
Originally Posted by
Lyth
I think the fact that there's so much confusion on how the ability actually functions is a reflection of how poorly designed it is.
Living Dead only mitigates damage after you drop down to 1 HP. The maximum effective duration is from the time when Walking Dead activates until the time when your healer cleanses the effect. This can be anywhere from one to nine seconds. Anyone who is citing numbers in the 19 second range doesn't really understand how it works.
If you want to get the full effective duration out of Living Dead, you almost certainly need to use Benediction. The ability gives no indication to your team about how much healing you have received until this point, so you can't reliably heal up to just before the requirement and wait. But the problem with using Benediction is that it's on a 180 second recast, while Living Dead is on a 300 second recast. So you lose 60% of a benediction use every time that you reserve it for Living Dead.
In practice, without Benediction? You're probably going to mitigate one or two big hits with it and frantically race to full. So we're usually talking about an effective duration that's much shorter than nine seconds.
So what's the significance of the ten second preamble? Well, if you know the fight timings, you pop it early and shave time off of your recast. So while the effective recast of Holmgang is somewhere between 175-179 seconds, the effective recast of Living Dead is going to be 291 seconds, assuming that you time it correctly.
If you want to assess how powerful an invulnerability ability is, you need to find out how many tankbusters you can mitigate with it. This depends on two factors.
The first factor is the total number of casts you can make with the ability. There's no point in having a two minute shorter recast on Living Dead than Hallowed if it doesn't result in an extra cast. Casts are always discrete numbers. The reason why Holmgang has a clear edge is because its recast is more than half that of Hallowed. So you will always have the potential to use Holmgang twice as often as Hallowed.
A second factor is the total number of tankbuster hits you can mitigate with a single cast. An example of this is the Ultimate Embrace/Hyperdrive combo that you see in O8S. If your invulnerability lasts for about 7-8 seconds, you can mitigate both hits. Situationally, this can provide an advantage. But do you know what's much more consistent? Having a 180 second recast invulnerability. Recast trumps duration.
Someone listed Holmgang's root effect as a disadvantage. That's usually not the case. More often than not, it just allows you to double up its utility as knockback negation. Bonus points when it does both at once, like during Head On in O5S. If you really need to work around the root effect, it's worth noting that you can still be re-positioned using Rescue.
Fun fact: The root effect from Holmgang historically also let you interrupt otherwise uninterruptible spells, such as Dreadwash during Leviathan Ex. If you jumped away from your target after using Holmgang, it would move the target, forcing the spell to cancel. Its versatility is that even its "weaknesses" are strengths.
As far as the target requirement is concerned, I'm kind of struggling to think of a recent example of a tankbuster that occurs with no active target on the battlefield. No Ravana Ex double prey cheese for you, I suppose.
A big part of the problem here is that Holmgang is just flat out too powerful. But that's a story for another day.
Either way, the devs are not going to overthrow WAR's four year reign of dominance over tanking simply by fixing Living Dead. It'll just help the few people still left over playing DRK enjoy their job experience a little more. Pick your battles.