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  1. #31
    Player
    LichKaiser's Avatar
    Join Date
    Aug 2013
    Location
    unknow
    Posts
    25
    Character
    Lich Kaiser
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    - 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
    (8)
    Last edited by LichKaiser; 08-01-2019 at 11:13 PM.

  2. #32
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Reynhart View Post
    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.
    IT IS WORSE in this case, as the quote above was referring to tethers in titania ex. The timing to survive 3 pulses is extremely hard with holmgang because of its short duration.

    You take the first one naked, then you have to wait till the last possible moment to holmgang the second pulse, otherwise it will wear off before the third pulse and you will be one shotted by titania.

    It's easier to do with an invuln with longer duration like living dead.
    (0)

  3. #33
    Player
    Ftail's Avatar
    Join Date
    Jul 2015
    Posts
    310
    Character
    Lilac Blackthorne
    World
    Balmung
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by NyneSwordz View Post
    IT IS WORSE in this case, as the quote above was referring to tethers in titania ex. The timing to survive 3 pulses is extremely hard with holmgang because of its short duration.

    You take the first one naked, then you have to wait till the last possible moment to holmgang the second pulse, otherwise it will wear off before the third pulse and you will be one shotted by titania.

    It's easier to do with an invuln with longer duration like living dead.
    Easier for the tank maybe, but it makes it harder for the healers. When I was doing Titania EX as a SCH with my co-healer a AST, we decided to lock out DRK's from our group just because of how stressful it was to get them back up to 100%. We had a Warrior doing the mechanic, and he found it quite easy to hit his invuln skill after the tanking the first hit. I really doubt it's as difficult as you are making it out to be.
    (5)

  4. #34
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Ftail View Post
    Easier for the tank maybe, but it makes it harder for the healers. When I was doing Titania EX as a SCH with my co-healer a AST, we decided to lock out DRK's from our group just because of how stressful it was to get them back up to 100%. We had a Warrior doing the mechanic, and he found it quite easy to hit his invuln skill after the tanking the first hit. I really doubt it's as difficult as you are making it out to be.
    2 is easy. 3 is hard.
    (0)

  5. #35
    Player
    Absimiliard's Avatar
    Join Date
    Jul 2014
    Posts
    2,031
    Character
    Cassius Rex
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    A tank popping living dead outside of a structured, controlled environment (i.e. a competent group that they are familiar with) is about the equivalent of a captured spy popping their cyanide pill. Well, the end result is the same, at least.
    (0)

  6. #36
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,882
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Hallowed is on a longer recast than Superbolide because Hallowed is a much more powerful effect. Likewise, if Living Dead is on a longer recast than Holmgang, it should also be a much more powerful effect. The penalty is on the wrong job; it should be on the job with the shorter recast. It's not like we have the self-healing capacity of Nascent Flash and Equilibrium to burst heal our way through the effect.

    I think the best solution is to stay true to the theme and make DRK self-reliant.

    Living Dead: For the next 10 seconds, most attacks cannot reduce your HP below 1. When this effect is triggered, you gain the effect of Walking Dead.
    Walking Dead: For the next 10 seconds, you are impervious to most attacks and cannot be the target of healing actions from other players. Your attacks absorb HP.
    Recast 6 minutes.

    Then bump Holmgang up to 8 second duration and 5 minute recast.
    (4)

  7. #37
    Player Rakshazi's Avatar
    Join Date
    Jul 2018
    Location
    Ul-Dah
    Posts
    131
    Character
    Rakshazi Kshatrazi
    World
    Cerberus
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Lyth View Post
    Hallowed is on a longer recast than Superbolide because Hallowed is a much more powerful effect. Likewise, if Living Dead is on a longer recast than Holmgang, it should also be a much more powerful effect. The penalty is on the wrong job; it should be on the job with the shorter recast. It's not like we have the self-healing capacity of Nascent Flash and Equilibrium to burst heal our way through the effect.

    I think the best solution is to stay true to the theme and make DRK self-reliant.

    Living Dead: For the next 10 seconds, most attacks cannot reduce your HP below 1. When this effect is triggered, you gain the effect of Walking Dead.
    Walking Dead: For the next 10 seconds, you are impervious to most attacks and cannot be the target of healing actions from other players. Your attacks absorb HP.
    Recast 6 minutes.

    Then bump Holmgang up to 8 second duration and 5 minute recast.
    I've already proposed that. Read below.

    Quote Originally Posted by Rakshazi View Post
    I have already posted my proposal to the matter in other topic, but it will need to change the DRK in whole in order to work. The proposal is this:
    - Make so DRK will not fall under 1HP, but after he pressees the LD button he will NOT RECIEVE ANY HEALING from other members of the group and fall in the "Undead rage" that makes ALL of his skills drain HP from the enemies. Maybe give the "Haste" or/and immunity to CC effect for the duration. If he will DRAIN ENOUGH of health as his own max HP (SE can even give us a meter that will appear) he will survive, if fails - dead dead. But it will require, IMO, a little tweaks in DRK kit.
    If the DRK will not recieve any healing from other sources this will actualy help healers in the party to concentrate on other matters and the survival of the DRK will be only in his own hands (thus we will always be able to see who's suck at DRK), so I think it's a great way to fix LD. Besides it will give to the character an actual DARK KNIGHT theme.
    (1)

  8. #38
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,882
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Rakshazi View Post
    ...
    I, too, have already proposed that. Read below.

    Quote Originally Posted by Lyth (27/07/2019) View Post
    I added in the point about Convalescence's removal in Shadowbringers and its impact on cleansing Walking Dead, which I had forgotten to mention earlier.

    Personally, what I'd like to see is:
    Living Dead: Most attacks cannot reduce HP below 1 for next 10 seconds. If this effect is triggered, your status is changed from Living Dead to Walking Dead.
    Walking Dead: Impervious to most attacks and cannot be the target of healing spells for the next 10 seconds. Absorb damage dealt as HP.
    Recast 6 minutes.

    This would put you at a disadvantage if there were no mobs that you could target when the effect triggers. But it makes the ability self-explanatory and more importantly, shifts the burden of managing the cooldown off of the healer and back on to the tank.
    (1)

  9. #39
    Player
    monoptic's Avatar
    Join Date
    Apr 2019
    Posts
    3
    Character
    Holton Raines
    World
    Exodus
    Main Class
    Paladin Lv 90
    Don't know if this has been suggested, but I wonder if it's worth experimenting with a variant of the "Stagger" mechanic you find in WoW's Brewmaster Monk tank here. Something like:

    Living Dead: For the next X seconds, you absorb all damage (or X% of the damage) taken. When it expires, you gain the effect of Walking Dead.
    Walking Dead: For the next 10 seconds, you take 10% of the damage absorbed by Living Dead every second.

    Thematically, this 10s DoT maintains the idea of this cooldown making you a dead man walking - especially if you've taken more damage than your total HP. However, the smoother damage curve might make it easier to heal through and wouldn't require a Benediction.

    Alternately, you could turn this DoT in to a debuff that can be removed via Esuna, or provide Dark Mind with a secondary effect that mitigates / removes the DoT to make that CD more useful.

    Not quite a Hallowed Ground-level CD since you still take the damage, but the invlun would probably put it on the level of a Superbolide. Of course, this is all contingent on just how hard busters will be hitting going forward relative to HP values, so it may actually be a terrible idea. That being said, Monk tanks in WoW are kinda OP for progression due to this mechanic, so they might find some use for it here.
    (1)

  10. #40
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by NyneSwordz View Post
    2 is easy. 3 is hard.
    So do the mechanic as it's supposed be done instead of attempting to cheese it.
    (1)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

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