But that's what it's for.
(Note: "last resort" doesn't necessarily mean it was used as a panic button; it can still have planned usage where it's the only button that would have saved you.)
But you can still use it to cheese a subset of mechanics like you would use any of the other superbuffs; you just can't use it to cheese exactly every mechanic that you could use the other superbuffs for.I get what you mean "If it doesn't get triggered, no harm done. If it does, the tank would have died anyway". Which is true but that makes it essentially useless it because you use it in hopes of it not getting triggered.
And if you're counting on a skill not having any effect and actively try to prevent it, that's saying something, isn't it?
In particular, DRK can still solo soak stack markers (e.g., Chadarnook) and take-pass mechanics (e.g., Titania) that would have dealt so much damage that no other defensive cooldown would have worked.
This is going back to tanks using it at the wrong time. That can be addressed by fixing the players that are using it wrong.It has no beneficial effect and in case it does get triggered, the healer is now forced to work very inefficiently. And lack of healing isn't the only reason it may trigger. Eating a pull raw because "invul is up" is the most common reason I've seen for it to trigger.
All other tank invuls can be used without any downside whatsoever and are always a gain. DRK has the only invul that has no inherent gain and makes situations worse if used poorly.
In cases where it's not the wrong time to use it, it prevents you from dying. This is a gain, and you are better off for having used it.
But what I'm saying is, "yeah it's a horrible ability to use on dungeon trash, but not every tank ability has to be amazing on dungeon trash." It's okay for one of them to be less useful on dungeon trash; and even in the case that it's used on dungeon trash, recognizing that you will surely die in the next ten seconds and activating Living Dead to delay death for 10s is still better than just dying.It's really only a gain if the party is well-coordinated and everyone knows what they're doing and even then, dungeons are the least likely place for it to be useful.
You keep saying "but it gives you a debuff that kills you" but that's not how it works.
You don't die because you got a debuff.
You died 10s ago. It already happened. Neither you nor the healer could prevent you from taking lethal damage.
But then you got an invincibility effect that says, "but your death can be undone."
There is no drawback that kills you; you already died. But because you activated the ability, you are still alive and therefore better off than you would have been if you hadn't pushed the button.
You can still plan uses for Living Dead. See above.It's still terrible even if the skill has a very long window of use comparatively.
You can actually easily plan uses for Holmang and Superbollide to make runs easier and not as an "Oh **** button", which is almost always preferable.