I see some tanks slotted almost fully with armour tallies, so, I'm curious if there is some optimum amount of armour for a tank and how to determine it?
I know the armour cap is 75%, and that the reason for going above that is that some classes have pretty large armour debuffs. So if you have over 75% armour, let's say 125%, and you get a 50% armour debuff applied to you, then you're still at the 75% cap after the debuff. Simple stuff.
Considering that, is choosing the optimum amount of armour as simple as:
1. Finding out the maximum percentage your armour can be debuffed (I believe WE/WH debuff for 75%?).
2. Slotting armour tallies to raise your armour over 75% by that amount. For example, if you have 80% armour now, you want to slot armour tallies to raise you as close as possible to 150%, so that if a WE/WH debuffs you for minus 75% armour, you're still at or near the 75% armour cap.
Do armour debuffs stack? Eg can you have one debuff for 75% and another for say 25% from two different players?
Very curious about this as I have a R40 BG, almost got full conqueror and I'm considering levelling an alt with scavenging (already have 200 talisman making on my BG) to grind for the high level purple armour fragments.
Tanks - how much armour is enough?
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Re: Tanks - how much armour is enough?
All I can say is that morale armor debuff and skill armor debuff stacks. All tanks has around 1056 armor debuff morale1 and zealot has 1320 armor debuff. WL and mara has around 1,4k armor debuffs, BG, IB, BO has 800 ish armor debuffs without investing in to DPS trees.
So if You have lets say 5000 armor with armor pot and You get hit by 1k armor debuff from morale and 1k armor debuff from skill, You sit on 3000 armor than if You get hit by choppa/slay with 50-60%% armor penetration, they gonna hit You like a truck not to mention that WE/WH has armor ignoring skills(Agonizing wounds, Pierce Armor and Torment) and marauder has 50% armor ignore tactic for skills require mutations.
That leads to conclusion that even if You stack armor like crazy, after debuff You are nearly to naked against some classes.
So if You have lets say 5000 armor with armor pot and You get hit by 1k armor debuff from morale and 1k armor debuff from skill, You sit on 3000 armor than if You get hit by choppa/slay with 50-60%% armor penetration, they gonna hit You like a truck not to mention that WE/WH has armor ignoring skills(Agonizing wounds, Pierce Armor and Torment) and marauder has 50% armor ignore tactic for skills require mutations.
That leads to conclusion that even if You stack armor like crazy, after debuff You are nearly to naked against some classes.
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- witchdoctor
- Posts: 104
Re: Tanks - how much armour is enough?
I'll make it short. If you have 2-3 164+ Armor talis, you can use them. more would be wasted. 

Re: Tanks - how much armour is enough?
Full Conq + Armour Pot + Force of Fury and a dashing of a few armour talis should be enough. Its generally better to go for initiative/toughness/wounds because as the post above says, you can be reduced by quite a lot.
Don't bother farming for armour purples exclusivly. The devs said its a 0.3% chance to get a purple armour fragment from a Champ mob.
Don't bother farming for armour purples exclusivly. The devs said its a 0.3% chance to get a purple armour fragment from a Champ mob.
Re: Tanks - how much armour is enough?
Go for 4500 rest in ini till 290/295 for destru and crit reduction till 0% then stack toughness. If the healers are good and you spec some nice def jimmik you will hardly die under heals.
Last edited by Tesq on Fri Jul 27, 2018 8:30 am, edited 1 time in total.

- Eathisword
- Posts: 808
Re: Tanks - how much armour is enough?
I agree. Although, I would consider 4500 with a armor pot as an ok amount. I prefer around 5k. Above 5,5 - 6k it really kicks in and you see a big difference, but you lose on too many other things and it's probably not achievable for all tanks.
Re: Tanks - how much armour is enough?
I feel a lot better at 5500 armor than anything below, really makes difference, but even with that value some debuffs+high WS players can hurt.
7000 armor will be a value that will keep you at 75% mitigation in 99% cases and it really makes huge difference when hit by high ranked geared melee. but thats for a Squig herder, tanks cant get so high right now i guess.
7000 armor will be a value that will keep you at 75% mitigation in 99% cases and it really makes huge difference when hit by high ranked geared melee. but thats for a Squig herder, tanks cant get so high right now i guess.
- charlysixb
- Posts: 357
Re: Tanks - how much armour is enough?
Redeye x3 bonus is huge armor bonus ( x2 is -3% crit ) also x2 ruin gives too the armor bonus.
Imo redeye set for tanks is underrated.
Imo redeye set for tanks is underrated.
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Re: Tanks - how much armour is enough?
putting armor talis into your bg is waste of more important wounds and toughness or even strenght, fof doing well work. i can pop around 6,5k armor - 1300toughness and 11k hp. Im full conq and genesis undying, didnt remember if everlasting were better with crit reductions but with fof and the reduction crit debuff good coordinated u can shut down anybody. dont forget your parry + initiative buff and positioning - always in front with shield. but im only 400 str. but on 65rr i can tire easly or hardly but can tire 70+ wh's soloing when theyre first on u with shield poped right u dont even need to using potions after he did. GL
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Re: Tanks - how much armour is enough?
Guys idk why you need so many armor for, there 's so many things in game right know which involve, debuff, ignore, bypass totally armor or magic casters ( now even dmg from shammy/Am which are relevant again) that the armor is loosing few by few his value, especially if you need to stack other source of things such a bit of dmg or avoidance.
Look aven reaching the armor cap at 140% a debuff and a melee would still see ya under 60%. Armor
Dmg reduction from skills, passive absorb, and crit rate / dmg reduction (they are diff) will still make you stand longer than stack armor after had reach a certain value.
Especially there are things which are better fot to protect ya from KD / burst and things which are better fit to protrect ya from general/average pressure.
Look aven reaching the armor cap at 140% a debuff and a melee would still see ya under 60%. Armor
Dmg reduction from skills, passive absorb, and crit rate / dmg reduction (they are diff) will still make you stand longer than stack armor after had reach a certain value.
Especially there are things which are better fot to protect ya from KD / burst and things which are better fit to protrect ya from general/average pressure.
