So going into the final battle:
Spiked Bone Guards +2 sp +2 ar piercing
Rumrod Helm +1 sp +2 ar Haste
Banded Bracers +2 br +2 arm Regrowth
Grim Reaper +3 sp +5 br Brutality
Breatplate of the Bull +3 br +2 ar Charge
Dark Tower +2 sp +4 ar Impale
Dark Therapy +1 sp Regrowth
Barbarous Boots +2 sp +3 br Savagery
Beetle Shell Necklace +1 sp Charm
Magpie's Ring +1 ar Steal
Ring of the Marshes +1 br +1 ar Swamplegs
I am a cavalier with a Speed of 12, Brawn of 14, and Armour of 14. I did not trade out a lot of items as there was not much to improve armour in act 3, so i only traded items where my armour was the same but it upped another stat.
Unfortunately here is where my journey ends. I could not take on any of the Legendary Monsters. A lot in this Act either goes through, armour or damages armour, so my advantage is gone and it doesnt look like ill even make it past the first monster in the boss fight, let alone the whole thing. This is a little disappointing because the reason I decided to play a tank is i have the worst luck in the world when i roll. I mean i will lose 5-6 rounds in a row (and not just due to the speed variance, I will roll under a 4 every. single. time), and i was hoping to try and negate that by holding off some hits. But as i said there isnt really improving armour past my 14 at this point, i think the ice monster could bring it up to 16 but there is no way i can take on all 4 pillars and then the ice mage when i take 4 damage every round, and the monsters all have enough strength to make my armour be worthless anyways.