

A world first hardcore group clearing a tough encounter with DRK doesnt magically make LD not terrible. I'm not even sure where logic like this comes from.
jUsT bEnE iT
That brings up another issue:
Titania, 3 lighting tethers is the common strat.
Healer benes after 2nd tether, invuln erases, 3rd lighting hits, Dies.
So many caveats/nuisances to this ability
1. Dont full heal until tank buster phase is over or, tank dies.
2. Don't full heal from 1-120K+ health, tank dies.
3. Long tank buster over? Full heal in the remaining 1-2 seconds or, tank dies.
4. Have massive raid wide damage during/shortly after living dead? Tank dies.

Idk holmgang is worse, at least you get 10 seconds after being reduced to 1 HP to be healed. Warrior gets 5 seconds but has self heals, for living dead there's plenty of time to heal the effect. I never really had problems with living dead it's not as good as hallowed or super bolide though, but at least it's still useful in dungeon pulls unlike holmgang


Most of the time it doesn't matter. Tankbusters are usually one hit, and not followed by heavy damage immediately after so, bringing a WAR around half HP is more than enough to breathe, especially if you have some regen effects ticking.
Also, if you're a shield healer, the shield will give you a fair margin to keep your WAR safe, but doesn't count at all when it comes to removing Walking Dead.
Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.
Holmgang healers just need to get you at a safe point to where you don't get crit auto'd as soon as it wears off. The difference is vast.Idk holmgang is worse, at least you get 10 seconds after being reduced to 1 HP to be healed. Warrior gets 5 seconds but has self heals, for living dead there's plenty of time to heal the effect. I never really had problems with living dead it's not as good as hallowed or super bolide though, but at least it's still useful in dungeon pulls unlike holmgang
Holmgang required healing: Enought to survive follow up after it runs out.
DRK required healing: 100% of their total HP or they just die within 10 seconds.
If you got bene doesn't seem that bad...
but if you don't have a WHM prepare for the healers to get rage fueling panic.

- with Hallowed ground paladin take totally no damage. no penality but long cd
- with Superbolide gun breaker take no damage, he reduce himlef to 1 hp, but he can heal himself alone+he can receeve small heals during the immunity+ he can swap tank to regenerate gradually over the fight
- with holmgang warrior hp cant fall under 1 but keep taking damages, still keep be alive wen effect fade, it can be healed for not to full hp, and if there is a tank swap warrior alone can heal himself 25% health or more and be perfectly fine.
- DK if not healed for 100% of total hp is a dead tank no matter what+ the effect fade if healer do heal him way to hearly, in multiple tank buster scenario if healed incorrectly DK die just coz it got HEALED. Playng after 4 years that i left the game and come back, i found i bit of players asking me to not use LD at all, the feeling of not helping my team using LD but actually drag them down is really a shame to the job himslef and to the bad design
Last edited by LichKaiser; 08-01-2019 at 11:13 PM.
So, I have a few thoughts on this.
1) I suspect healer throughput will probably increase relative to tank health. That tends to be the arc over the course of an expansion. You see a certain amount of raw health increase just from leveling and then gear scaling pushes players to be more powerful. Of course this is a gut check, but it's also a gut check after a few expansions of this game and a few of some other, nameless games.
2) Living Dead comes with a heck of a price so I'm not going to say that it's fine as is, but when I put it up next to Holmgang and Superbolide, I'd rather have Living Dead. Holmgang has an insanely short window and has no benefit if you wouldn't have actually died. Superbolide also has a price on it and doesn't have a huge window, either. Living Dead gives me 10 seconds to trigger it and 10 seconds to recover. I can hit the button pretty early and still expect it to do its job whereas Holmgang the timing is just going to be tighter.
3) It's not an emergency cooldown and calling it an invulnerability is kind of a misnomer. If you want to use it, you plan to use it ahead of time and coordinate with the healer. It's really more of a way to cheese a mechanic that ought to kill you than it is a way to mitigate damage. And really that's true of all the invulns except for Hallowed Ground.
And yeah, it helps that one of my nearest and dearest plays WHM so if she tells me she's got Bene ready, no problem, I'll go ahead and LD on a dungeon pull. We're usually on voice chat so it's minimal effort to coordinate that way.



I consider Living Dead a suicide button and don't slot it unless i'm doing Titania EX even then won't use it unless a WHM joins the group AND they agree to heal it before we even start. I liked one persons suggestion in another thread that they should remove the requirement to heal you up to full and give the DRK the option to press the button again to end the Walking Dead effect before the end of the effect or they die. That way the skill maintains its image, gives more control to the DRK, and removes the stress off the healer.
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