That is not even close to enough and even if that would be the case, that's already way to many resources used.
Living Dead is just the worst Tank cooldown in the game currently. Especially since HP increased so much compared to healing this addon.
Last edited by Alphras; 07-31-2019 at 10:23 PM.
Based on the last time we upvoted a dark knight issue we did get a response so if you post in the forums or reddit, please re-link Lyth's post about living dead encouraging people to upvote it.If you want to see Living Dead's issues addressed, this is the thread to address it in:
Q+A Thread
I think there were a couple of other questions in there on the same subject, so it's worthwhile to search the thread for them. If you want to see a change, this is pretty much the best way to make sure that your feedback gets recognised. I'll update that post based off of additional viewpoints that I see.
But yeah, this should have been fixed years ago.
Please also relink: http://forum.square-enix.com/ffxiv/t...=1#post5112508
To bring attention to a blood weapon timing issue that has not been addressed in 5.05.
Some members of the dark knight community may not be aware of the question and answer formats and this is a good way to have issues singled out.
Lyth, hope you don't mind but I'm going to be posting your quote in one or two(-hundred) places. Please let me know if you are ok with that.
Last edited by Chrono_Rising; 07-31-2019 at 07:13 AM.
From one of my previous posts:
Another person chimed in with a bit better math.I posted this in the Tank forum but will put it here for discussion:
From a healers perspective, Living Dead needs a healing buff modifier on it of some sort or only need to heal a portion of total damage vs all of it.
At lvl 80 DRK's can have well over 100K HP (most have 111K) and if they're in a situation where living dead is used and procs, nothing but a WHM Benediciton is going to keep them alive.
I used a Recitation (guaranteed crit) > Emergency Tactics > Adlo with a lustrate and it still wasn't enough.
I'd have to burn like 2 or 3 lustrates as well to even come close and it still wouldn't be enough.
I think someone did the math somewhere and it was like 3600 total potency worth of healing to get out 111K worth of hit points. My napkin math matches this. My 400 pot physic heal averages 12500 ish (439 ilvl). That would take 8.8 of those to top a DRK off (8.8 x 400 = 3546 total pot)
That's insane.
I was actually having this very same discussion with the tanks in my FC about the invulnerability abilities last night. We all came to the agreement that DRK now has the worst invuln due to the amount of healing you need to do to get them out of Walking Dead is immense.
In case anyone is wondering, and taking Deceptus' example above:
Recitation + Emergency Tactics + Adlo = (300 potency)*(1.4 crit bonus)*(3.5 for healing and shield bonus) = 1,470 potency
3x Lustrate = 1,800 potency
Total potency is 3,270 which is still short of the needed 3,600 one has to hit to heal a tank from 1HP. You'll actually need to Dissipation and probably Lustrate at least once more to keep your DRK from dying.
Depending on how the HP curve grows in relation to the healing power curve, this value could become even wider.
This will be easier in a raid scenario where there are two healers available, for in a 4-man instance, the DRK invulnerability is really painful to deal with if you aren't a WHM.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
Living dead sounds annoying to use, but it didn't prevent world e4s first group from having a dark knight.
So maybe its fine?
They can decrease the prereq of healing required to 50% instead of 100% or they can alter it so you require no healing and instead of dying you get a percentage of your HP refunded and you get inflicted with weakness. Basically you auto revive.
Either way Living Dead can still come at a price. And I feel if you they want to keep Living Dead the same that Walking Dead should be boosting your attack and defense by a ludicrous amount. Say 25% to 50%.
Would mirror Life or Death from BDFF very nicely. Which does exactly that. Buffs you with a cap of 150% but you enter the Doom status and die in 4 turns regardless.
Whatever happens they need to do something about it not being a resource drain. Only DRK's invuln has this problem. PLD/WAR/GNB don't have this issue.
Sounds like 100 percent is the problem. Maybe just lowering that a bit is the solution. And balance that change with a reduction to duration or something.
Health pools have increased too much for living dead to go unchanged
it should be half HP healed, not all, if they don't wanna redesign it completely
A world first hardcore group clearing a tough encounter with DRK doesnt magically make LD not terrible. I'm not even sure where logic like this comes from.
Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.
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