Idk dude, I Think both are better than holmgang just my imo lol.
Idk dude, I Think both are better than holmgang just my imo lol.
Anyway, all of the elitism is unwarranted. It isn't as if everyone here is PVPing to compete for openworld Raid bosses or anything like that. Heck, most of us don't even pvp.
http://na.finalfantasyxiv.com/lodestone/character/6305634/
What if it had multiple removal conditions such as killing a mob. So if you had an add phase you could kill the add as a sacrifice or maybe sacrifice a party member.



Sacrifice a party member ...
That is sort of the exact opposite of what being a tank is about.
You are there to make sure others don't die, not have others be killed so you can live.
Not really the kind of functionality a tank mitigation ability should have.
You're seriously underestimating Holmgang here. For any raid boss there's pretty much never any aoes targeted on the tank, and the majority of tankbusters are instant. You're talking about literally one tankbuster when Holmgang was amazing for things like Death Sentence, Critical Rip, Wild Charge, Revelation etc. Any decent WAR would time those so that you'd have about 5s after to get a decent amount of healing, and the 3m cooldown meant it could be used way more often than Hallowed.
I think it compliments Sole Survivor well. You kill him and put Sole Survivor on him too and get all of that regeneration.
DRK already has one ability banking on the failure of the other party members why not have two?

First of all, Sole Survivor can be applied to any character, friend or foe. It's bad, but it's not THAT bad.
Second of all, even if Sole Survivor did function exclusively that way, giving it another skill that is based around a horrible concept does not suddenly turn that absolutely horrendous concept into a good one. One of DRK's biggest problems is that it contributes very little to a party. You don't want to be encouraging changes that actually make it actively take away from the party too. If something like that were enacted, DRK would never be allowed into any sane party.



^^^
Except Sole Survivor should be used on enemies.
It functions like a better Mercy Stroke.
It is not built around relying on the failure of others on your team.


YES
YES
YES
YES
YES
(this would be perfect)
the few times I've used it, the healer didn't get what was happening and I died anyway. However, I guess it was nice that I lasted long enough for us to win regardless.
Last edited by Giantbane; 07-02-2015 at 07:43 AM.

I wish the zombie effect would remain even after you've been healed up to the 100%. I just don't find the ability to be all that useful, tbh. You've got enough time to get 2 healing spells out tops before you have to focus the dk if you're healing with 1 healer. And some are fine with the way the ability works....the majority are not, however.

I have to agree the skill could use improvement. Even on my i179 astro I cannot top off a tank quickly enough by myself and they die. I've tried multiple cds. Probably best use of the skill would be on a str spec'd tank who has less hp and couple it with convalescence. Even then I'm just not sure. It does require more than just standard Cure 2 or equivalent spam to bring a tank up after this. Benediction plus a cure would work, but if you have to use benediction to recover the best use would be before Living Dead was even used.
My group keeps trying to use it to cheese the double prey mechanic in Ravana X but with all the movement we just cannot bring our tank up. I am using lightspeed and spamming my biggest heals. WHM gets off a cure 2 and his 700 pot insta-heal and it still isn't enough. Healing a tank up from 0-14k hp is no small feat. The skill is just not viable.
http://dtguilds.com
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