Used Hallowed Ground, saw the animation, got the effect on my status bar, had the cooldown taken, but still took damage for another half-second, and thus died because it was used in an emergency situation (which is kind of how Hallowed Ground and Benediction are supposed to be used: reactions to things going wrong) and mob animations apparently have priority over skills. This happens regardless of area. Binding Coil of Bahamut Turn 2, Turn 4, Turn 5, Amdapor Keep, Wanderer's Palace, Behemoth/Odin FATEs; I've had it happen at least once (and usually more than once) in my time playing XIV in all of these areas.

I know I'm not the only person this is happening too, and I realize that this issue is largely latency based, but the way these skills (in particular Hallowed Ground and Benediction) work needs to be tweaked so that latency doesn't have as large an effect.

This was never an issue in FFXI; when a Paladin in XI popped Invincible it took effect immediately and there was never a talk of people getting popped for additional damage at the beginning of its use. Why can't XIV be the same?

Time: Can happen at any time.
Frequency: All the time.
World name: Midgardsormr
Character name: Mitsukai Shimakaze
NPC name: N/A
Monster name: All mobs
Class/Level: Paladin (but White Mages are affected too)
Party or solo: N/A
In-game time: N/A
Area and coordinates: N/A
Steps:
1. Hit Hallowed Ground/Benediction in response to a change in situation.
2. Have the skill go on cooldown.
3. Not receive the effects of the skill despite going on cooldown.