Yes, Abyssal Drain is a very "potent" 200 potency heal that is SO useful on a single target enemy.Abyssal drain is a very potent self-healing ability that, when used properly, is capable of healing a similar amount of hp to a WAR's chaotic cyclone as well as soul eater having the same hp restoration as Storm's Path so WAR and GNB being able to self-heal is a moot point.
There are many problems with Living Dead.
The ability description and tool tips are incorrect. It's also one of the longest descriptions for an ability in the game. Imagine a new healer trying to figure out how it works mid-combat. Fun.
There are a lot of misconceptions about the healing requirements and duration.
There's a lack of UI information to support the use of this action. Healers have no feedback on how much actual healing is still required (you don't need to be at max health to clear the effect).
It's the only invuln that can be ended early by another player. An early Benediction can be just as dangerous as a late one.
The healing requirements are getting progressively worse, especially with the removal of Convalescence.
It doesn't sync up well with Benediction, which is required if you want to get the maximum duration out of it. If you reserve Benediction for Living Dead, you miss chances to use Benediction.
It's objectively worse than Holmgang. Put the drawback on the shorter recast invuln, and on a job that actually has abilities to self-heal through it.
All in all, it's a terribly designed ability which is convoluted for the sake of being convoluted. It needs to be rebuilt from the ground up. Failing that, just scrap invulns altogether and call it even.
Perhaps instead making it work with our MP instead? Our MP full heals upon use, and all damage from that point on for the next 10s is heavily mitigated and taken from our MP pool while our HP remains untouched. If our MP hits 0, Living Dead immediately ends and our MP is restored by 1K times the amount of seconds Living Dead stayed up. Taking a blow that would empty our MP pool completely during LD's duration would not bleed into our HP, so using it right before a heavy tankbuster, even if just at 600 MP, would safeguard our health completely. While one could say it would be too strong like this, it fixes the LD usability problems, and gives it a unique flavor that also requires a bit of skill to use.
This has been discussed for years in the tank forums, a million different suggestions have been made to make the skill better and SE hasn't listened to any of it, i doubt theyre going to start listening to it as soon as you post it on the general discussion forums.
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)
>AD heals as much as chaotic cycloneAbyssal drain is a very potent self-healing ability that, when used properly, is capable of healing a similar amount of hp to a WAR's chaotic cyclone as well as soul eater having the same hp restoration as Storm's Path so WAR and GNB being able to self-heal is a moot point.
Then when we're talking about MP conversion then why should PLD not have their MP used for hallowed?
My point is: All the tank invulns should just be the flat 10 seconds of invuln on the... is it 10ish minutes CD? I appreciate that they tried to keep to the job theme, but Hallowed Ground is the only Invuln CD that doesn't have some kind of functionality issue.
Bro do you even tank?
WAR has Thrill, Nascent, and Equilibrium as self-heals, all of which make AD look like an infant in scale to how powerful they are.
"...10 seconds of invuln on the... is it 10ish minutes CD?"
...yeah you don't know tanks. NONE of the tanks invulns have a recast of 10 minutes. We've got Holmgang at 4min, Living Dead at 5min, Superbolide at 6min, and Hallowed at 7min recast.
remove invulns
For a game that has spectacular combat animations and visuals across many class abilities, I'm baffled why they didn't design the tank invulns to show a visual cue that healers could see that it has been used.
So for example the LD activation could give the the tank a light glow around the body when they are in the safe zone then it changes to purple ( like the trailer shows when the wol morphs into the drk) when it switches to the second life portion and requires the drk to be fully healed. Perhaps even a mild sound cue to go with it.
Unless a healer is glued to looking at a focus bar or party list when the tank is in dangerous hp zones and recognises the icon for the invuln used, its easy for a healer especially if they have no experience of tank invulns because they are new to not know at all that they need to emergency heal.
Pardon me for not knowing the specific CD timer of a specific ability off of the top of my head in a role I don't play as often as others.>AD heals as much as chaotic cyclone
Bro do you even tank?
WAR has Thrill, Nascent, and Equilibrium as self-heals, all of which make AD look like an infant in scale to how powerful they are.
"...10 seconds of invuln on the... is it 10ish minutes CD?"
...yeah you don't know tanks. NONE of the tanks invulns have a recast of 10 minutes. We've got Holmgang at 4min, Living Dead at 5min, Superbolide at 6min, and Hallowed at 7min recast.
However, I am aware that for self-healing DRK doesn't have much but that doesn't change much of anything since I've seen AD heal a pretty crazy amount of HP on large mob packs.
But hey, I'm trying to be civil. Not fling subtle insults. Please do come back when you're done with them. :3
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