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  1. #6
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by bobtheman888 View Post
    Currently I feel as though superbolide is the only invulnerability that can be used without healer assistance. My suggestion is to change superbolide to instead make it so for 10s your hp cannot change and during that time have a percent of the damage you take be stored up and heal you at the end of the duration similar to macrocosmos on astro. This way GNB can better use their invul as regular mitigation much like how the other tanks are capable of doing and this would solve the interaction of GNB dying while using superbolide do to the current order of operations being, set hp to 1>become invulnerable making is possible but not common to take damage after setting hp to 1 and before you become invulnerable.
    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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    Last edited by Renathras; 02-17-2023 at 12:00 PM. Reason: EDIT for space