Concept 1: Armor as a means of spell damage mitigation.
This thought has been addressed several times in generalized terms. It would certainly be nice if a stat as useful in the realms of physical mitigation had some effect on magic mitigation, but how would it be implemented? What would be appropriate without being overpowered? The issue largely lies in the numbers, but this is my more specific idea on how magic could be mitigated via armor.
Each of the 4 tanks has at least 1 talent focused on increasing their contributions of armor from items, what I’d propose is rolling into these talents (or other talents, if balance would be more appropriate) an effect similar to the following:
Druid: (Either Thick Hide of SotF) Also allows 17/34/50% of your physical damage reduction from armor to apply to damage from magical spells and effects.
War/Pal: (Toughness) Also allows 6/12/18/24/30% of your physical damage reduction from armor to apply to damage from magical spells and effects.
DK: (Toughness) Also allows 3/6/9/12/15% of your physical damage reduction from armor to apply to damage from magical spells and effects.
The numbers can be tweaked as necessary, down or up, and could also be relegated solely to be from ‘higher level targets’ or another such tag to function solely in PvE, perhaps even only from AoE effects, if PvP balance is a concern, but this is largely targeted at PvE, so I’ll leave PvP implications out, for the most part.
The idea with the above, and the reason for the different classes having different numbers as the initial concept was a combination of ability to deal with physical damage as part of a “boss tanking” scenario, cooldowns available, and expected armor/health levels at given levels of content. Obviously there would be a ‘cap’ on the reduction able to be obtained by such means, as armor reduction is also capped. Armor levels are also reasonable straightforward to project into certain levels of content, and this generalized concept would allow for scaling into future content, with these reductions considered.
This would allow selection of different types of gear to tank certain encounters, and allow EH to be truly effective against spell damage encounters. This would allow at least some means of further mitigating incoming spell damage as one improved one’s gear level, though at a reduced rate to that of physical damage.


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