Quote Originally Posted by Phoenicia View Post
You're missing the point of my post. It isn't the "effect" of Living Dead that's the problem, it's the rest of the toolkit of the tank that has it.

Living Dead would've been fine on PLD or WAR because they CAN remove the effect by themselves without the "other player". If the tank that has it can meet the survival condition on its own, it would be as strong if not stronger than Hallowed. The problem is, the ability is on the only tank that can't remove it. Hence: The ability itself isn't the problem.
As a PAL (if i'd have LD instead of HG)

I could cure myself (2-3 cures needed to full HP) BUT... 90% healers will probably see my life SO low (1hp) they would start to throw heals on me probably ending the effect prematurely.

When i'm for some reason unable to soak or avoid some heavy damage I do use HG in many different instances such as:

- Room is gonna be filled by AoEs but i DON'T want the boss to turn around or i'm just too far from safe zone (if i know i can't survive that damage).
- Healers are both dead (can happen in trials random groups) and boss is about to die.
- 1 Healer is alive, need to ress the other one ( if no-one else can) and has no swiftcast available
- Other tank is gone/unavailable (dead, busy, anything or simply unavailable if in a dungeon), my oGCDs are cooling down, oath gauge is low and i'm gonna eat a tankbuster/some nasty combo.

Clemency would probably just not allow my HP to hit 100% WHILE being hit, i'd run out of MP much sooner.

I'd just remove the "you will die if not full healed" from the table. Or change it in something different granted from the "undead" status