An action for which I commend him. It's a great thread, one I would likely have never discovered if it wasn't for his bump.
I'd like to take credit, but if Zalphon had bothered to look, he'd have seen the last post before me was only a month and a half ago. Davor had already helpfully brought the thread back up, and why not-- as others have noted it's a darn useful thread.
One area where Acrobats shine is climbing out of pits and water. Any class can do it, but Acrobats get out like Jack the Bear (Argonian Acrobats are the shiz that way). This comes into play when there's an enemy (e.g., homonculus) hurling magic attacks at you whilst you emerge; you can't retaliate till you're out.
I have noticed this, though I've only done it with Kahjiits, who jump out of pits like they're on springs. Unfortunately once they're out of the pit, they seem to die fairly quickly. The combat curve on Arena is
sharp. By about level four the enemies seem to be able to cut through your armor like paper, and acrobats don't get that much armor to begin with. I've tried a 'gimmick' acrobat, with as much magical jewelry as I can find/steal to make up for the lack of spells, but the off-the-shelf shield spell in them is junk. Opposite of how it should be designed, y'know? High starting level with a tiny increase per level, unlike spellmaker spells which usually work better the other way?
Ok, so, what about monks, then? The base protection is purely a function of level, one-to-one? Or is it a percentage, X% per level? The magic resistance ability seems pretty useful, since a character with a high willpower would get that right from the start of the game. Combine that with another inborn resistance, say, High Elf paralysis immunity or Nord cold immunity and I'd think they'd be pretty well shielded against most spells, right?