Quote Originally Posted by Alaray View Post
For me it's little to do with lore/thematics with these abilities and more that, in an encounter, they don't often add much to it and since they need to be designed and balanced around, they usually become uninteresting mechanically. Or reduce a mechanic that might, otherwise, be interesting into something incredibly trivial.

Be it negating the mechanical juggling of a tankbuster (ie: Titan Savage), or negating a reason to move for a mechanic and just eat it to the face anyway, or negating a sequence of mechanics (such as when people were adamant, for a while, about PLD Hallowed-ing the ranged baits in O11S) among others.

I just find them uninteractive, and not very interesting to employ in general, but they're often key CD's utilized in a lot of pieces of content and having some be markedly worse than others puts some tanks in spots where it just feels... detrimental.

That said, if DRK could heal itself like a WAR then LD itself might be more palpable. But Abyssal drain, outside of a dungeon mass pull, isn't going to really help much with the situation.
The only counter I can make, as this is one side to point, is that "if SE didn't want tanks using invulns, they either wouldn't design encounters where the invulns trivialize the mechanic, or they'd just remove invulns altogether." If it's there, people are gonna use 'em.