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In higher difficulties, enemies, especially Bosses, have beefed up OA. That's sort of like the 'Attack Bonus' from more traditional RPGs. DA is kind of like Armor Class and it's the only way to stop Bosses from landing nothing bit criticals on you and one shotting you, regardless of HP or resists. Mostly because crits have stages and the higher their OA and level is over yours, the harder their crits are going to hit.
So you have to dump as many points into Physique as possible to increase your DA, otherwise you're just going to die in one shot to almost anything.
I'm hoping there will be some changes in the expansion, even just more availabilty for +% DA so people don't have to invest so deep into Physique to survive in Ultimate.
I don't expect them to change anything though.
Life is relevant to every build (DA too), and Phy is the life stat.
Spi and Cun dont bring enough to be worth pumping more than for item requirements.
Damage is everywhere and whatever else they bring can be found in pure way, OA etc...
Soldier is a very strong mastery, i think the best one, in all objectivity.
It has everything needed to succeed without any help from other mastery (almost pure soldier + anything can go everywhere in the game) and it complements any other mastery just as well, plus Phy ;D
And it is easy to play.
Now, every mastery can work in Ultimate, and my personal favorite is Demo.
I just want to add a bit about how I perceive death in this game, or how other players may perceive it.
In most games that have a character-building process, you have the option of building a tanky character that seldomly dies, or a higher-damage character that may die more often yet kills faster. That's the trade off players make.
In GD, dying somewhat more often is less of an option. We have experience loss on death and mobs that regen their health (I'm not saying I don't like those mechanics, but it's a fact that they are in the game). Further, the rogue-like dungeons punish you for dying; if you die your run is over and you're out of a key. Considering that the rogue-likes are some of the most desirable places to run, this greatly discourages players from making characters that might die even on a small % of tough encounters.
Yes, going melee without investing all your points in physique is fine - if you have soldier as one of your masteries, which is related to what my post is about.
Too many mobs, too many unavoidable damage, very high HP bosses.
But you can make a 'canon' no problem.
That is the classes i tend to play the most and dont have a problem taking some hits here and there while vaporizing the whole screen.
Knowing the game, what to expect, what to fear...is also part of the success.
Yes, I've got 1300 hours into the game and have been playing for nearly 4 years (since B1). Nobody cares, I know - but I know what to expect.
It's not an issue of not being able to go complete glass cannon and completely ignore defense. Even if you have many, many defensive skills, you may often find yourself in a position where you still need to literally dump all of your points into physique.
On my Witch Hunter, (mostly this build http://www.grimdawn.com/forums/showthread.php?t=39908) I have sigil, blood of dreeg, aspect of the guardian, pneumatic burst, shadow dance, veil of shadow, blade barrier, possession, vampirism, and a number of defensive and healing-related devotions. Depending on how you want to add all those up, that's nearly a dozen active and passive skills that are either entirely or at least partially defense related. Even with all that, the build still requires that you dump every single point into physique.
That said, I've never felt pressured to pick up Soldier as a second class. Personally, I don't think the mastery is overwhelmingly overshadowing other masteries. It has some convenient easy access to more base health, DA, and armor absorption, which are the main concerns for ultimate general survivability. But other masteries tend to have other perks, so you just equip an extra defensive item or two to compensate and the gap between the masteries is all but gone.
As for attributes... it always ends up that way. Diablo 2 you maxed vitality. Path of Exile was Path of Health Nodes. Diablo 3 (on release) while automating attributes, was every item resist all and health else it was trash. I mean I can kind of see this as a "problem" but it has been so ingrained into this genre that I don't think it is going to change unless there are other huge changes to the genre.
The same thing was with torchlight 2 engineer and his summons.
In PoE most cheap legendary farming build is summons, it doesn't require a lot of health, not even maxed out resistances. Not ment to beat records, but solid and desn't require a lot of investment, and again, easy to farm items with.
I just like that kind of playstyle :(