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  1. #61
    Player
    Lucy_Pyre's Avatar
    Join Date
    Feb 2020
    Posts
    342
    Character
    Lucy Pyre
    World
    Faerie
    Main Class
    Warrior Lv 100
    Quote Originally Posted by cactuarzzzz View Post
    Yes, finally you open your eye to the truth that DRK lack the resource to to handle LD and that make it a burden not something strong and amazing like you claim it to be. Have fun in solo content tho because if NF and NG doesn't change you won't be able to remove the debuff with it.
    DRK isn't supposed to be able to remove Walking Dead on their own, are you daft? The entire design of all of the invulns (barring HG) is that they each require healer intervention to keep the tank from dying immediately afterwards. As I already said, WAR is the only tank that can sometimes do it solo.
    (1)

  2. #62
    Player
    cactuarzzzz's Avatar
    Join Date
    Jun 2019
    Posts
    375
    Character
    Zzz' Zzz
    World
    Unicorn
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Lucy_Pyre View Post
    DRK isn't supposed to be able to remove Walking Dead on their own, are you daft? The entire design of all of the invulns (barring HG) is that they each require healer intervention to keep the tank from dying immediately afterwards. As I already said, WAR is the only tank that can sometimes do it solo.
    Sorry to shattering your delusion Lucy but :

    Quote Originally Posted by Billythepancake View Post
    WAR absolutely can restore themselves up. Maybe not to full, but after my WAR uses HG in E8s the healers never touch him, he just heals himself back up to like 70-80%.
    We have a proof right here that WAR doesn't really need healer intervention. GNB doesn't need either at least up to e7s.
    (1)

  3. #63
    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 Vyrerus View Post
    ...
    Your post itself demonstrates how poorly people understand Living Dead. It's not your fault, the tooltip is terrible. You don't need to be max HP to cleanse the effect. You only need to be healed a total amount equal to your HP total. You'll occasionally even find experienced tanks and healers who don't fully understand how it works, surprisingly.

    As a tank, you're continuously taking damage. You'll be taking damage while Walking Dead is active, too. Let's say you get healed for 75% of your health during the first 5 seconds of Walking Dead, but drop back down to 10% from incoming damage. You then get healed to 35% of your HP by 8 seconds into the cooldown. The Walking Dead effect ends, with you at 35% HP after 8 seconds total. You're not at 100%, but the effect is cleansed. It's also cleansed early, which means that the duration is contingent on when you receive that final HP of healing.

    The reason why a gauge is required is two-fold:
    1) it makes it more obvious to your team that the effect is taking place (wasn't that the reason why they introduced those massive picture gauges back in Stormblood just to make extra sure that you don't forget about Huton?)
    2) To allow your healer to control precisely how much healing they're giving you, so that they know how much further they have to go, and so that they can pop the effect when it's safe to do so.

    I agree that the tooltip is poorly worded. Another way of saying this is that it's wrong. These are equivalent ways of saying the same thing. And it's not just the main tooltip that you can see. It's also the buff/debuff text that your healer can see if they try to hover over the icon. The whole set of text blocks are incorrect.

    Superbollide syncs up exactly with Benediction. 360 seconds is a multiple of 180 seconds

    The duration argument doesn't make any sense. The effective duration of the ability only takes place when Walking Dead is activated. That means that its effective duration is anywhere from 1-9 seconds. If you hit 10 seconds, you die. Meeting the healing requirements early means that the ability ends prematurely. So if you get Benediction with at 1 second, the effect duration is 1 second. On average, when cleansed appropriately (i.e. tank does not die from the effect), it is the shortest duration invulnerability in the game, with the harshest penalty attached. The recast makes no sense whatsoever.

    But once again, all these problems can be solved much more simply. Remove invulns from the game. The development team is incapable of salvaging this action. Just burn them all to the ground, and call it even.
    (5)

  4. #64
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,613
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Vyrerus View Post
    Invulns aren't fun to you, but for a lot of people they are. They allow for solos that wouldn't otherwise be possible. Rare clutch moments, as well as the knowledge that each tank has one skill that will make them unable to die for a short time, making the player feel tough. All of them have tangible draw backs except Hallowed. The only thing that needs to change relative to this, is PLD needs a slap to its DPS potential.
    Except using invulns for "clutch moments" isn't how they're utilized once you understand tanking. They're used to cheese mechanics. Look at E8S. Tanks use their invulns are Morn Afa, which is supposed to be a party shared AoE. It isn't even a tank mechanic but healers don't want to deal with the amount of damage. So we pretend it doesn't exist. As Lyth alluded to, there have several fights where tankbusters don't even exist because you invuln all of them. Even in dungeon pulls, you pop your invuln on the biggest wall pull so the White Mage can spam Holy. Not exactly something I would describe as "clutch" gameplay.
    (3)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  5. #65
    Player
    Lucy_Pyre's Avatar
    Join Date
    Feb 2020
    Posts
    342
    Character
    Lucy Pyre
    World
    Faerie
    Main Class
    Warrior Lv 100
    Quote Originally Posted by cactuarzzzz View Post
    Sorry to shattering your delusion Lucy but :



