mininin wrote:
Unless your character really needs the armour for flavour you are probably better off without it as the higher avoidance means that you'll likely take less damage overall just by not being hit so often. A ranged weapon should also be considered: people often forget that a healers job is to survive to heal the others rather than be a front line fighter, so if you can add some damage without being toe to toe with the bad guys then you're on to a winner. Although at the end of the day it's character concept that matters first; it may be that your character has many tales to tell of his lack of luck in combat, his cursed armour of sword attraction and the many scars sustained while clogging the enemy swords with his body. But at least his friends will stick up for him.
I'm on the other side of the AR vs. Avoidance debate. If you have huge Pr and In, and a large shield ... then it is indeed possible to get an avoidance that will keep you out of trouble damage wise. On the other hand because we live in a world with a bell curve, if you're not ahead of it then you're going to be hit. Sometimes often. A d8 opponent hits a number of
15.5 50% of the time. With 3 ranks he/she/it hits an
18.5 50% of the time. 6 ranks and it hit an avoidance of
21.5 50% of the time. And so on.
Because you re a divine caster you can't use a shield ... unless you want to be Captain America with your shield also as your weapon. There are a few characters doing this.
You presumably have a base avoidance of 17 which drops to 15 due to Bulk penalties for armor. Since almost all bad guys (out the gate) have at least 3 ranks in their attack stat you are going to get hit with most attacks. So investing in 4 AR seems like a good idea to me. Those points of stamina saved add up in a hurry.