Armor Trinity - Why?

#1 - Sept. 29, 2012, 11:44 a.m.
Blizzard Post

So, this game dispenses with the Holy Trinity of Tank/DPS/Healing. Every class has a spec that can support, dps, or tank with some level of success. I’ve tanked many a champion on my elementalist with a combination of slows and dodges and jump-forward powers.

So, that being the case… WHY do we still have a Trinity of armor weights?

I understand that melee is supposed to have much higher damage numbers than ranged, simply because of the safety factor involved. But why do only warriors and guardians benefit from higher armor numbers in melee?

I play a dagger elementalist, a 2-sword mesmer, a greatsword ranger. I’m in melee with them as often as I am with my warrior and guardian. And yet, I need to be much, much more mobile and careful doing so, and I am not rewarded with the kind of damage numbers the heavies get, either.

If the game is designed so that NO ONE can tank and spank, NO ONE is built to simply stand in melee and take hits, and every class can choose to melee or ranged… why don’t we have a choice of what armor we want to wear on our characters? Perhaps there could be an endurance reward for light armor and an endurance penalty for heavy, and the more pieces of heavy you wear the less dodges you get.

It makes no sense to penalize light armor wearers in damage for staying back out of melee, when they have no option to get a little more protection if they want to wade in there.

#18 - Oct. 1, 2012, 2:19 p.m.
Blizzard Post

There’s some legitimate discussion going on here. Don’t be the one that derails the thread with personal attacks…