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  1. #1
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    Jun 2014
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    Quote Originally Posted by Nalien View Post
    What's the problem with Living Dead? Aside from the exact same issue Hallowed Ground/Holmgang/Benediction/etc. suffer from, the only issue I've had with it is that apparently zombies can still break their ankles and fall damage will still kill me.
    Hallowed ground can be popped at any point so you are immune to CC and take zero damage

    Holmgang is used to lock a target in place and prevents you from going below 1 hp

    Living Dead prevents you from going below 1 hp, it doesnt have the lockdown effect of holmgang or the actual invincibility and cc immunity of hallowed ground
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    Last edited by CeveArthu; 08-06-2015 at 11:45 PM.

  2. #2
    Player
    Daega's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    69
    Character
    Daega Prox
    World
    Midgardsormr
    Main Class
    Monk Lv 60
    Quote Originally Posted by CeveArthu View Post
    Living Dead prevents you from going below 1 hp, it doesnt have the lockdown effect of holmgang or the actual invincibility and cc immunity of hallowed ground
    Actually it only activates if you go below 1hp. Then once you do it brings you up to 1hp and you have 10 seconds to recover your full hp or you die.
    Pro's: Instead of dying, you get an extra 10 seconds of life to mess around with... unless a healer if smart enough to look at the macro you've made and know they need to bene or massive heal you(which most healers don't)

    Con's:You have 10 seconds of life left before you ultimately die. Which is contradictory to Hallowed or Holmgang which leave you alive when it ends. Unless you're a smart DRK who knows that purify will cancel this effect leaving you at 1hp. At which point you better be far away from the action by then or don't bother purifying since you'll be 1 shot anyways.
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  3. #3
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    Quote Originally Posted by Daega View Post
    Actually it only activates if you go below 1hp. Then once you do it brings you up to 1hp and you have 10 seconds to recover your full hp or you die.
    Pro's: Instead of dying, you get an extra 10 seconds of life to mess around with... unless a healer if smart enough to look at the macro you've made and know they need to bene or massive heal you(which most healers don't)

    Con's:You have 10 seconds of life left before you ultimately die. Which is contradictory to Hallowed or Holmgang which leave you alive when it ends. Unless you're a smart DRK who knows that purify will cancel this effect leaving you at 1hp. At which point you better be far away from the action by then or don't bother purifying since you'll be 1 shot anyways.
    the main point is that its a holmgang without any utlity, (you can also view it as a much weaker version of hallowed), most DRKs will purify the debuff anyway so it killing you at the end is a moot point

    I'm fully aware how it works, you completely missed my point
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    Last edited by CeveArthu; 08-07-2015 at 12:06 AM.

  4. #4
    Player
    Daega's Avatar
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    Aug 2013
    Location
    Uldah
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    69
    Character
    Daega Prox
    World
    Midgardsormr
    Main Class
    Monk Lv 60
    Yeah sorry, you said prevents from going below 1hp which sounded like all you had for it. And correct, it doesn't have any utility. Saving Purify for it is what I normally do (Most DRK actually don't know this cause they are the lamers who go for glamour and suck at pvp), but it's hard when you're up against 100 fotm summoners and their insta triple dots that tick for 750+ and deathflare, fester, blah blah that leaves you near dead too.
    Living dead is a joke and I seriously hope they rework it.

    Also, How are you liking your new server. Was just hitting pvp hard when I met you. Rank 40 now! D:
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  5. #5
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by CeveArthu View Post
    Hallowed ground can be popped at any point so you are immune to CC and take zero damage

    Holmgang is used to lock a target in place and prevents you from going below 1 hp

    Living Dead prevents you from going below 1 hp, it doesnt have the lockdown effect of holmgang or the actual invincibility of hallowed ground
    I know what they all do, I just don't get how that makes it terrible...

    For holding a node solo, Living Dead is absolutely amazing; Hallowed Ground is nice, but does Paladin have any AoE interrupts on a reasonable cooldown? Didn't think so. Warrior does, but with Holmgang locking you in place the enemy should be able to find a safe spot to take the node easily. It doesn't really buy you any extra time holding onto that node, while Living Dead does since you retain your mobility.

    Depending on how much focus you get during Walking Dead, you can actually hold that node for a fair bit longer too, with Purify. Between Push Back+Bloodbath, Dark Arts Abyssal Drain, Tar Pit, Carnal Chill, and all my other defensive cooldowns, I can actually go from my enemy thinking I'm dead with Walking Dead, to holding that node for at least another 10 seconds, if not more.

    I honestly wouldn't even bother comparing Hallowed Ground/Living Dead to Holmgang. I mean, if you are Holmgang is trash; Can you push forward and survive while drawing most of the heat with Holmgang? No. You can't even move. Likewise, can you sprint to safety with it? No. For a push I'd even favour Living Dead over Hallowed Ground, Living Dead works far better at distracting the enemy, since you effectively become a free kill. I'll already be dead, yet I'll have multiple DPS fighting over who gets the easy kill shot. Holmgang isn't really about survival in PvP, it's about focusing a single target.

    Quote Originally Posted by Xenosan View Post
    As an individual, I've never lost to DRK 1vs1 as DRG or PLD.
    For 1v1s I've actually found Dark Knight to be pretty amazing, at least against other melee.

    Quote Originally Posted by Xenosan View Post
    They've also got the worse self-healing of the 3 tanks. How often are you DRKs in Grit?
    I'll use Grit if I'm holding, but in 1v1 I'll turn it on and off. Opening burst I'll leave it off, have Push Back + Bloodbath to mitigate some damage and make their opening burst hurt them and use Blood Weapon for Dark Arts for Carve and Spit/Souleater. Once that wears, Grit goes on, as does Blood Price, defensive cooldowns to cripple their DPS (Carnal Chill especially) and Souleater becomes more than enough self healing. When Blood Weapon is ready again Grit goes off, I'll pop a double Dark Arts combo for Dark Dance and Dark Passenger and finish them off; If they try to run I'll have Plunge and Stun saved, as well as Tar Pit.

    Quote Originally Posted by CeveArthu View Post
    Compared to the other 2 skills like it on the other jobs, its nowhere near as strong on the CC side

    Its basically just a bad version of hallowed ground. im only comparing it to holmgang because it has the same effect of keeping your hp at 1
    And? It's a different skill, go figure it would have different uses. I wouldn't use Hallowed Ground to burst like I would Holmgang, just like I wouldn't use Holmgang to push forward like I would with Living Dead...

    All Dark Knight needs is an adjustment to its MP management. They could tack that onto Living Dead for all I care, if Living Dead also doubled up as a persistent Dark Arts I'd call that overpowered as hell, but I wouldn't complain about it...
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    Last edited by Nalien; 08-07-2015 at 02:36 AM.