armour + 25 × damage)

That’s why armor feels great against small, frequent hits but falls off heavily against big slams, since you’d need many times more armor than the hit size to get meaningful reduction. The “50% Armor” example in my guide was meant just to illustrate interaction with EHP layers, but I’ll update it with a proper note so it’s not misleading.

Really appreciate you catching that I’d rather keep it both new-player friendly and technically accurate, so feedback like yours is super valuable!