DRK pull has counterplay. But the easiest thing to do is to guard immediately if you are pulled by a DRK. run away after the onslaught of AoE skills get thrown at you. You usually only have to worry about a RPR/DNC/WAR breaking your guard with LB, but most times it WILL save you.



On the note of counter play, there are quite a few jobs that can counter DRK pull setups. For a sacrificial play, but RPR and DNC can dash passed a DRK to his allies and LB them. It will slow down the follow up and give your alliance time to react and escape. SGE can protect your party of you set down your LB when you see a DRK jumping in. WHM, like DNC and RPR, can LB the group behind the DRK to slow them down, even if you a moment. That moment is enough to save a whole lot of people. This is not even every option and these are all option you can do solo. Meaning you don't need to rely on more than one person to counter that pull. Obviously you arent going to catch every single one, but you can prevent massacres and deny BH a couple of times a match, which is very valuable.


I ended a group of BH and multiple DRK pull setups with my DNC. Not only were we able to come back because of it (the score was like 200/600/1300 with us in last) but we even won that match. The point is that you need to work your strategies and tell people to watch out for it. As much as people like to meme up FL, you do have to use your brain and you can have major impacts on games.


I disagree with adding Fetter Ward to FL. While it seems it would help people from getting caught, it would also make setting up those kills even easier and harder to counter since the DRK and their allies also have access to it. 30 seconds in not a lot of time in FL. Use guard more often even just for its anti-CC effects. Guard is preemptive, Purify is reactive.