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  1. #11
    Player
    Tranquilmelody7's Avatar
    Join Date
    Jan 2018
    Posts
    419
    Character
    Thepale Rider
    World
    Jenova
    Main Class
    Bard Lv 90
    Quote Originally Posted by Izscha View Post
    And it will stay unchanged, because it's a damn good CD.
    Quote Originally Posted by Gemina View Post
    You would not keep small company in your views of DRK. The "evil" brand is part of their lore, but the DRK's themselves never consider themselves to be evil, and their methods are necessary for the greater good. Some say they lose their humanity to the abyss, and they would say, "If that is the cost to preserve justice, then so be it." They're very extreme, lol.


    All tank invulns are inferior to Hallowed Ground. No ifs, ands, or butts about it. The devs need to finally realize that the tank invuln is a role skill. Please put it there and be done with this nonsense already.
    Yes actually, there are if, ands, & butts.
    Hallowed Ground has a cooldown of 420 seconds.

    I'd take Holmang or Superbollide over it in almost any scenario save solo play.
    The biggest advantage it had was that it had the longest duration of all the invulnerability skills, which will no longer be the case for Endwalker.

    I understand hallowed ground could still very well be considered the overall best of the invulnerability skills due to having no drawbacks, but the gap between Living Dead and the rest in terms of of usefulness would still be far larger than Paladins invulnerability compared to the rest.

    The last thing this game needs is more homogenization.
    I'd much rather the 14 team NOT go the scorched earth approach when only one of 4 contemporary tank CDs has a genuine problem.
    (2)
    Last edited by Tranquilmelody7; 11-15-2021 at 10:42 AM.