Right, it wasn't really intended to be much of an excuse—more just an attempted explanation as to why we rear our heads towards the heavens and ask "dear god, why did you give us this horrible ability?".
Yeah, it says: "This dark art allows the practitioner to continue fighting through the most heinous of injuries, and exhibit an immunity to pain usually attributed to the shambling undead. Though undeniably effective, abandoning one’s corporeal form to negative energy in this manner, however briefly, is an act fraught with mortal peril."
Maybe one of DRK's Endwalker abilities will be to sit in a corner and get ignored like usual.Seriously though, we've been asking since Heavensward!
I wish, man. Most succinct thing I've heard regarding invulns, lol. At this point I wouldn't be against them just replacing invulns to add more unique factors to each tank kit—but I say that as a DRK player, we kind of have the least to lose in a scenario like that. Minus maybe the animation, would anyone really miss Living Dead? I know I sure wouldn't miss people telling me to use it when I did, only for them to end up letting me die whether or not I use a macro.
I feel like Superbolide, as funny as it is, shows they were kind of struggling what the hell they wanted to do when it came to a new tank invuln. I could be wrong, maybe it's also lore relevant and they had an idea in mind, but I still find it a bit worrying. I'd like to feel like I'm fighting for my life and the life of my party as a tank, and I don't really think invulns cut it in that regard.
I guess at the end of the day, I'll leave my thoughts on LD here. Dark Knights are given this in their description: "Their greatswords act as beacons to guide the meek through darkness." Even our symbol is basically the blade of a sword with a guiding star mimicking the handle, but we still need to rely on healers pissing themselves on an ability that should ease the burden. Give me a break!