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  1. #1
    Player
    Sipherous's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    67
    Character
    Siph Erous
    World
    Gilgamesh
    Main Class
    Archer Lv 60
    Id have to disagree, maybe to for people with less experiance these skills are an issue but at a high level of play that becomes mute. Since I avoid casual play Ill get right to my points.

    Hallowed Ground can be used twice in most fights that need it. O4S you can use it three time due to the fights nature but more specifically in the neo phase u use it for the first double fist and third double fist. O3S you pull and burn it on the first critical rip and then u have it up and active for the giant ninjas phase, alternatively use it for the white wind and burn it on a critical rip after giant. In Shynryu you use hallowed for first ahkmorn then again for a tetra slash. Many fights in alexander and coil had strats around useing 2 hallowed grounds, especially in midas and gordias. Coil was similar for the final 2 fights of each tier. Burning hallowed for a mecanic in the beginning allowed for my DPS from healers.

    Holmganging something is preferred universally to negating a tankbuster or mecanic by many healers as there is no fear from the WAR actually dying to the hit. they dont need to shield them dont need top them off until after the hit goes off and those heals are already planned well in advance of the hit connecting. If they aren't your healers are bad or lagging.

    Living dead needs planning yes, but it also allows for the greatest room for recovery. You over estimate how hard it is to recover from it because it instills a panic when u see the effect. A WHM should always have bene on hand for a DRK. Its law when running with on and even if you dont tetra and 2 cure 2's cover it just as well, 2 GCD's at the most with an oGCD. Astros have ED and maybe an aspected benefic to get them topped off, thats at most 2 GCD's if the first aspected benefic sucked. SCH are the only healer that have issues with this skill because they hate useing aetehrflow stacks for heals. If a healer prioritizes DPS over heals then they deserve to be forgotten.

    Coordination is a mute arguement anyways because if your raiding or doing any high end content you know, then you need to have things planned before hand. No healer/tank goes into content and hit there CD's all willy nilly, its planned before hand and if its not you better learn fast before u get killed or dropped by your group.
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  2. #2
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Sipherous View Post
    Burning hallowed for a mecanic in the beginning allowed for my DPS from healers...

    ...Coordination is a mute arguement anyways because if your raiding or doing any high end content you know, then you need to have things planned before hand. No healer/tank goes into content and hit there CD's all willy nilly, its planned before hand and if its not you better learn fast before u get killed or dropped by your group.
    This is the thing though, we are talking about versatility. Experience doesn't matter because if it did then all of the effects would be negated and all we would be left with is the cooldown.

    I will concede that perhaps you can use two hallowed grounds but the 7-minute cooldown still causes versatility problems. The fact is that in order to get 2 hallowed grounds, the first MUST be used at the beginning. There is no room to save it for a mechanic in the middle of the fight because then it will not line up for a mechanic at the end. You have two choices in this case, 2 Hallows (beginning and end) or 1 Hallow (anywhere in the middle). Possible, but not versatile.

    DRK suffers similar issues and still has the issue of coordinating with the healer. You say that bene should always be left up for a DRK, but that's the point, bene needs to be kept up for a DRK, whereas PLD and WAR don't need it, and it can be saved for high outgoing damage and emergencies. It isn't about the difficulty of planning, it is about what is needed for the plan to succeed, and it impedes on the versatility of not only itself but also the healer's skills.

    Like we have both said, homgang is preferred for its versatility, you get more of them in a fight with almost the same amount of combined uptime (18 seconds to negate three tankbusters is far better than 20-24 seconds to block two) and the bind is less impactful than the healer needing to save skills in order to optimise living dead.

    Living dead is a good skill, but it is not 2-minute cooldown better than holmgang.
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    Last edited by Lambdafish; 10-24-2017 at 07:37 PM.