Pretty sure the stacks in turn 2 stop at 8
Pretty sure the stacks in turn 2 stop at 8



Nope. You're screwed like hell.
exact, 8 stacks is the max. And it's a good thing because even the nodes begin to hit like trucks when you get at 8 stacks.



At the start of 2.1 there was a bug where holmgang wasn't preventing knock backs from things like landslide, but it has since been fixed. I've used holmgang while tanking titan's gaolers to prevent the knock back. It's by no means ideal since the 6 second window is on the short side and the fact that you can't move while it's on means you can effectively lock yourself in place so you can't avoid the slides if you use it too early, but it can be done.
Holmgang does prevent KB but it does it a helluva lot less effectively than Tempered Will. TW lasts longer, doesn't bind the user (so they can dodge all of the other stuff that the Titan throws alongside LSs), doesn't require a target to be nearby, and doesn't consume the user's uber-survivability CD in the process. As I've been saying since 2.1 release, Holmgang tries to do too much which makes it do none of those things well:At the start of 2.1 there was a bug where holmgang wasn't preventing knock backs from things like landslide, but it has since been fixed. I've used holmgang while tanking titan's gaolers to prevent the knock back. It's by no means ideal since the 6 second window is on the short side and the fact that you can't move while it's on means you can effectively lock yourself in place so you can't avoid the slides if you use it too early, but it can be done.
- Because it a binds the target, it can't have the duration that would make it useful for survival and physics immunity. Furthermore, it has to have limited range which means that the pull is basically worthless and, as a tank CD, it is more situational because something *has* to be right in your face.
- Because it's an uber-survivability ability, it can't have a CD that makes the bind/pull anything beyond a gimmick.
- Because it binds *you*, the survival and physics benefits are reduced because you're forced to eat whatever it is that's thrown at you for the next 7-8 seconds or so (if you get a red zone/plume thrown at the end, you're not going to be able to run out of it in time).
Holmgang really should be split into 3 separate abilities: a bind/pull (that binds you), an uber-survivability CD, and a physics immunity CD (you could split it into 2, but that would compromising the usefulness of one of the factors). A separate bind/pull would actually allow you to put it on a CD that makes those effects useful (45-60 secs) and only get yourself bound for the effect that actually requires you be bound for balance purposes; as separate uber-survivability tank CD would let you give it a duration that makes it have an appreciable effect (10 secs); a separate physics immunity CD would allow you to be immune to physics without getting stuck in one spot the entire time.
Adding 2 abilities to the class is probably a bit too much, so I'd be happy if they put the physics immunity on Unchained (keep the physics limited to a 10 sec duration; the 2 min CD is balanced by the Wrath requirement). Holmgang itself could stay as the bind/pull (since it's got the perfect animation for it in the first place). All that leaves is adding one extra ability (probably at level 50) for the uber-survivability (ACN already provides 18 instead of the standard 17 because it gets 2 abilities at 4 instead of only 1).



In 2.0, it made sense. The idea was that you were using your axe to bind yourself to the target, such that neither of you could move or get pushed around because you were anchored to the other. It was still borked and a little overloaded (target bind and physics immunity) but viable because you were bound even if the target wasn't, but that's something that's probably programmatically annoying to implement.
The problem was that, in 2.1, they tried to add too much to it: they added a pull and the uber-survivability to an ability that was already effect heavy, which simply exacerbated what was already a highly problematic ability. Their fix for Holmgang (making it not a generally worthless ability) just blew up in their face.

I wish they'd just take all heals received during Holmgang and apply it as the effect wears off. Most of us Warrior's called out its problems upon seeing it in the 2.1 patch notes, and it has played out just as we thought. At least having the heal effect tack on at the end would make it a bit stronger as a CD, without breaking it (Hallowed ground would still be stronger).
I do wish they'd split it up, because I agree with your assessment of the problem and proposed fix. Even if its just *can't lower hp below 1* on one CD, and the *Root/Chain effect on both target/user* effect on the other. Inability to move out of the next attack after successfully surviving the CD just defeats the purpose.The problem was that, in 2.1, they tried to add too much to it: they added a pull and the uber-survivability to an ability that was already effect heavy, which simply exacerbated what was already a highly problematic ability. Their fix for Holmgang (making it not a generally worthless ability) just blew up in their face.
Basically this. Tries to do to many things and isn't good at any of them.
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