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  1. #1
    Player
    Ashelia_Ferron's Avatar
    Join Date
    Jun 2015
    Posts
    764
    Character
    Ashelia Ferron
    World
    Siren
    Main Class
    Paladin Lv 70
    10 seconds is more than enough time to heal 100% HP.

    The only realistic time a tank would need to use this is in 8 man duties. If both healers cast their equivalent of Cure 2 twice, that's around 16-18k HP restored, which is more than enough to clear the debuff.
    (1)

  2. #2
    Player
    Ditto's Avatar
    Join Date
    Aug 2013
    Posts
    557
    Character
    Echo Sindria
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Ashelia_Ferron View Post
    10 seconds is more than enough time to heal 100% HP.

    The only realistic time a tank would need to use this is in 8 man duties. If both healers cast their equivalent of Cure 2 twice, that's around 16-18k HP restored, which is more than enough to clear the debuff.
    And then of that 10 seconds, we only got 3 seconds of immortality, while Paladins got 10 seconds, and Warriors got 6.

    Healing that Hp threshold removes Walking Dead, which is one of the bigger problems with the CD. Imagine Hollowed Ground being removed upon the Paladin being healed 100% of it's HP before it even expires. That's what it's like.

    Problem with CD's like this is it requires your healers to be completely aware of what it does, and have a way to keep you from dying to it. That's an extra thing to their agenda, because the ability conflicts with itself. Imagine doing T13 and solo eating a set of Akh Morn. You wont die, you'll be able to eat quite a few of them actually, but now your HP is at 1, Walking Dead has only maybe 5 seconds left, and the healers have to dump an equal amount to 100% of your total HP on you now, or you will die instantly.

    And this is all under the assumption that the healers weren't healing you in between each Akh Morn, and don't accidentally remove your walking dead status, getting you killed instantly anyway. Which a lot of healers do. The same way they'll panic and heal a War who Holmganged a vuln charge in T10, before the crackling hiss even hits him.

    The fact that it requires so much healer attention is the problem. Yet if you get that healer attention, you lose the effect, and don't get the full duration. And then if you decide to time it to get it's full effect, you run the risk of being killed instantly, or someone else dying because a healer, or both needs to start dumping heal after heal on you to make sure you don't die.
    (0)
    Last edited by Ditto; 07-28-2015 at 10:52 PM.

  3. #3
    Player
    Lazka's Avatar
    Join Date
    Aug 2013
    Posts
    54
    Character
    Yubari Melon
    World
    Tonberry
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Ashelia_Ferron View Post
    10 seconds is more than enough time to heal 100% HP.

    The only realistic time a tank would need to use this is in 8 man duties. If both healers cast their equivalent of Cure 2 twice, that's around 16-18k HP restored, which is more than enough to clear the debuff.
    the effective time is just 3 second or less.. worse? 0 sec...(benediction)
    trust me... when ur HP HIT 1... healer will gonna throw anything to heal u.. make zombie state go away... and puff.. ur invul CD gone.. LOL...
    (0)

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