Melee Armor and Magic Defense
I don’t know that they changed what signets are- they just never implemented the description. And there is this. But I digress.
I can think of two possible explanations: there’s the idea that you had, that there’s some in-built magical protection, which is backed by the fact that practically every armor piece in the game has a magical inscription (the flavoring behind the different stat sets.) Alternatively, is was mentioned a long time ago that gold is magically conductive- which implies that there are other metals that aren’t. Maybe those are employed in the forging process, and have a dampening effect.
Thank you very much! That thread did help me speak on one point to a friend.
Idk about in GW2, but in GW1 rangers armor provided the most protection to elemental effects (for what I feel is for obvious reasons) where warriors armor wasn’t NEARLY as effective vs spells as a rangers.
I’d imagine in a lore standpoint it’s still like this, plate armor is great vs martial weapons, and it’s decent vs magical attacks, but armor designed to resist the elements would be more effective vs the elements themselves.
As their mother, I have to grant them their wish. – Forever Fyonna
It’s an interesting idea! Thank you!
Armor provides cushioning against various elemental conditions often simply due to padding. It is not simply iron or steel on flesh, but rather several layers of different types of material laid on top of each other.
An example that the OP gave himself, " electricity would just downright cripple an armor wearer", is down right wrong. A full plate suit of armor would function like a faraday cage, leaving the wearer unharmed.
In GW1 there were certain sets of necromancer armor that made the necromancer more resilient to melee damage, but more vulnerable to holy damage. This seems to imply that necromancers are considered as something unholy in game mechanics (or at least when they wear certain armors).
Blighter’s – Armor +20 (while affected by a Hex Spell)
Bloodstained – Reduces casting time of spells that exploit corpses by 25% (Non-stacking)
Bonelace – Armor +15 (vs. Piercing damage)
Minion Master’s – Armor +5 (while you control 1 or more minions)
Tormentor’s – Holy damage you receive increased by 6 (on chest armor)
Undertaker’s – Armor +5 (while health is below 80%)
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
(edited by Mad Queen Malafide.7512)