The most blatant disadvantage to holmgang that wasn't mentioned is that it requires a target. Cheesing double prey in Ravana with Pally and Dark was easy. Wars do not get the luxury of an invulnerability skill while the boss is absent.




Interestingly, LD was bugged at the time of Ravana's release, in that overhealing didn't count towards your total. After you took the hit from double prey and WD activated, getting healed to maximum health would leave you 1 hp short of cleansing WD. You needed to take additional damage in order for the healing to be counted.
The problem is that the next two attacks are avoidable (fire donut and circle slash). There wasn't enough time to wait for him to come back and land an autoattack on you. One workaround was to take damage from the fire attack to give your healers more damage to heal up, but that gave you a vulnerability stack. I don't regard this as an "easy" solution, and it didn't stop the world first clear from being PLD/WAR.
There always is the third option: to do the mechanics. If there's no targetable boss, then chances are that the fatal damage is avoidable.


In that scenario you could still cheese the mechanic by receiving an Adlo+Stoneskin and popping Vengeance so that you receive 0 damage from the first charge. Blocking the damage completely negates the debuff so you could survive the second charge as a warrior. Same application for other tanks allowing you to save your HG/LD for whatever else you want.
Just a fyi.
You could also just let it all go to hell, run in for the AOE, Run out to avoid the knockback, run back to the center and LB3 Heal.In that scenario you could still cheese the mechanic by receiving an Adlo+Stoneskin and popping Vengeance so that you receive 0 damage from the first charge. Blocking the damage completely negates the debuff so you could survive the second charge as a warrior. Same application for other tanks allowing you to save your HG/LD for whatever else you want.
Just a fyi.
It was a trend for a short while. You'd find groups specifically excluding wars (lol wut right? )
Last edited by Rawrz; 09-22-2016 at 09:36 PM. Reason: Derp. Needed my energy drink to read. That was another option


Afaik it was a passing mechanic and you would "normally" have the first prey on a healer and then swapped to a tank for the second charge. It's still "cheesing" since it's a different strategy that virtually does the same thing albeit with a different route to pressing just one button.
Also as far as the community is concerned, having to have a target is a STRENGTH of war. There's no such thing as weaknesses for the almighty WAR. /s




It must have been an extremely short trend. Back in pre-Gordias HW, a lot of players were still fixated on the idea of PLD/WAR as the only way to go, simply because they had never been shown anything different. It's kind of amusing to go back and sift through some of those old threads. How times have changed.
It wasn't until world first progression teams decided to bring out a DRK/WAR combo for A3S/A4S that the broader community started to recognise that a non-PLD MT was actually feasible for progression, after nearly two years of complete dominance.
Which is in every basic party ever considering the Tank is using their defenses and HP pool and threat generation to give their party a fighting chance. Sounds like Tanks sacrificing their HP is already a thing. A DRK should be able to sacrifice even more HP because they can afford to in order to increase their deeps. But no. Here all fights boil down to either burn the Boss or follow mechanics where essentially your stats don't matter.


You really gotta get over the fact that DRK is not a DPS and doesn't intentionally gimp its ability to tank as a central mechanic of the job. The job is over a year old, move on.Which is in every basic party ever considering the Tank is using their defenses and HP pool and threat generation to give their party a fighting chance. Sounds like Tanks sacrificing their HP is already a thing. A DRK should be able to sacrifice even more HP because they can afford to in order to increase their deeps. But no. Here all fights boil down to either burn the Boss or follow mechanics where essentially your stats don't matter.
I'll get over it when they start treating FF jobs like FF jobs and not choosing popular flavor job titles and make it into something it is not. So never basically.


If by "treating FF jobs like FF jobs", you mean "what they are in other FF games", it's just impossible.
First, because these games don't have to abide by MMO rules (i.e Cecil can be the most powerful character while also being the most durable), and second, because jobs are already different between several older FF games...
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