    We have a proof right here that WAR doesn't really need healer intervention. GNB doesn't need either at least up to e7s.
    The only delusional one here is you. Believe me when I say that the only possible way WAR is healing 80% of their HP on their own is via the use of ToB, Equilibrium, and Nascent Flash during either Inner Release or with 2 Nascent Chaos charges. If the tankbuster lines up with all of those things, fantastic. The reality is that, however, most of the time it doesn't. I've played WAR long enough to know *quite* well how much it's capable of managing its own health bar in most situations. Once again, if things line up that nicely with the WAR's rotation, it's all well and good. Things rarely do line up that nicely, though.
    (1)

  6. #66
    Player
    cactuarzzzz's Avatar
    Join Date
    Jun 2019
    Posts
    375
    Character
    Zzz' Zzz
    World
    Unicorn
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Lucy_Pyre View Post
    The only delusional one here is you. Believe me when I say that the only possible way WAR is healing 80% of their HP on their own is via the use of ToB, Equilibrium, and Nascent Flash during either Inner Release or with 2 Nascent Chaos charges. If the tankbuster lines up with all of those things, fantastic. The reality is that, however, most of the time it doesn't. I've played WAR long enough to know *quite* well how much it's capable of managing its own health bar in most situations. Once again, if things line up that nicely with the WAR's rotation, it's all well and good. Things rarely do line up that nicely, though.
    Then how about you wake up from this delusion of your?>
    Quote Originally Posted by Lucy_Pyre View Post
    The entire design of all of the invulns (barring HG) is that they each require healer intervention to keep the tank from dying immediately afterwards.
    Fury 14 duty action? WAR and GNB need healer intervention as an ST after that? Nope.

    Flame Tornado during conflag? WAR and GNB need healer intervention to keep them alive after that? Nope. Because after that it's a stack mechanic which healer taking care of by aoe heal everyone.

    E7S's double laser that last only like 5 secs? Nope. Unless the GNB is MT which only make 2/4 of all tanks.
    (2)
    Last edited by cactuarzzzz; 07-04-2020 at 10:45 PM.

  7. #67
    Player
    Lucy_Pyre's Avatar
    Join Date
    Feb 2020
    Posts
    342
    Character
    Lucy Pyre
    World
    Faerie
    Main Class
    Warrior Lv 100
    Quote Originally Posted by cactuarzzzz View Post
    Then how about you wake up from this delusion of your?>

    Fury 14 duty action? WAR and GNB need healer intervention as an ST after that? Nope.

    Flame Tornado during conflag? WAR and GNB need healer intervention to keep them alive after that? Nope. Because after that it's a stack mechanic which healer taking care of by aoe heal everyone.

    E7S's double laser that last only like 5 secs? Nope. Unless the GNB is MT which only make 2/4 of all tanks.
    GNB will ***always*** require healer intervention after they use Superbolide. There is no single situation where the GNB hits Super and the healer can just ignore them entirely, or did you conveniently forget about the fact that Superbolide cuts your HP to 1 upon activation? As for WAR, as I already said, it's entirely possible for them to bring their own HP back under control in some situations. However, the time during the WAR's rotation in which the need to use Holmgang happens isn't always so kind. When *that* happens, yes, WAR needs help from a healer too. Honestly I'm beginning to question if you're just a troll or not. I refuse to believe that you can be this tone deaf or disingenuous unintentionally. It's really not even worth the time to try to correct all the nonsense that comes out of your mouth.
    (2)

  8. #68
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    some ppl need to take out of his head the "LD is a 20s invul" idea, it's not, first of all if we somehow manage to squeeze all the efective duration it will be 18s at best, if living dead reach 10s the buff disapear and get wasted, if walking dead reach 10s you die and your party contribution it's wasted, for no mention you have to know the extact moment on each fight and have no delay whatsoever to fit the last second of living dead with the TB and get the proc wich it's imposible unless you are using 3º part programs or something similar.

    Now the walking dead efective duration can only be archive by WHM, it's imposible for AST and SCH to max your hp in less than 1 second and most if not all healers preffer to get rid of the buff as soon as posible except unless you get any real good benefic from extend it as much as posible like several TB at once but those cases are extremly rare and not worthy the effort most of the time. LD it's just incredible taxin for AST and SCH and need to be fixed.
    (1)

  9. #69
    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 ForteNightshade View Post
    ...
    Agreed. To add to your point, Living Dead cannot be used to 'solo' or 'clutch' your way through anything. PLD makes you invulnerable for the duration. GNB can use the period that they are invulnerable to heal back a health buffer with Aurora and their standard combo. WAR has a lot of burst healing options at their disposal once they hit 1 HP on Holmgang. Living Dead cannot be used without the support (and often dedicated focus) of your healers.

    And if you want to look at 'solo' in the strictest sense, if you ever activate Walking Dead on a solo PotD or HoH run, it's the only invuln that guarantees the end of your run.

    While I can appreciate the aesthetic behind invulns, I think that both invulns (and raises, for that matter) are much too accessible in raid content. It would be fine if there was a party-wide cap on these abilities. But I think tanking would be more interesting without invulns.
    (2)

  10. #70
    Player
    Miminming's Avatar
    Join Date
    Oct 2018
    Posts
    447
    Character
    Arclest Aura
    World
    Belias
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by DWolfwood View Post
    Yeah, this is a terrible way to look at it.

    Again. Fixing a single job ability doesn't mean other jobs should stay the way they are. The other tanks need their own issues addressed as well.
    Fixing is a term you use to repair a broken piece, LD is not broken all people want is this topic is straight upgrade. Tank is in a good balance atm with some up and down here and there but they are definately not broken at all.
    (0)

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