Defensive cooldowns are used to prevent emergency situations.
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Defensive cooldowns are used to prevent emergency situations.
the oh shit bottom is shelltron.....HG is the "I don't give a damn fxxx about you(boss) and the rest of world for 10sec.....btw, when I was farming susano I got a bad luck run, just swap out from the tank buster, arrow marker and thunder cloud on north....I went to the side then I see atleast 3 members got knock up and low hp. I hold in the thunder aoe, pop HG and eat the boom from stack mechanic alone, 0 hp loss....felt so good.....
Ill say hallowed is in a shakey second place for invulns with holmgang being the bwst and living being the worst. Its all due to time on this one hallowed is a stupin long cd so you cN only use it once a fight unless you pop it really early in a really long encounger. I can use it like 3 or 4 times so out of usage sake it is way way way better. All these are are cooldown and hallowed is the one you can use the least which is why I'll put it 2nd. The effect is the best but it's just not worth it for activations per fight.
Yes, that's what I meant. But if you look at what Hallowed Ground can do, the way it completely BLOCKS all the damage AND doesn't make you stuck in one place, you can clearly see it's the best skill of them all. But considering what it's actually USED FOR, though, Holmgang wins by far.
As was pointed out earlier, defensive cooldowns are meant to be used proactively, not reactively. Tank deaths occur when you don't predict damage patterns correctly.
Hallowed is the most powerful tank invulnerability in the game, by a large margin. It completely negates incoming damage, meaning that you don't have to reach 1 HP for the effect to trigger, and your healers can ignore you for the complete duration. It also negates any effects that are triggered by damage, such as vulnerability stacks, giving them time to reset. This allows you to bypass intended game mechanics, such as forced tank swaps. Even historically, in fights where PLD was at a strict disadvantage, the question of "can we just Hallowed this mechanic to make progression simpler?" was always a consideration.
You'd think that this sort of thing would have been addressed and rebalanced a long time ago. The obvious solution to this would have been to let Hallowed simply prevent death at 1 HP like the other two tank invincibility moves, so that you can't cheese mechanics with it that you can't on other tanks.
If you EVER thought of it like this, you are doing it wrong. It's best thought of in advance, planned so one can maximize healer DPS, or cheese a mechanic, or avoid a tank swap. It is not FFXI's Invincible. You don't use other CDs in that way, and you shouldn't think of this as any different.
Hallowed Ground is amazing. I love it when a PLD pulls like three packs of mobs and pops it so I can DPS the whole time it is up without having to worry about his HP.
I don't run static groups or savage raids or anything, so I don't usually use it in a planned fashion, but I do use it as a sort of "get out of jail (mechanic) free" card.
Second tank is down and can't tank swap in time or something? HG.
Healer needs to hard cast a res on someone important, like 2nd healer/tank? HG.
Party is getting wrecked by AE damage and it looks like the healers might need a little breathing room to heal them all up? HG.
etc, etc.