So um, when should I use Living Dead? There's a lot of mixed messages in this thread.
So um, when should I use Living Dead? There's a lot of mixed messages in this thread.



Living Dead's most effective use is in higher difficulty end game content where you use it by itself to survive a really powerful hit from a boss, known as a "tankbuster", that would normally kill you in one hit from full health.
Outside of that it depends since there are a lot of variables in play, hence the "mixed messages".
Anything except hallowed is a gamble to use in dungeons. But you also shouldnt really need invulns in dungeons/24 mans/story mode raids/etc. The base defensive kit for tanks is really overdone for normal content. The only tim you should worry about LD/HG is for savage raids where they are planned out WITH your healers as a cooldown. My healers know which tank busters I holmgang so they dont top me off before it and the whm saves benediction for those allowing me to save CDs for other stuff and the healers can dps as my hp falls before the buster and use a single ogcd after.
That's the purpose of invulns kn this game. As part of a coordinated effort for savage content. That's why there are mixed messages. If you try to just pop LD or HG in a dungeon you are pretty likely to die afterwards or not even hit 1hp yo use either one in the 1st place. Or try to use it as an "oh $%&#" button and still die after.
They dont really work well without communication and this they are great in coordinated savage raids and junk anywhere else. But tanks are so overpowered in everything else it doesnt even matter tbh. I mean were already pulling 10+ monsters at a time when they are designed to be faught 2-3 at a time.
Just save the invulns for raids and they all start to look more reasonable.
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