Quote Originally Posted by Ladon View Post
No the trade off is stupid and the design of the skill contradicts role design. I love how people here are trying to explain how the skill works like we are morons. We know exactly how it works and how to use it. It doesn’t change the fact that there is ALWAYS high opportunity cost using superbolide. With the other similar tank skills, if you didn’t actually end up needing to use it there is no extra impact on the tank or the healer. This is completely different with superbolide because it forces you to throw away any HP you might have at the time of use. This causes you to think twice before using it and causing compounded issues when you actually didn’t need to use it.

I have no issue if that is how they want to design all of the tank invulns, but you can’t claim superbolide is fine with such a disparity in cost to use versus the other tank skills.
You’re advocating the removal of invulnerability skills and now arguing how the skill contradicts role design. How exactly does it contradict role design? By not meeting your standards for healing? It does need to be explained to you, apparently. You shouldn’t be popping any invulnerability skill unless you’re at 20% of your max HP and feel there’s no other option. Holmgang and living dead would usually put me at 1HP because I used it to stay alive. It’s “forcing” you to throw away HP that would be lost anyway, ergo, the outcome is the same.

“If you didn’t actually end up needing to use it there’s no extra impact on the tank”

This sounds like a player issue, not a skill issue. Regardless, you have an impenetrable shield for 8 seconds that gives you more than enough cushion to throw in a heal or two. If that’s not enough for you there’s also aurora. If I pair that with superbolide, guess what? I’m not at 1hp anymore.