FlakMaster
The Destroyer
Also, the Ankh Shield is a big mistake. As @FlakMaster once said somewhere (at first I didn't realize it), debuffs are meant to be consequences, not just ignored.
My bigger problem with the Ankh shield is how a lot of people overrate the ability to not receive knockback. Not only is it only a small change, I actually find it deficient to my gameplay after I gain access to fall-damage-eliminating accessories.
But yes, I did say that. Can't remember where though.
SzGamer's http://forums.terraria.org/index.php?threads/debuff-resistance-improvements-and-changes-to-immunity-items.1502/ is what I would prefer. Not really the specifics he details, rather the concept of accessories granting a percentage-based resistance.
i still feel like having to take up all of my accessory slots to get the maximum damage with my specific class type is a bit much.
This problem is sourced from the fact that damage means so much. The two moon events are essentially DPS-fests and probably the only enemy that you don't want to stand around for with maximum damage is Duke Fishron. Every other enemy will die so quickly they'll have little chance of doing anything.
The most guilty combination for a mob that encourages DPS weapons are Fighter AI mobs. Because their AI is the most basic, they have to have the health to make up for it. And these enemies have a strong presence in every stage of the game. If you add in more mobs that would encourage you to make use of mobility or utilities rather than damage (Flocko's high speed, for example), then you've solve the problem while adding in more interesting gameplay.
Edit: Well, I messed up that URL BB code. Oh well, shall just have to suffer more characters.