They could always shorten the animations if this is such a big issue. Im pretty sure my War does some handwaving or whatever when i Holmgang, thats pretty unnecessary.
They could always shorten the animations if this is such a big issue. Im pretty sure my War does some handwaving or whatever when i Holmgang, thats pretty unnecessary.

Or if they enjoy the animation that much they could just have the buff trigger at the start of the animation ( and have the animation lock or something if it's that big of a deal).
I have often found myself using Benediction too late as a White Mage, or Hallowed Ground too late as a Paladin.
Honestly, the amount of times it's happened to me says one thing... I'm not pressing it at the right time.
You can blame the animation, or you can blame PS3 or lag or whatever... but here's the real problem. You want to use it at the VERY last second. DO NOT DO THIS!
For Benediction, you are in control of your tank's HP, you need to know what the enemy is doing and how much damage they are taking, what CDs are up, are there other healers in the party, etc.
Now, for Paladin, Hallowed Ground can save you in a pinch, but you need to know when to use it. Use it too early is a waste, using it too late gets you killed. Dont be afraid to use it when you have 1000~ HP left or more depending on the damage you take, it's better to be safe than sorry.
Nope, working as intended. If you can't account the delay due to the animation than that is your fault. It can be used to argue about imbalance issues though, as Lustrate has no such delay, in addition to a bunch of other advantages Lustrate has.

You're misconstruing the issue. It's not about someone who "can't account the delay", it's about the animation delay making it unwieldy and counterinuitive toward its intended design. Lots of tanks can account for the animation delay. It's not hard at all, so trying to insult everyone who doesn't like the ability's current funciontality is silly and inane. The problem here is that the amount of time you have to give to buffer the ability is so long that you have to activate it in a situation where it's not particularly necessary to activate it and just hope things go badly enough for it to have been the right choice.
This is especially annoying for warriors given the highly volatile nature of warrior HP and that holmgang does nothing as a defensive cooldown if you aren't put in that critical state. Simply dismissing it as "activate it sooner lol" is disingenuous because the usage conditions of the ability are so sensitive that simply activating it sooner often means it might do nothing at all.

I've had problems with Hallowed Ground. The button doesn't indicate immediately that you pressed it, I guess until the animation is complete. I'm already word that if I don't use it I'm gonna die. So I waste time pressing it again.
thats how the game works its called animation lock. working as intended move along nothing to see here, these are not the droids you are looking for.

This issue goes beyond HG. A lot of my complaints could be solved with reducing the animation time of RoH or simply not locking out abilities because it's showing you a cool flashy animation. Trying to silence in time on turn 2 when you just used RoH. Pray you get lucky.


Or you could try memorizing what skill is used before High Voltage and not use RoH (or anything else for that matter) in anticipation of the move coming so that you're prepared.
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