This ability is generally a burden.

We usually have to either plan its usage which requires coordination with the rest of the party. Furthermore, the cooldown time is extremely long, which is very punishing if we use it and it does not activate.

I think the core design is flawed in that it shifts a greater burden onto healers than Holmgang does in that it requires healers to heal the DRK to full HP instead of just enough to survive.

Furthermore, if the DRK fails to break Walking Dead, they're left with a greater cooldown timer than Holmgang, and no benefit unlike Hallowed Ground.

Please look into better options for DRK. I think there are plenty of solutions which would still fit with the DRK theme, but be more satisfactory.