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  1. #1
    Player
    Daega's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    69
    Character
    Daega Prox
    World
    Midgardsormr
    Main Class
    Monk Lv 60
    I'm gonna be the bad guy who dispels the rumors.

    I main DRK. I pvp all the time and greatly enjoy it. DRK can be decently bursty, but after the burst they are a little lack luster(Slow swings for usually crappy damage). Full Swing and Push back are your best friends. If you don't understand why then you don't read tooltips and don't experiment to understand why.
    Here's the kicker... Living Dead can be purified. I can't tell you how many times I've been the last man to leave a fight, get gang banged, use Living Dead, run away with everyone thinking
    Quote Originally Posted by Lorielle View Post
    No idea. But I have a gigglefit seeing DRK in Walking Dead status.
    "You're already dead" > 10 seconds.
    .. and then at the 2-1 countdown purify and go on my merry way having a gigglefit because the irony is a sweet sweet nectar dripping unto my palette.

    The one thing I do agree with is that MP is a huge factor. This is easily manageable, but if you're caught in a long and extended fight say goodbye to Bloodsword or mp abilities for a little while.

    The biggest problems I see in pvp as a whole is..
    1. Fell Cleave after Fell Cleave.. wait for it.. WAR is almost dead.. OHHH self heal like 3 times to full health... suckered.
    2. SMN burst to one shot almost anyone.
    3a. Seal Rock RNG is the absolute worst.
    3b. 72 man games are extremely hard to manage. People go Hive mind I see red slaughter everything. 24 man FL should be a DF option so we can more easily manage good and fun games of actual strategy.
    (0)

  2. #2
    Player

    Join Date
    Jun 2014
    Posts
    625
    Quote Originally Posted by Nalien View Post
    What's the problem with Living Dead? Aside from the exact same issue Hallowed Ground/Holmgang/Benediction/etc. suffer from, the only issue I've had with it is that apparently zombies can still break their ankles and fall damage will still kill me.
    Hallowed ground can be popped at any point so you are immune to CC and take zero damage

    Holmgang is used to lock a target in place and prevents you from going below 1 hp

    Living Dead prevents you from going below 1 hp, it doesnt have the lockdown effect of holmgang or the actual invincibility and cc immunity of hallowed ground
    (0)
    Last edited by CeveArthu; 08-06-2015 at 11:45 PM.

  3. #3
    Player
    Daega's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    69
    Character
    Daega Prox
    World
    Midgardsormr
    Main Class
    Monk Lv 60
    Quote Originally Posted by CeveArthu View Post
    Living Dead prevents you from going below 1 hp, it doesnt have the lockdown effect of holmgang or the actual invincibility and cc immunity of hallowed ground
    Actually it only activates if you go below 1hp. Then once you do it brings you up to 1hp and you have 10 seconds to recover your full hp or you die.
    Pro's: Instead of dying, you get an extra 10 seconds of life to mess around with... unless a healer if smart enough to look at the macro you've made and know they need to bene or massive heal you(which most healers don't)

    Con's:You have 10 seconds of life left before you ultimately die. Which is contradictory to Hallowed or Holmgang which leave you alive when it ends. Unless you're a smart DRK who knows that purify will cancel this effect leaving you at 1hp. At which point you better be far away from the action by then or don't bother purifying since you'll be 1 shot anyways.
    (0)

  4. #4
    Player

    Join Date
    Jun 2014
    Posts
    625
    Quote Originally Posted by Daega View Post
    Actually it only activates if you go below 1hp. Then once you do it brings you up to 1hp and you have 10 seconds to recover your full hp or you die.
    Pro's: Instead of dying, you get an extra 10 seconds of life to mess around with... unless a healer if smart enough to look at the macro you've made and know they need to bene or massive heal you(which most healers don't)

    Con's:You have 10 seconds of life left before you ultimately die. Which is contradictory to Hallowed or Holmgang which leave you alive when it ends. Unless you're a smart DRK who knows that purify will cancel this effect leaving you at 1hp. At which point you better be far away from the action by then or don't bother purifying since you'll be 1 shot anyways.
    the main point is that its a holmgang without any utlity, (you can also view it as a much weaker version of hallowed), most DRKs will purify the debuff anyway so it killing you at the end is a moot point

    I'm fully aware how it works, you completely missed my point
    (0)
    Last edited by CeveArthu; 08-07-2015 at 12:06 AM.

  5. #5
    Player
    Daega's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    69
    Character
    Daega Prox
    World
    Midgardsormr
    Main Class
    Monk Lv 60
    Yeah sorry, you said prevents from going below 1hp which sounded like all you had for it. And correct, it doesn't have any utility. Saving Purify for it is what I normally do (Most DRK actually don't know this cause they are the lamers who go for glamour and suck at pvp), but it's hard when you're up against 100 fotm summoners and their insta triple dots that tick for 750+ and deathflare, fester, blah blah that leaves you near dead too.
    Living dead is a joke and I seriously hope they rework it.

