Here’s my suggestion for Tyreal’s Might with changes in bold
Defense: 1983-2253
Required Level: 84
Required Strength: None
+120-150% Enhanced Defense (varies)
+40% Faster Run/Walk
+1-99 Strength(based on Character level)
Level 10 Fanaticism Aura When Equipped
All Resistances +50
Cannot Be Frozen
Requirements -100%
Slain Monsters Rest in Peace
Indestructible
Ethereal(Can Not Be Repaired)
Before I get into my additions/changes, the Armor screams Melee/Ranged character. Faster Run/Walk, +Strength and Can Not Be Frozen are all attributes Physical builds want to have. The Rest in Peace modifier is a turn-off for Find Item Barbarians but it’s perfect for D-Key hunting. Plus Nature’s Peace isn’t all that great outside of the 7-11 PDR on it. Prevent Monster Heal can be granted via Weapon too.
Anyways, first change is adding the Ethereal flag and making it roll Ethereal every time. This will help to distinguish it from Templar’s Might unless you’re so unlucky that you get Templar’s Might to roll Ethereal. Yet with Ethereal flag, defense is bolstered by at least 661 to at most 751(nice boost). The next change is doubling the Faster Run/Walk bonus to 40%. This puts it on par with the best boots in the game and coming from the Chest slot makes it extremely invaluable for Amazons or any class that isn’t using Enigma for Teleport.
Speaking of Enigma, I tweaked the +Strength to be based on character level that is stronger than the benefit yielded by said runeword. Since the Armor comes with no Strength requirement, that’s effectively free Strength to equip the rest of your gear and with good Torch/Anni rolls, you likely won’t need much, if anything, invested into Strength, giving you flexibility to pursue max block or dumping ever more points into Vitality.
I then bumped the All Resistance to a flat +50 or effectively what the runeword Chains of Honor yields(not counting the Um rune that brings it to 65). This makes it better than Goldskin and Vipermagi(both of which can have better Resistance despite being Normal/Exceptional Uniques).
The final tweak I made is controversial but replaces the +50-100% Demon attribute and that is a Level 10 Fanaticism aura. I chose Fanaticism because virtually every caster build necessitates Enigma for the Teleport(unless you’re a Sorceress). Since we don’t have that, it means that this Armor is meant for a Physical Damage character and there is nothing stronger than Fanaticism. Fanaticism at level 10 effectively yields 3 attributes at once. It boosts Damage by 203%(half that to allies and is respectable compared to Fortitude’s 300%), Attack Rating by 85% and boosts Attack Speed by 30%(of which it’s SKILL IAS, hence has a much bigger impact on EIAS). It won’t completely offset Decrepify/Holy Freeze but it’s a step in the right direction.
Then there’s still the issue of adding a socket from which players can hit 65 All Resistance(matching CoH), add 40% Enhanced Damage(bringing it to 243% with Fanaticism), 15% IAS or any number of socketing options(Pul for more Defense, etc.).
In summary, these changes would make it the GOLD Standard in Body Armors. It’d compete with any runeword you can think of while making Physical characters/Mercenaries even stronger. Enigma still holds its place due to +2 Skills, Teleport, +Life per Kill and MF. CoH still has +2 Skills, Demons/Undead and MF, Fortitude still wins on %Enhanced Damage/Enhanced Defense and Chilling Armor proc(+Light Resistance cap too) and Treachery still has Fade’s DR and relatively cheap cost.
Yet if I found a Tyreal’s Might like above, I’d use it in a heartbeat.