#purify4life
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.
Beyond that though, I find I get more focus (which is my intent) with Living Dead than with Hallowed Ground, since I'm seen as a free kill rather than someone who is temporarily invincible, and it's certainly better for a push/defense than Holmgang which locks you in place. If I have a healer nearby it's absolutely amazing, everyone will focus on me to get that free easy kill, and then my healer will pop me back up to full and while all the DPS were chasing me around my DPS have melted their healers.
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.. 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.
Use purify to undo walking dead so you won't die.
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
Last edited by CeveArthu; 08-06-2015 at 11:45 PM.
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.
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 pointActually 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.
I'm fully aware how it works, you completely missed my point
Last edited by CeveArthu; 08-07-2015 at 12:06 AM.
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