There are two kinds of Tank ultimates:
Invulnerability ("True Invuln")
Cannot Die ("Invuln"/"Last Stand" effect)
PLD (Hallowed Ground) and GNB (Superbolide) have True Invulns, which is why their CD is higher. When they use their abilities, they do not take any damage. GNB goes to 1 HP, but say you're then healed to 50%. For the rest of the 10 sec duration, you will stay at 50%, because you are not taking any damage.
WAR (Holmgang) and DRK (Living Dead) don't work that way. When you use either, you continue to take damage. You take damage until you get to 1 HP. You cannot take damage below 1 HP. Say you're healed to 50% health then take a big tankbuster that deals 80% of your health worth of damage. You WILL take damage from it and be knocked back down to 1 HP, you just won't be reduced below 1 HP. So you can be healed, injured, healed, inured, etc. You just won't die as long as the 10 seconds aren't up (outside of Ultimates/Enrages, anyway - "True" or "Darkness" damage pierces all defenses, even the "True Invulns")
Hallowed Ground can be used without Healer assistance. And better than Superbolide since you stay at max health (or whatever you were when using it) unlike Super. Holmgang can easily be dealt with with WAR's other tools, like using Thrill of Battle before Bloodwhetting and Equilibrium. You may not even need to use all those tools. DRK is really the only one that needs a bit of Healer assistance unless they have a lot of AOE targets to heal (WAR's healing is slower without them, but it has more tools to self-heal with.)
I'm fine with changing Superbolide, but what you proposed - take no damage, store up incoming damage to turn into a burst heal - would make it stronger than Hallowed, so it would need the longest CD in that case. Moreover, it would grief Healers even more since many wouldn't notice you used it (like now), but unlike now, they'd be blowing healing resources on you and your health wouldn't change, leading to confusion and possibly Healers thinking your health was changing, you were just taking damage right when they healed, maintaining your health, and so would continue burning resources trying to save you.
Some change is probably fine, but I'm not sure a "better but more confusing Hallowed Ground" is the answer, especially since Superbolide right now is more of a "slightly worse, somewhat confusing Hallowed Ground, that has a shorter CD to compensate for the weirdness" to begin with.



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