resists
resistances is your main dmg mitigation, and the nr 1 cause to players feeling squish
80 resist is softcap, you want this at minimum, for higher difficulties and end you want overcaps to deal with debuffs
armour rating and armour absorb(player starts at 70%armour effectiveness) reduces physical dmg too, and many/“most” enemies deal some portion of physical dmg, even if maybe their attack looks XY dmg coloured
^physical resist helps too and is very valuable, but also rare, so for levelling 10-15-20% is nice and fine, for end you will likely want 20-25% minimum
another mistake some players do is keep armours for too long time/not upgrade frequently enough, usually because they think rarity matters so keeping a blue or purple items for 30-40 levels can make sense to them, but it’s “wrong”
upgrading items/keeping somewhat level relevant armours ensure level relevant armour rating and stat interval upgrades, which includes resistances
a lvl 20 blue will have much lower resist than a lvl 40 green
^my personal rule of thumb is to upgrade armours every 15-20levels, usually fits with new level iterations of items and stat increase thresholds on ex affixes
Healing, yes it sounds silly but healing is kinda a defensive layer since it keeps bouncing your health back up, you want some sources of heal outside your heal pot. GD has 3 avenues for this, Lifesteal(attack dmg converted to health), regen and heal procs
Lifesteal is preferable for weapon attacker builds or builds that utilize some main skill with %weapon dmg in it
Regen is good but requires a dedicated focus to be useful
Heal procs is usually best paired in some combination of the other two, tho with the right rotation build and cooldown reducts it is somewhat doable to rely on them as main healing
Defensive Ability reduces enemy hit chance and crit chance, usually it’s nice to just stay below crit chance/where enemy has 89% hit chance on you
(you can see the hit chance of the last enemy that hit you by mousing over your DA in character sheet)
^Offensive Ability reduct/debuffs is basically equivalent 1:1 to player DA; with the caveat that it only applies once the debuff ihts and only for the duration it’s in effect
HP, good ol’ regular health gives you a nice soaking layer, and after a point the DA mentioned above loses some value/gets diminishing returns, so HP can be nice to stack
“reduced target’s damage”, also called Damage Reduct, this is a multiplicative debuff effect that reduces enemy dmg before your other mitigations, and as a bonus effect reduces some of their debuff effects on you
then you have flat absorb like Inquisitor Seal, Blast Shield etc, it’s good, since it’s a final layer dmg mitigation after all other stuff has been reduced, but also not something every class or build can just fit in
Circuit Breakers, like Blasst Shield mentioned and other defensive procs are nice utility too