Why would you need a nearby add? Why wouldn't you just use it on whatever the thing is that you're tanking (that's trying to kill you)?
That's not even the point as usual. PLDs oshit button is a fuckload safer than WARs, it doesn't make Hallowed Ground obsolete or inferior in the least bit because Hallowed Ground is still better.
We'll all be smart to ignore this part of your so-called point.
It's been a while since I've actually played WAR on anything more than trash, but isn't the Holmgang effect completely fully-resisted by most (if not all) bosses? (Minor reading around came to that conclusion.)
I suppose I'm looking at this from a specific angle where job balance matters most (boss fights) and not just on swarms of trash.
That's where I disagree. Regardless of what how it's currently worded in the dev comment, the whole flavor of Holmgang is a face-off/duel. I can't imagine it will end up translating to an "Okay, I'm bound and invincible over here, regardless of what you're doing." They could be fucking with how the debuff mechanic works to avoid that very thing, I don't know. I would not be surprised because it would otherwise be something way too comparable to the final Lv.50 PLD ability while on less than half the recast.
I'm mostly curious about whether the Draw-In effect on it will be tied to the Bind. Or if it will be similar to the Fluid Aura knock-back effect where Knock-back can happen even if bind doesn't stick. Also what the Draw-In will work on if it is a separate effect.
I can't say I have a whole lot of experience with it, but what gets hit with the knock-back but resists the bind? Nothing comes to mind for me. The last time I've thought about Fluid Aura was when a healer lamenting the fact that they couldn't send Dullahans flying.
I know the bind can be resisted if it's already built up a resistance due to someone spamming Bliz2 or something, but since the Holmgang debuff is unique, I don't think that would apply.
Which is why HG's recast is more than twice as long.
Because a can't-die ability on 3min recast, increased damage reduction (likely fulltime), increased enmity across the board, and increased damage output are not germane to the discussion.We'll all be smart to ignore this part of your so-called point.The point is that now WAR has an ohshi- button, a bunch of damage mitigation added, extra enmity to help deal with the potential problem of their other chains interfering with the enmity output of spamming BB chain, and apparently the same damage output as before. So we'll see if this is enough to push WAR to 1.0 why-does-PLD-exist status.
Why (or even how) would a "cannot drop below 1HP" status on you be tied to a debuff on a boss?
Seems pretty straightforward to have Holmgang give you a unique (de/)buff that indicates that you are bound and cannot drop below 1HP.
That's specifically the point of this WAR boost.I would not be surprised because it would otherwise be something way too comparable to the final Lv.50 PLD ability while on less than half the recast.
(double)
It might have just been a resist then, but I do recall seeing Fluid Aura knock mobs away and them immediately come running back. I wanna say the spiders in Turn 4 resist bind but can be knocked-back though considering all the shit going on at that point I might have just missed the bind effect.
As a PLD I think I'm more butthurt over Vengeance and Inner Beast.
Vengeance is what? 30% DT for 15 seconds on a 120 second recast compared to Sentinel's 40% for 10 seconds on a 180 recast.
How frequently can you build Wrath and spam Inner Beast? Enough to rival Rampart? I think someone said every 20 seconds or so in another thread? That would mean it works out better than Rampart (Active 30% of the time compared to 22.2%)
I fully expect PLD changes as well. Just not as many, so don't count those chickens yet.
I expect changes for most jobs, actually.
it's 20s to build full wrath, not including single wrath boosters like berserk/vengeance, and the obvious full booster infuriate
Sort of, Vengeance still has the 25% damage reduction applied from Defiance.
It'll basically come down to IB being better to mitigate big fuck you abilities (Death Sentence, Mountain Buster, etc.) since you can better control when it will be up and have it up more frequently, but Rampart will be superior for situation where you take constant streams of high damage (4 stack Dread, Double Dread, High Stack Caduceus, etc.) Seems like a fair trade.