


THANKYOU! Best balanced description I was trying to find words for. I wish i could like more than onceHolmgang is extremely powerful. It has a 180s recast. This means that any time that you would have needed to use Sentinel or Shadow Wall on a different tank, you can just pop your invincibility move and not even have to change stance. You generally don't need the four extra seconds, unless you're dealing with a multi-hit tankbuster. If that's the case, you need to combine Holmgang with one or more additional cooldowns, and pop it just before you bottom out. I ended up using Holmgang on two different Akh Morn sets during my first T13 clear.
Let's also not forget that Holmgang also has three hidden functions. You can prevent a knockback, you can root an opponent, and in some cases, you can interrupt "uninterruptible" casts with it.
Hallowed Ground's strength is that it allows you to simply negate a tank buster and any associated debuffs. It simplifies a section of the fight that your group doesn't want to have to deal with. Hallowed Ground and Holmgang do have overlap in their usage, but they can often see very different uses in the context of a fight.
The problem with LD isn't that it's there to fill the same niche as Holmgang. It's there to fill the same niche as Hallowed Ground. It sits in the middle without the main selling points of either, and is the most healer intensive move on a tank job with the least self-healing capability.
I'm also not convinced that the zombie theme fits, either in terms of in-game lore and previous games. Perhaps if we were Death Knights, instead of Dark Knights.
Last edited by ADVSS; 09-22-2016 at 04:58 PM.
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