    Also, How are you liking your new server. Was just hitting pvp hard when I met you. Rank 40 now! D:
    (0)

  6. #6
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by CeveArthu View Post
    Hallowed ground can be popped at any point so you are immune to CC and take zero damage

    Holmgang is used to lock a target in place and prevents you from going below 1 hp

    Living Dead prevents you from going below 1 hp, it doesnt have the lockdown effect of holmgang or the actual invincibility of hallowed ground
    I know what they all do, I just don't get how that makes it terrible...

    For holding a node solo, Living Dead is absolutely amazing; Hallowed Ground is nice, but does Paladin have any AoE interrupts on a reasonable cooldown? Didn't think so. Warrior does, but with Holmgang locking you in place the enemy should be able to find a safe spot to take the node easily. It doesn't really buy you any extra time holding onto that node, while Living Dead does since you retain your mobility.

    Depending on how much focus you get during Walking Dead, you can actually hold that node for a fair bit longer too, with Purify. Between Push Back+Bloodbath, Dark Arts Abyssal Drain, Tar Pit, Carnal Chill, and all my other defensive cooldowns, I can actually go from my enemy thinking I'm dead with Walking Dead, to holding that node for at least another 10 seconds, if not more.

    I honestly wouldn't even bother comparing Hallowed Ground/Living Dead to Holmgang. I mean, if you are Holmgang is trash; Can you push forward and survive while drawing most of the heat with Holmgang? No. You can't even move. Likewise, can you sprint to safety with it? No. For a push I'd even favour Living Dead over Hallowed Ground, Living Dead works far better at distracting the enemy, since you effectively become a free kill. I'll already be dead, yet I'll have multiple DPS fighting over who gets the easy kill shot. Holmgang isn't really about survival in PvP, it's about focusing a single target.

    Quote Originally Posted by Xenosan View Post
    As an individual, I've never lost to DRK 1vs1 as DRG or PLD.
    For 1v1s I've actually found Dark Knight to be pretty amazing, at least against other melee.

    Quote Originally Posted by Xenosan View Post
    They've also got the worse self-healing of the 3 tanks. How often are you DRKs in Grit?
    I'll use Grit if I'm holding, but in 1v1 I'll turn it on and off. Opening burst I'll leave it off, have Push Back + Bloodbath to mitigate some damage and make their opening burst hurt them and use Blood Weapon for Dark Arts for Carve and Spit/Souleater. Once that wears, Grit goes on, as does Blood Price, defensive cooldowns to cripple their DPS (Carnal Chill especially) and Souleater becomes more than enough self healing. When Blood Weapon is ready again Grit goes off, I'll pop a double Dark Arts combo for Dark Dance and Dark Passenger and finish them off; If they try to run I'll have Plunge and Stun saved, as well as Tar Pit.

    Quote Originally Posted by CeveArthu View Post
    Compared to the other 2 skills like it on the other jobs, its nowhere near as strong on the CC side

    Its basically just a bad version of hallowed ground. im only comparing it to holmgang because it has the same effect of keeping your hp at 1
    And? It's a different skill, go figure it would have different uses. I wouldn't use Hallowed Ground to burst like I would Holmgang, just like I wouldn't use Holmgang to push forward like I would with Living Dead...

    All Dark Knight needs is an adjustment to its MP management. They could tack that onto Living Dead for all I care, if Living Dead also doubled up as a persistent Dark Arts I'd call that overpowered as hell, but I wouldn't complain about it...
    (1)
    Last edited by Nalien; 08-07-2015 at 02:36 AM.

  7. #7
    Player
    FinalWolf's Avatar
    Join Date
    Apr 2015
    Posts
    401
    Character
    Rex Inferorum
    World
    Malboro
    Main Class
    Warrior Lv 70
    Use purify to undo walking dead so you won't die.
    (0)

  8. #8
    Player Buff_Archer's Avatar
    Join Date
    May 2014
    Posts
    909
    Character
    Buff Archer
    World
    Diabolos
    Main Class
    Summoner Lv 60
    I usually use Garuda's knockback to get DRKs off a tomelith when they're sitting there invulnerable with 1hp aoe'ing to keep people from capturing it. Usually plenty of Summoners around who can do that. And there's Fluid Aura/Aura Blast/Blast Shot as well.
    (0)

  9. #9
    Player

    Join Date
    Jun 2014
    Posts
    625
    I know what they all do, I just don't get how that makes it terrible...
    Compared to the other 2 skills like it on the other jobs, its nowhere near as strong on the CC side

    Its basically just a bad version of hallowed ground. im only comparing it to holmgang because it has the same effect of keeping your hp at 1
    (1)
    Last edited by CeveArthu; 08-07-2015 at 02:06 AM.

  10. #10
    Player
    Daega's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    69
    Character
    Daega Prox
    World
    Midgardsormr
    Main Class
    Monk Lv 60
    Duo'd with a WAR the other day and he Holmganged a dragoon off of the spawn point and we ganked him haha. Good times.
    (0)

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