People would obviously save it for those rare instances where they would have to be the ones cheesing a mechanic. This will not stop them from using it to get more damage out in virtually all other circumstances.
Last edited by Absimiliard; 08-13-2019 at 02:24 PM.
I do not know about the Titania ex tether as a good example. Most groups use 1 tank to eat 3 hits with the invuln and then 3 dps to eat the other three. If the dps and healers are at full hp. They can eat one tether. Which kinda makes it so you can have all the dps and healers do that part. Yet I understand what you mean. These super tanks busters will kill anyone with out the invuln. Like Titania other tank buster that hits 3 times in a row. First two will put a DRK into walking dead status.I understand your point, and I agree with you for the most part; however, there is virtually 0 chance that we will move away from this type of encounter design any time soon, and in the mean time, the meta is for all tanks to have an invlun. This was meant to be the "oh shit my other tank is dead and I have a vuln stack, but maybe we can save a wipe anyways" button. The unintended (though it is probably intended at this point) consequence is that invulns can be used to cheese mechanics in order to make encounters easier. See Titania ex tethers for an example. Removing the invuln ability from one tank will insantly drop it to the bottom of the meta barrel. Let's not have a red mage situation over here with DRK now lol.
Yes I agree with you Living dead is a shitty ability. I agree it needs change or rework. At the same time buffer healing gain is just a band aid to the problem. We can see right now with th GNB that the devs have no creativity with the invuln skills. Drk is just a shitter version of Warrior. GNB is a shitty version of Paladin. I do feel they could do more creative idea with this stuff. Ok so maybe my idea would work for a different type of cooldown. Maybe we could get a super version of TBN that does like 400% of our max hp. With the bonus effect the barrier can not drop below 1 hp for 10 seconds. This would fit the DRK theme and work as a invuln. Maybe add in the effect any shield left over after 10 seconds becomes a shield for us for 30 second or untell broken.


Seeing as anything that isn't savage basically falls under 'normal', I don't see that being an issue.
Extreme, Alliance, Hard are all variations of 'normal end game content', and I doubt anyone's popping immunities in Ultimate just to get a few DPS GCDs when it doesn't also net a significant mitigation gain.
Rather than requiring a full heal, they could step it back by adding "if you're not healed to full before the end of walking dead you become Waking Dead" debuff could be called 'Waking Dead' and your damage output or something is lessened for 20 seconds.
So, healing to full is still important, but not required. Not sure what else could be done without completely reworking the skill.
And you would be mistaken in that regard. There are numerous instances of fights, even in different savage modes, where a viable course of action was for tanks to blow their immunities just for the sake of letting everyone go hard on DPS for the duration. It's been considered a perfectly acceptable cheese strat for dealing with tight enrage timers for a very, very long time. Obviously some fights have mechanics that prevent tanks from "wasting" their big cooldowns like that, but the ones that didn't saw some pretty routine abuse.Seeing as anything that isn't savage basically falls under 'normal', I don't see that being an issue.
Extreme, Alliance, Hard are all variations of 'normal end game content', and I doubt anyone's popping immunities in Ultimate just to get a few DPS GCDs when it doesn't also net a significant mitigation gain.
Anywho, getting back to the original topic: The main reason I say the suggested ability may not be regarded the same as other tank immunities is the fact that it would actually be "killable." Giving it a set HP pool, even a particularly massive one, would in effect make it a much more powerful version of TBN. Granted I still think the idea is actually pretty cool, and I would actually love to see them actually implement it. Not every tank needs a full on lolimmunity. Something like this would be strong enough to work but different enough to be unique. The fact that TBN itself usually prevents the application of status effects by abilities that don't break it would give them precedence for the simulacrum also not allowing the DRK to be afflicted by debuffs that aren't applied by an effect that completely break it.
Last edited by Absimiliard; 08-14-2019 at 04:59 AM.


This is the inspiration for it. I'm generally of the opinion that immunities largely harm tank design instead of enhancing it, as it creates a rather pointed area of obvious disparity that they frankly cannot make up for elsewhere. Imagine the outcry of Paladins getting their potency dumpstered because they have Hallowed Ground.
I can agree with this. I can understand giving them some sort of extremely short-lived immunity that prevents a killing blow and bumps them back up to like 25% HP as an absolute last resort in the event of something going terribly awry, but giving access to an on-demand immunity that lasts for 8+ seconds is definitely several steps too far.This is the inspiration for it. I'm generally of the opinion that immunities largely harm tank design instead of enhancing it, as it creates a rather pointed area of obvious disparity that they frankly cannot make up for elsewhere. Imagine the outcry of Paladins getting their potency dumpstered because they have Hallowed Ground.
This is more of an issue with healers and not DRK. Heal potencies across the classes are really low now. WHM is the only healer worth anything in it's job field. That said. A SCH excognition and auto crit + shield to healz can top you off easily with Adloquim just as quick as a whm not using benediction. You should macro your LD if you haven't.
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