Originally Posted by
ShionAsrai
It does address the issue entirely as the healer can't burn through all those resources and even if they do, it's likely that the Dark Knight didn't use mitigation prior to Living Dead, it's likely that they will survive if the healer isn't playing with a single hand. The healer doesn't learn by tank dying due to healer not understanding the mechanic behind the entire skill, the healer will learn if they start wondering why they can't heal.
The idea isn't exactly bad but it would rip off the meaning of Living Dead because of the restore HP equaling to amount of healing received during Living Dead part, the solution is simply to cut external heals, it only takes a singular AoE for Dark Knight to get back to 100% HP, considering they kept their Arm's Length and Shadow Wall they should be able to stay alive after they restore their entire health.
Hullbreaker Isle and Mount Gulg are the only dungeons i know where you can do this safely enough.
The whole extra 10 seconds of invulnerability given by Walking Dead gives both the DPS and the healer a long enough time to deal a lot of damage, that's of course considering the healer knows the mechanic and doesn't abuse it on purpose then let the Dark Knight die after Living Dead expires rather than letting Walking Dead trigger, which basically makes both Dark Knight and the healer waste resources and end up killing the entire party most of the time.
Basically the current version of Living Dead we have is an invulnerability that requires not only trust but also cooperation from the healer, i mean it's called Living Dead, i'm quite sure you can't be healed during Living Dead would fit the ability's theme.