Hallow on adds? Yes, please do, as soon as possible and at the very end.
Clemency?????
CLEMENCY???????
The only reason I would touch that if my healer was DEAD.
Hallow on adds? Yes, please do, as soon as possible and at the very end.
Clemency?????
CLEMENCY???????
The only reason I would touch that if my healer was DEAD.
Alright you're like 5th person or something making the same point while disregarding my arguments for when and how it would be used
In Dungeons Hallowed Ground, Living Dead, Superbolide and Holmgang should be treated as any other cooldown. I agree. Most tanks dont touch them for the full run at all - Its such a waste when they can last for 1/3rd of a packs time alive, saving you other cooldowns for other pulls and bosses, allowing the healer to do more damage overall for quicker runs.
2.0 Veteran from 2013. Just looking to be helpful. DRK is Love, DRK is life.
(Ignore the levels on my character card, the tool i used to make it hasn't been updated for 4.0)
Living Dead I entirely disagree with, unless the healer in the dungeon is a WHM. If it's a Scholar or Astro, however, unless I know the healer personally and know what they're capable of I don't have any confidence in them to solo heal back to full HP to cure Walking Dead.In Dungeons Hallowed Ground, Living Dead, Superbolide and Holmgang should be treated as any other cooldown. I agree. Most tanks dont touch them for the full run at all - Its such a waste when they can last for 1/3rd of a packs time alive, saving you other cooldowns for other pulls and bosses, allowing the healer to do more damage overall for quicker runs.
Plz dont use superbolide in dungeons, its always end up badlyIn Dungeons Hallowed Ground, Living Dead, Superbolide and Holmgang should be treated as any other cooldown. I agree. Most tanks dont touch them for the full run at all - Its such a waste when they can last for 1/3rd of a packs time alive, saving you other cooldowns for other pulls and bosses, allowing the healer to do more damage overall for quicker runs.
Player
imo, using holmgang for dungeon pulling seems a bit hard to do as healers never dare to make the tank's hp that low, but I can see it happeningIn Dungeons Hallowed Ground, Living Dead, Superbolide and Holmgang should be treated as any other cooldown. I agree. Most tanks dont touch them for the full run at all - Its such a waste when they can last for 1/3rd of a packs time alive, saving you other cooldowns for other pulls and bosses, allowing the healer to do more damage overall for quicker runs.
Just abyssal drain the pull during walking dead and you've done half their job for them, lol.Living Dead I entirely disagree with, unless the healer in the dungeon is a WHM. If it's a Scholar or Astro, however, unless I know the healer personally and know what they're capable of I don't have any confidence in them to solo heal back to full HP to cure Walking Dead.
The only ways Super ends badly is if you get server ticked and die during the time after it puts you to 1 HP but before you're given the invuln (which is rare, but still can happen, I've had it a couple of times) or if your healer is straight up asleep and leaves you at 1 HP for the entire duration of Super and then allows you to die to autos once the immunity wears off. In fact, the only cooldown safer than Super in dungeons is Hallowed.
i generally use Bolid and hallow in dungeons a bit
most the time they sit there and collect dust in dungeons so why not.
ill use clemency if i feel its needed in Req window normally not like one less Holy Circle is gonna kill me.
Bolide only ends up messing things up when there is no communication
or both WHM and GNB have a fear moment and the GNB is just a little too slow on the bolide
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