^ ThisThat's the thing though. This is the wrong use of the skill. While it would seem that this is the best use, it is not, because of this delay.
What it is usefull for instead, is when you know that a part of the fight is difficult due to damage and healing, you plan for it and use it, and transform this hard part into a very easy part. It can completely change the face of an encounter and allow your group to progress much faster and much more consistently.
HG is best used when you know a large hit is coming, you know your gonna be in trouble soon ( long pulls), or the healer needs some time to catch up.
Yeah, that's the main "problem" with Holmgang - Hallowed is just flat out better. That doesn't mean Holmgang is bad in any regard, just not as good as Hallowed. It also requires coordination and an external resource from healers, whether it be Bene, Lustrates (Aetherflow stacks), or just MP. Hallowed on the other hand... costs nothing. ):Holmgang is super usefull and completely misunderstood by the vast majority of the tanks that could use it. It really doesn't deserve the bad rep it is getting. It requires coordination and communication with your healers, but it is a tool with a 3 min CD that allows you to survive any tank buster, more or less. Yeah, it is nowhere near as usefull as hallowed ground, for sure, but that is not because holmgang is a bad ability, it's because hallowed ground is completely broken.
You don't have it in a macro, do you? Macros can mess with abilities going off, even something as simple as a provoke macro will fail occasionally. I've done away with most all macros because of this.Well, I understand the delay of taking effect, but my point is more about knowing if its ever been pressed at all. Even though it's not effective instantly, it would be more helpful if I felt it was working at all, instead of after the delay. Being a action not used often (hardly ever for me) I have not noticed this with any other's except HG. For me it is only used if I know there is no hope to survive, which is usually very quick.
IT'S HALLOWED!
HALLOW
From dictionary.com:
1. to make holy; sanctify; consecrate.
2. to honor as holy; consider sacred; venerate
hAllowed ground makes perfect sense for a Paladin
hOllowed ground makes no sense...
It's MORE understandable when people verbally say it wrong, but to think you TYPED it wrong...
*shudder*
Would usually never use Hallowed Ground =< 1k HP threshold. It just won't make it half of the time.
I actually ended up using Hallowed Ground alot in dungeons doing big pulls at the start.
If I didn't, and we're in the middle of a pull, I'm down about to half of my health and see my healer in cleric stance, my HG is ready to be activated any second I drop below half, usually.
Other than that, I rarely use this skill as a panic button. Like others have said, its usually "planned" to negate damage from certain parts of a fight.
I actually prefer holmgang to hallowed ground. It's an ability that can be used twice to every hallowed, with change. It prevents death just as well, and with good healers is almost as viable in its own right without getting double uses.
And the dirty little secret...it can cancel abilities you cannot silence or stun. Easy example is the add on leviathan extreme. Immune to silence and one of its spells has complete stun immunity and a very high wipe rate if it goes off. Holmgang will stop that cast, where no Paladin ever could.
Maybe he takes no damage cause he's hiding in a hole in the ground? I could see that taking longer to activate.IT'S HALLOWED!
HALLOW
From dictionary.com:
1. to make holy; sanctify; consecrate.
2. to honor as holy; consider sacred; venerate
hAllowed ground makes perfect sense for a Paladin
hOllowed ground makes no sense...
It's MORE understandable when people verbally say it wrong, but to think you TYPED it wrong...
*shudder*
Learned how to not trust my HP when casting Hallowed Ground, the unpredictability of the cast (cast clipping) and filmsy animation just asks to be button mashed for maximum effectiveness.
Situations that call for HG:
- Most common: Hard hitting pulls that get you roughly around 40% or less HP when you have enmity.
- Fight is intense, DPS dies, Healer has no swiftcast available and goes for full cast raise.
- Boss is nearly dead, Healer dies, DPS are up.
- Boss has 3.7% HP left, everyone dies. Be a hero.
- Final dungeon boss is nearly dead and party has full HP, can't let it go to waste.
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