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https://imgur.com/a/yYeSgXa
Also a lot of Sunder attacks usually have a fixed pattern like a slow wave travelling across the ground or a big circle on the floor or a tiny melee range AoE.
Or you can intentionally get hit for some mechanics like Mark of Torment.
Maybe also review the build and see if it has too much healing vs survivability like Physical Resist or raw HP or Defensive Ability (provided all resists are capped, armor absorption >92% and so on).
Sunder hasn't been an issue for me so far, but I've been building more toe-to-toe melee types these last few months and I was wondering my options, if I get trapped and then sundered.
So, what exactly are the things I would need to look at to be tanky enough to facetank through it?
Armor Rating, what?
I'll have to read up / investigate at all of the possibilities for that.
Health regen and/or lifesteal. Damage absorption, defensive ability (prevents crit hits), phys resist, etc. Pretty much the same things we've always done.
For me, for the campaign, there is no significant difference between a melee build and anything else except pet builds, and I don't have much experience with retaliation builds. Every build gets up close and personal eventually. Everything has some kind of movement skill and now we have Evade, too. Casters can face tank a lot of fights and melee characters have to run away sometimes. It helps to have good piloting skills to avoid getting trapped and avoid drawing too much aggro. The more difficult bosses just get easier with experience.
Armor rating isn't really a factor. Once you get to level 100 all builds have top tier armor pieces. When you start getting legendary sets and god tier armors for taking on super bosses, then things get more interesting.
idk it feels like most sunders& attacks that chunk me have just been little slaps from the boss that smack me for a third of my hp (before i instantly heal it back) meanwhile the big wind up attacks that I'd expect to be the "dodge this attack or die" hit like wet noodles and don't move my bar at all.