Yes all tank invulns were standardised to 10 seconds in EW, it used to be old living dead’s one big strength and holmgang’s one big weakness as you couldn’t fully invuln say…..E10’s monotonous tankbuster
There was also the part where Holmgang rooted you in place and needed a target for it's 6 yalm range, making it impossible to invuln mechanics that still required you to move, be at a certain distance or had the boss untargetable. Don't ask me why they got rid of it, they probably didn't think about why either.
Holmgang's root effect was coupled to a draw-in effect. This also had the unintended situational benefit of cancelling some otherwise uninterruptable mob actions. As a result, the effect was removed alongside all other player generated PvE draw-in/knockback effects in 5.0 (Blank Shot/Backdraft/Shockwave/Fluid Aura's knockback). Holmgang's recast was increased by a minute at the same time. The duration increased to 8 seconds in 5.1 and 10 seconds in 6.0.
Tank invulns are a textbook example of why partial homogenization is worse than complete homogenization. The more similar you make two actions, the easier it is to mathematically determine a clear winner. It's fine to want to preserve the 'flavor', but the spread of recasts is too big at the moment.
I do remember that Holmgang's draw-in was an issue in ARR but I do not remember it even being a problem anymore before it's removal in ShB, they simply made bosses immune to it.
Bring back PvE Draw-in/knockback. The less damage tanks take the better. I don't care HOW we we mitigate it so long as we can mitigate it.Holmgang's root effect was coupled to a draw-in effect. This also had the unintended situational benefit of cancelling some otherwise uninterruptable mob actions. As a result, the effect was removed alongside all other player generated PvE draw-in/knockback effects in 5.0 (Blank Shot/Backdraft/Shockwave/Fluid Aura's knockback). Holmgang's recast was increased by a minute at the same time.
Gotta love how when faced with a problem like this they just make the entire game worse as a solution for no real benefit.Holmgang's root effect was coupled to a draw-in effect. This also had the unintended situational benefit of cancelling some otherwise uninterruptable mob actions. As a result, the effect was removed alongside all other player generated PvE draw-in/knockback effects in 5.0 (Blank Shot/Backdraft/Shockwave/Fluid Aura's knockback). Holmgang's recast was increased by a minute at the same time. The duration increased to 8 seconds in 5.1 and 10 seconds in 6.0.
Tank invulns are a textbook example of why partial homogenization is worse than complete homogenization. The more similar you make two actions, the easier it is to mathematically determine a clear winner. It's fine to want to preserve the 'flavor', but the spread of recasts is too big at the moment.
I would literally pay money to see the game code that makes it more viable to delete the possibility of several gameplay mechanics entirely than to simply allow bosses to move while casting. Because it would fix so many problems with the state of tanking if bosses didn't need to be glued to the ground for every castbar.
Random sound off...
Warrior:
Give them a large HP pool; reduce their mitigation %'s on abillities but give them +dmg% while said mitigations are active that scale with lost health; leave Bloodwhetting as it is to make warriors need to think if they want to use it to give up some damage.
Paladin
Give Paladin strong reactives that proc based on shield block once a set amount are collected have their basic absolution combo turn into the Confiteor; give them a 5 min CD raise spell.
Dark Knight
Give them a buff that heals them based on the damage dealt by their "Dark Pact" ally; Dark Pact would be a 30 sec buff on a 60 sec CD. Have Dark Pact provide other benefits based on the useage of other abilities like Shadow Bringer, Bloodletter etc.
Gunbreaker
Give Gunbreakers the ability to pool more cartridges and a CD to instantly reload them.
Mind you the 2 min meta tends to make these all pipe dreams.
A class that has an invuln should never have a rezz
And a tank who's unkillable and can solo a lot of content does not deserve further dps improvement.
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