Why not a CD that doesn't outright kill you, WAR and PLD ultimates don't kill you, why exactly should DRK's? IMO instead of killing the DRK it should apply weakness if not healed to a certain threshold.
Then keep it likes war's hg, hp cant drop below 1, that's the only main difference between the two not talking about cooldown time and remove the needs to be fully healed part.
Actually it would be kind of cool that if you didn't heal it to a certain point, you enter 'zombie' for a certain amount of time where all you do is auto attack and there would be no MP or HP regen during that time, would still be punishing to mess up but would be way better than simply losing your tank because you mistimed a heal x.x
I was thinking of a new ability for the next expansion. To boost DPS and make better use of living dead.
You activate this ability, which gives you a flat damage boost in conjunction with draining your HP.
Pressing this ability again cancels it, but unleashes magic damage that scales with how much HP you allowed it to drain.
In addition, if your HP hits zero, it unleashes this magic attack automatically for it's maximum possible potency.
Could be used in two ways:
Use when at high HP when solo or in easy content in order to use your HP as a resource for more DPS.
Or, use it when near death, in order to get off a heavy hitting finisher while also giving yourself and your healer a better and more predictable cue for Living Dead. Us it when at 10% HP followed by Living Dead, your HP hits 0, your magic blast goes off, healer starts healing you like mad.
This is actually really interesting, I don\\'t think that using HP as the resource would be ideal, but what if you know there is going to be a lul in the fight or there is going to be a break in contact where your MP will have enough time to either regenerate or be brought back to full, you could use this as a "charge until discharge" type of skill where you can drain MP down to 0 for an incredibly powerful hit? Would be better than just sitting there capped on MP until the boss is back.I was thinking of a new ability for the next expansion. To boost DPS and make better use of living dead.
You activate this ability, which gives you a flat damage boost in conjunction with draining your HP.
Pressing this ability again cancels it, but unleashes magic damage that scales with how much HP you allowed it to drain.
In addition, if your HP hits zero, it unleashes this magic attack automatically for it\\'s maximum possible potency.
Making it same as them would be boring.
I wrote it wrong probably, but i wanted it so if you die, you are turned into the ghost for 20 seconds that could cast skills with no cost and then die.
A dead tank, even if you can cast for 20 seconds is still a dead tank, which is bad.
This would also cause healers to have to waste even more MP to revive you.
Last edited by 347SPECTRE; 02-28-2018 at 04:48 AM.
Hang on a second. A dead tank, who can still draw aggro when they're technically dead, is actually a pretty good thing.
It gives the off tank a time window to jump in to main tank position and healer a chance to plan a res.
Living Dead really doesn't need to be touched. It's nowhere near as bad as people here like to think. It has the same duration as Hallowed, it doesn't require a target, the DRK can move freely while it's active, and it doesn't require much more healing than Holmgang (because let's be honest, any planned use of Holmgang will have the healers heal the WAR for a huge chunk of HP right after anyway. That's not unique to DRK). Its cooldown is in the middle which means it's up for things that Hallowed can't be up for. The healing requirement is the reason it can have most of Hallowed's advantages on a shorter cooldown. If you want to change that then the skill needs to be nerfed in some other way.
And the name of the ability would be appropriate. xD
It could even be a support ability casted on allies too, this would be super op.
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