Make living dead reduce hp to 1 and remove walking dead too
Make living dead reduce hp to 1 and remove walking dead too
How?
So the axeman can have immobile remove from holmgang but i need to stuck with walking dead so i can be dark knight? Bullshit. And last i check i didn't ask for bloodwhetting and critical direct hit. It's more like between war and gnb.



a 1500 cure potency per gcd on the invuln is a pretty huge aspect to gloss over for how strong it is.
I asked for both the healing requirement and hp drain to be remove. Go read the previous page again.


Just remove some dungeon walls so the pulls can be big enough that there's no way a healer can stop LD from triggering.
he/him

None of these problems are made by the Dark Knight player or should be solved by the Dark Knight player, those are problems that should be solved by the healer. The healer will still waste those resources even if you try to address the problem of wasting resources, that shouldn't be the point of this ability, it's an ability of a tank role not healer role.
The idea isn't exactly bad but it would rip off the meaning of Living Dead because of the restore HP equaling to amount of healing received during Living Dead part, the solution is simply to cut external heals, it only takes a singular AoE for Dark Knight to get back to 100% HP, considering they kept their Arm's Length and Shadow Wall they should be able to stay alive after they restore their entire health.
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Hullbreaker Isle and Mount Gulg are the only dungeons i know where you can do this safely enough.
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The whole extra 10 seconds of invulnerability given by Walking Dead gives both the DPS and the healer a long enough time to deal a lot of damage, that's of course considering the healer knows the mechanic and doesn't abuse it on purpose then let the Dark Knight die after Living Dead expires rather than letting Walking Dead trigger, which basically makes both Dark Knight and the healer waste resources and end up killing the entire party most of the time, i've done this several times and i'm sure other Dark Knight players have done it too, it's easy to survive only after it triggers and hard to keep the Dark Knight alive if it doesn't trigger.
Basically the current version of Living Dead we have is an invulnerability that requires not only trust but also cooperation from the healer, i mean it's called Living Dead, i'm quite sure you can't be healed during Living Dead would fit the ability's theme.
Last edited by ShionAsrai; 02-04-2026 at 02:53 PM.



Holy necromancy, Batman. This is no longer an issue because now you won't just auto-die when using LD and not dropping to 0 HP.It does address the issue entirely as the healer can't burn through all those resources and even if they do, it's likely that the Dark Knight didn't use mitigation prior to Living Dead, it's likely that they will survive if the healer isn't playing with a single hand. The healer doesn't learn by tank dying due to healer not understanding the mechanic behind the entire skill, the healer will learn if they start wondering why they can't heal.
The idea isn't exactly bad but it would rip off the meaning of Living Dead because of the restore HP equaling to amount of healing received during Living Dead part, the solution is simply to cut external heals, it only takes a singular AoE for Dark Knight to get back to 100% HP, considering they kept their Arm's Length and Shadow Wall they should be able to stay alive after they restore their entire health.
Hullbreaker Isle and Mount Gulg are the only dungeons i know where you can do this safely enough.
The whole extra 10 seconds of invulnerability given by Walking Dead gives both the DPS and the healer a long enough time to deal a lot of damage, that's of course considering the healer knows the mechanic and doesn't abuse it on purpose then let the Dark Knight die after Living Dead expires rather than letting Walking Dead trigger, which basically makes both Dark Knight and the healer waste resources and end up killing the entire party most of the time.
Basically the current version of Living Dead we have is an invulnerability that requires not only trust but also cooperation from the healer, i mean it's called Living Dead, i'm quite sure you can't be healed during Living Dead would fit the ability's theme.

Hey it's not exactly necromancy especially if the problem still persists, besides this is a forum, players like me commenting on topics that are still relevant will happen regularly. I appreciate the little joke thoughI believe you misunderstood my point as what you're talking about doesn't solve the problem i'm talking about. The healer wasting resources before Walking Dead and Dark Knight player having to use mitigations early rather than making use of the invulnerability is the problem i'm talking about in here, which is also the problem other people were talking about before too.
Last edited by ShionAsrai; 02-04-2026 at 02:52 PM.
Cruelty is a language spoken by all races.


The game just needs to make tank invuln pops a lot more obvious to healers. Right now, unless you have the sound effects memorized, you're basically SOL.
My outline for a Chemist healer: https://forum.square-enix.com/ffxiv/threads/513527-Healer-Concept-Draft-Chemist
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I believe you misunderstood my point as what you're talking about doesn't solve the problem i'm talking about. The healer wasting resources before Walking Dead and Dark Knight player having to use mitigations early rather than making use of the invulnerability is the problem i'm talking about in here, which is also the problem other people were talking about before too.



