Quote Originally Posted by Alyko View Post
The problem with Salted Earth is escaping the draw-in. The only way to counter the draw-in is to Guard, and Guarding further limits escape opportunities. Some jobs have an easier time of escaping than others, PCT's Smudge can get out of it pretty quickly.

The solution is to add Arm's Length as a PvP action and put it on a lower cooldown than Purify, say 20s.

That provides an opportunity to counter Salted Earth cheese while still allowing DRKs to punish teams that are bunched up too closely together. It also stops the issue where multiple DRKs use Salted Earth and you're bounced between them like a pinball. Team synergy should be rewarded, but the opposing team should be given opportunities to escape.
You only need simple coordination to kill a DK before he triggers Eventide (against normal DK that don't script hack)
Focus fire DK to 45% with Bard Salience and follow with Ninja's Seiton Tenchu or Monk's Meteodrive to lock DK in animation follow with Ninja's Seiton Tenchu
There are multiple ways but only God knows why NA/EU players are not doing that