I had a realization today about why Ward feels so much better as a defense than Health.
A quick story tangent for context- I’ve been leveling a second Primalist (Druid, coming from Beastmaster) and I kinda accidentally got myself to 100+ health regen. (combination of unintended suffix rolls, unempowered health regen blessing, and summon spriggan healing aura) Now that I’m in empowered monos on this character I’ve been noticing that I’m dying a lot less than my level 95 Beastmaster with over 70% armor wearing a shield, while my Druid is dual-wielding. I think a large part of that is the health regen sustain helping, especially against DoTs and ground effects. I’ve been wondering to myself “Why don’t more people recommend Health Regen as a defense, if it feels this good? …Well, it’s probably just not worth the affix slots to build it on gear…” And then it hit me.
The thing that makes Ward feel so good is that every single way that you can build into it increases both your maximum ward, and your regen rate. Ward Retention, Ward per Second, Ward Decay Threshold, all make it so you can have a higher maximum effective health, AND give you regen. That’s not the case with Health. All the affixes for max HP and sustain are separated. There is a theoretical maximum health you can achieve (depending on class/passives) because there’s a maximum given amount on gear (I could get to around 14k on the planner with absolute max t7 rolls and all passives/blessings). There is no upper limit to Ward.
On top of that, because of how ward decay works, you effectively have more “net” ward generation at lower ward than at max, making it have a sort of built-in endurance mechanic.
I think this is most consequential against Damage Over Time, which cannot be dodged, blocked, or reduced by armor (except for the new affix, but even if you have 70% armor mitigation, and 20% armor → Dot, that’s still only about 10% reduction against non-physical DoTs.)
In short, Ward feels good because by building any of the stats, you’re increasing both your maximum EHP, and gaining sustain, especially against DoTs and ground effects which are often the most deadly, and hardest to mitigate through other defensive layers. Whereas with health, because building maximum health doesn’t increase sustain, you have to choose whether to use your other suffix slots for mitigation defenses, or for health recovery.