Not really. People are just playing bad builds, and blame the class or melee for their faults. The “lots of variables” can be condensed into one: you either understand how to build your defenses, or you don’t, and this indeed drastically changes your experience.
Firstly, what the heck are you talking about?
Dodge isn’t a unique form of defense. Glancing Blow is capped at 35% DR, so it’s inferior to generic defenses. And last time I checked, every class uses some combination of generic defenses and healing.
Next, you say Sentinel gets “tons of endurance and DR early game”, but somehow this DR stops existing at higher level? Class passives don’t change, you either have DR or not. There’s one % endurance passive in Paladin available to Sentinel, and zero in other trees. So how exactly does Sentinel get “tons of endurance early game”?
Finally, most people who are complaining don’t even play in high corruption. It’s a vocal minority.
Which enemy does it?
Because AFAIK the only source is a modifier from monoliths. So basically:
- IF I choose to clear a monolith with this modifier,
- AND ONLY WHEN I run a monolith with this modifier active, my armor gets reduced
Now, let’s say I somehow get 20 stacks of Armor Shred, that’s 100*20 = 2000 Armor reduction, my armor is 12000 Armor (from F0lk’s example), so my reduced armor is 10000 Armor. I went from ~79% reduction to ~77% reduction.
So AFAIK Armor Shred basically doesn’t exist. And it’s a non-factor for Sentinel anyway
No.
Tankiness comes from two things
- Mitigation - that is DR, Crit reduction, Frailty, Endurance, Armor, Block, Dodge, Parry, Glancing Blow, Mana before Health and other layers working together.
- From how quickly can you replenish the lost health, aka. Sustain.
DR is just one small part of it.
What is that supposed to mean?
Do you think that because a form of defense is available to all classes, it somehow makes it inferior to a form of defense available to only one class?
You seem very confused about this. “Class-specific” isn’t superior to “generic”. If anything, being class-specific means it’s WORSE than generic, because not everyone can use it.
What is this silly mental gymnastics attempt?
So we pick a specific build from a different class and compare it to a specific MELEE build from Sentinel? Then do it properly:
Sentinel gets 12k armor AND 100% Block Chance with 75% mitigation AND 60% Endurance AND 10% less damage from nearby enemies AND 10% less damage vs. blocked hits (which is all hits because 100% block chance) AND 10% less damage vs. void and necrotic from using Healing Hands.
PS: I forgot another real important layer, 100% armor mitigation applied to DoT damage