Just depends on the mobs, for example in Dzemael Darkhold the stupid little circle adds dont move at all really being in dark side and grit I have lost argo on them because my mp may be to low to use unleash , and unmend doesn't give me full argoo, Ive ran it a few times now getting ready for aurum vale now when I had plenty of mp and could unleash on them it was no problem I instantly got arggo, but when i was super low on it , and tried to unmend them I dont get full argo are any walking adds , like in stone vigil, unmend doesnt give u full arggo but unleash does , I dont want a single add to not have the red circle buy their name to me that is failing as a tank more so than not having darkside up the whole dungeon, nobody has stole argoo from me doing grit and unleash as an opener if they were to that would be a total game flaw , no where on the tool tip does it say to have darksie up 100 percent of the time , this is just a player made thin. Im using it literally like 85 percent of the time. And also a note is this is not something I plan to do on say extreme primals , or raids are anything of the sort I totally know how to function with darkside and grit up at the same time Ive just found in dungeons its much more convenient to avoid the mp drain. I know how to drop grip and use blood weapon and pop my cool downs also, Ive played all the tank jobs I like drk the best, I did the 8 man guild heist which is easy of course it was me and another drk he started off in darkside only and I started off in grit we both did our jobs effectively I turned darkside on for most of the guildheist, I just dont see a need to have it up 100 percent of the time when its windows you can get away with not having it up and maintain ur hate and then turn it on. Ive played blm, whm , scholar, summoner I dont even really touch the melee dps so Im use to mp management this just seems to give u more cushion than what you guys are referring to