Read this, first.
http://www.play.net/forums/messages.asp?forum=20&category=1&topic=1&message=2745
I'll wait.
Okay. As some of you know, armor hindrance has always been an Issue with Moon Mages. Specifically, you guys have far and away the worst hindrances in the game. This is not simply a matter of your Armor Tertiary status; armor hindrances were instead assigned based on the sort of qualitative "is it a combat guild?" concept that brought us such things as extra stance points and absurd "Masters of X" conversations.
This is going to change. Moon Mage hindrance issues will be brought into line with all Armor Tertaries, and you will share the joy and struggles of it together as one big skillset family.
In practice, this means two things.
1: Moon Mage minimum hindrances, more than anyone else in the game, are going down. Hindrance of every type of armor will be reduced, but it'll be especially noticeable for Leather and Cloth. Once again, you are getting the same deal as every Armor Tertiary in the game; you simply were that deep in the hole to start.
2: If you want to cash in on your new fortune, you need to engage in melee combat to work those armor skills. The flip-side of the coin is that you're still an Armor Tertiary guild that is designed more in mind of avoiding melee than taking hits. You are facing the analog of the "offer" I gave Paladins and Rangers with TM: you can excel stronger now in this field than ever before, but only if you're willing to put time and effort into your guild's weak area.
In a sense we've broken the chains of Moon Mages only to give you newer, shiny chains, but I hope you will all agree with me that it's a good change in Lunarlund.
-Armifer
<Kvlt> Step 1: Want stuff! Step 2: Be ambitious! Step 3: Believe in the ability of your fellow man to carry you to heights you are too incompetent to reach alone.