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  1. #41
    Player
    Kumori_Kumo's Avatar
    Join Date
    Jul 2015
    Posts
    222
    Character
    Kumori Kumo
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    Quote Originally Posted by FallenWings View Post
    Holmgang to cheese LB bar
    I did that in Syrcus Tower once. The other two teams had cowardly tanks that didn't want to hold a single monster, so I pulled everything myself and holmganged through it with the help of the entire raid's healers, instantly building ludicrous amounts of LB. It was annoying but kind of funny in retrospect.
    (0)

  2. #42
    Player
    Keagian's Avatar
    Join Date
    Aug 2013
    Posts
    82
    Character
    Keagian Lowell
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Why not have LD have the effects of both Holmgang and hallowed ground. Popping LD would give you 10 sec of a safety net that you won't die if you hit 1 hp. Once WD is actived then hallow ground is in effect where you take no damage for 6 sec but still need to be healed so you arn't low on hp once the effect ends.
    (0)

  3. #43
    Player
    Ashelia_Ferron's Avatar
    Join Date
    Jun 2015
    Posts
    764
    Character
    Ashelia Ferron
    World
    Siren
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Keagian View Post
    Why not have LD have the effects of both Holmgang and hallowed ground. Popping LD would give you 10 sec of a safety net that you won't die if you hit 1 hp. Once WD is actived then hallow ground is in effect where you take no damage for 6 sec but still need to be healed so you arn't low on hp once the effect ends.
    Why would you reduce the time to heal them back up? 6 seconds would then REQUIRE either Benediction or multi Lustrate. With the current 10 seconds, it's easy to remove with standard heals + maybe one Lustrate or Tetra
    (0)

  4. #44
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    583
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Ashelia_Ferron View Post
    Why would you reduce the time to heal them back up? 6 seconds would then REQUIRE either Benediction or multi Lustrate. With the current 10 seconds, it's easy to remove with standard heals + maybe one Lustrate or Tetra
    Think their saying healed, as in just cured. not heal them for their full amount of HP. Thus the "so you arn't low on hp once the effect ends"
    (0)

  5. #45
    Player
    cold52's Avatar
    Join Date
    Dec 2014
    Posts
    54
    Character
    Shodeku Hitsuma
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 90
    another idea for living dead could be to keep most of it the same just when you get put to one percent give the player a duration in which they cannot take damage but cannot be healed by another player either.

    then for the duration of walking dead give the player a potent bloodbath effect as a means of removing the effect themselves as this would allow the tank to deal with the death if not fully healed without the healer just going into a panic and just removing the effect the moment you hit 1 percent.
    (0)

  6. #46
    Player
    Rhaja's Avatar
    Join Date
    Jun 2014
    Location
    Limsa
    Posts
    734
    Character
    Rhaja Foxtail
    World
    Behemoth
    Main Class
    Dark Knight Lv 70
    I think we just need to take a step back and realize what Living Dead is truly missing. Darkness.

    Dark Symbiosis: Envelope yourself in a shell of darkness, binding yourself in place and unable to take any damage (except outright kills), or do any actions for the duration. Duration 8 seconds. Cool Down: 5 minutes.

    Visual effect will be a ball of darkness.
    (0)

  7. #47
    Player
    Keagian's Avatar
    Join Date
    Aug 2013
    Posts
    82
    Character
    Keagian Lowell
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Ashelia_Ferron View Post
    Why would you reduce the time to heal them back up? 6 seconds would then REQUIRE either Benediction or multi Lustrate. With the current 10 seconds, it's easy to remove with standard heals + maybe one Lustrate or Tetra
    Reason I gave it the 6 sec duration is because I didn't want it to be as strong as a hallowed ground where you can use it to just skip mechanics. Of course the whole dying if you aren't healed to full would be removed completely. So if you aren't healed at all, well then your sitting at 1 hp after invincibility has ended, which could lead to you dying from an auto attack or the next damage skill from an enemy. However if a healer throws a Cure 2 on you or something then they don't have to worry about you dying for the next few seconds.

    This way we still retain the whole, "I won't die and will keep on fighting." feel of the skill but removed the stress and heart attack inducing effect of the skill towards the healers.
    (0)

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