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  1. #1
    Player
    Rubytoe's Avatar
    Join Date
    Sep 2015
    Posts
    113
    Character
    Wedge Ironworks
    World
    Lamia
    Main Class
    Machinist Lv 87
    Its fine imo.
    You have to time the skill correctly, or else you might die from an auto attack after the duration finishes. (Well... in savage fights... maybe even large trash pulls in dungeons too) Also the healers have to heal you back up + like you said, you can't even move. While the other tank invincibility skills like living dead and hallowed ground are much easier to time and use. I main pug savage, so I'm sure holmgang is godlike when you have a static.
    (6)

  2. #2
    Player
    Saeno's Avatar
    Join Date
    Sep 2015
    Posts
    180
    Character
    Saeno Abes
    World
    Gilgamesh
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Rubytoe View Post
    Its fine imo.
    You have to time the skill correctly, or else you might die from an auto attack after the duration finishes. (Well... in savage fights... maybe even large trash pulls in dungeons too) Also the healers have to heal you back up + like you said, you can't even move. While the other tank invincibility skills like living dead and hallowed ground are much easier to time and use. I main pug savage, so I'm sure holmgang is godlike when you have a static.
    In my 4 years of playing this game, I have never had an issue timing holmgang. The effect speed of Holmgang is much faster than Hallowed or Benediction, near instant if I could put it one way. You also don't need to be healed much at all with Holmgang. A simple oGCD heal will take care of the WAR once Holmgang nearly expires.
    (3)

  3. #3
    Player
    Llus's Avatar
    Join Date
    Dec 2016
    Posts
    326
    Character
    Agret Fury
    World
    Sargatanas
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Saeno View Post
    In my 4 years of playing this game, I have never had an issue timing holmgang. The effect speed of Holmgang is much faster than Hallowed or Benediction, near instant if I could put it one way. You also don't need to be healed much at all with Holmgang. A simple oGCD heal will take care of the WAR once Holmgang nearly expires.
    There are timing issues with gang, but they're not really that bad. When you're trying to time a last-second gang so you can get off an onslaught or cover the buster and follow-up raid-wide or auto-attack damage for example; if your timing isn't right you can have it go on CD but miss the effect and die (not nearly as bad as hallowed last-second usage though; I think it's likely due to the invuln triggering at cast time for gang and during/after animation for hallowed). Most of the timing issues with gang are when your team is trying to optimize; like gang to cover a buster and raid-wide, tank swap, no heal left at 1hp for 2 more GCDs etc.

    I agree, holmgang is insanely powerful and would be insanely powerful on any tank. The drawbacks to using gang are very few. If you're keeping the boss after you gang or there will be raid-wide damage coming out you'll need a heal; but benediction or an excog + essential dignity will take care of that. The biggest issue I see with holmgang (or any invulns) is that tank damage is really REALLY low. Being able to use gang for every odd buster on o7s for example; using invulns for all but the last buster on clown kefka; using invulns for every buster except 1 or 2 (depending on how you tank swap) on god kefka is kinda broken. (although, god kefka's double-drill does tend to force usage of invulns since we're using our other CDs for the wings double-drill so kudos to SE for the damage on that fight). If autos were more punishing and busters were more frequent, your tank toolkit would suddenly look sparse. When you can cheese an entire fight just using invulns, the fight isn't really well thought-out (outside of rampart and sentinel for dadaluma and bibiliotaph before you activate hallowed, every tankbuster except 1 can be mitigated with invulns). I really don't want gang nerfed; I absolutely love it. What I want is more punishing tank damage so that you're required to have more tank swaps; you're required to have people bring palisade, feint, apocatastasis AND even stance dance. Even without holmgang it's just too easy to survive as a tank while being in DPS stance 100% of the fight.
    (0)

  4. #4
    Player
    Saeno's Avatar
    Join Date
    Sep 2015
    Posts
    180
    Character
    Saeno Abes
    World
    Gilgamesh
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Llus View Post
    I agree, holmgang is insanely powerful and would be insanely powerful on any tank. The drawbacks to using gang are very few. If you're keeping the boss after you gang or there will be raid-wide damage coming out you'll need a heal; but benediction or an excog + essential dignity will take care of that. The biggest issue I see with holmgang (or any invulns) is that tank damage is really REALLY low. Being able to use gang for every odd buster on o7s for example; using invulns for all but the last buster on clown kefka; using invulns for every buster except 1 or 2 (depending on how you tank swap) on god kefka is kinda broken.
    I dont want to say having a lot of tank invuls up for a fight is broken because at that point you're saying that WE the player are too strong for PvE, and that's a bold statement. However, the tank CD line up that I mention of super CD->holmgang->super CD->cotank invul is always prevelant and to me that's so boring. I want to cleverly line up my CDs instead of relying on this very strong and very obvious CD rotation for every fight.

    Quote Originally Posted by Llus View Post
    I really don't want gang nerfed; I absolutely love it. What I want is more punishing tank damage so that you're required to have more tank swaps; you're required to have people bring palisade, feint, apocatastasis AND even stance dance. Even without holmgang it's just too easy to survive as a tank while being in DPS stance 100% of the fight.
    That would be excellent. It would address another issue with this game but I think the issue really lies with the lower difficulty of savage now.
    (1)