Not gonna happen, and there ain't nothing you can do about it.
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Thank you for clarifying that. It's a really good boost for this skill.
You have a few good points here. I wasn't aware that Holmgang activates instantly and in general I can't really recall any situtation when this skill actualy saved me in constrast to Hallowed Ground, therefore I don't even keep Holmgang in my skillbar.
Another point is about content where it might be useful. I'm talking more of a casual player perspective, that means i'm mostly doing regular dungeons and raids, sometimes ex primals. And from my pow Holmgang is more a punishing skill than useful. Can't even think of eny situation where Holmgang could be useful. And yes, i'm aware of fact that it doesn't brings hp down to 1, but that changes nothing.
Guess it's different in hard content where players needs to plan their every skill. But for casual content it's meh...
I think that there's a big misunderstanding regarding Superbolide right there. Don't forget that it makes you impervious to most attacks, it doesn't just prevent your HP from going below 1 like Holm and LD. Superbolide is way closer to HG than any other invuln. When you use LD or Holmgang you're still taking damage, you just can't die. So if you get healed during their durations, then get hit again, you'll lose the HP you just got back. With Superbolide, since you're impervious to most attacks, you can get slowly healed during its 8sec duration and you won't lose any of these HP even if you get hit before the effect ends. Considering you have Aurora and Brutal Shell, it'll require less healing than any invuln besides HG. A WAR needs to be healed enough so that it survives the next auto attack right after Holmgang ends. Since he's still taking damage during the 6sec duration, you'll need to get some form of quick burst healing. A DRK will need to be healed for the amount equaling its maximum HP, so it requires a ton of healing in less than 10sec to prevent him from dying. A PLD won't need any healing, and a GNB will probably just need some regen ticks + its own self healing capabilities. It makes a big difference.
With that said, if Holmgang remains as a 3min CD only, it'll still outshine every other invuln. It trivializes too much tank busters on a tank that already has the most personal mitigation. It's bonkers.
I know, but he can.
Any further sources on this?
https://i.imgur.com/TenOoYR.gif
Watch when this actually happens.
Put it this way, with God Kefka Savage, you can completely ignore three tank busters that would otherwise do upwards of 40k+ to both tanks (you have to share it if executed properly). Hallowed Ground is only up for one. Final Omega is another example where the short CD of Holmgang lets you abuse the hell out of it whereas you only get one use of Hallowed.
Admittedly, in dungeons, Holmgang has a lot less uses. But the same could be said about Living Dead given how poorly your average DF healer reacts. That being said, I have pulled some heroics with Holmgang in dungeons before.
You know, that would actually make more sense. Inner Release is supposed to be our powered up state. But our most powerful attack is supposed to be used outside of it.
Tbh, I'd prefer they make Inner Release/Inner Chaos happen during Inner Release and take away the direct crit/hit aspect and put THAT on Infuriate.
Then we can go back to early stormblood where we tried to get Infuriate and Inner Release to line up- which is sorta fun. Sorta. I know it can be annoying too, but it added something to the gameplay.
If they end up doing this, please change the Inner Chaos animation to powered up Fell Cleave like everyone wanted... not a powered up Inner Beast...