They aren't.
Aside from the few mobs that absorb damage, that's exactly where we are now after proccing.
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Something sorely lacking in XI right now are mobs that come with adds that require crowd control.
Stuff like Splitting Heirs and Fiat Lux were examples of battles that were difficult and had an element of strategy.
Don't remind me about Fiat Lux. I loved the fights difficulty but i went 1/fucking18 on any unique Armor (i.e the head, sword or Body), and the one we did get a drop on (Head) went to some guy who showed up to 1 run as a pick up friend.
hrrrrrrrrrrrrrrrrrrrrng.
But yah, Those types of fights are fun so long as they aren't terribly unrewarding :D
Heh, I did Fiat Lux for gil and the cape but yeah... Nocturnus was rare but at the time worth it.
Difficulty seemed to be set at a happy medium. You had his 4hit TP attack capable of oneshotting, moderate adds to sac, absorbing stances and status effects to remove.
The only thing silly was doomspam but in general I feel doom is one of the worst status effects to attach to mobs as it boils down to luck.
Other than that, Fiat Lux was built well.
There's also the MKD final fight, fights like the new kcnm that involves those 2 dragons that rage if their hp %s vary too much. Low manning CoP storyline battlefields before the cap was removed was also a strategic endeavor. Like trying to beat the 3 mammets in 2-5 with 3-4 people (was fun, and no one died).
Fights where you have to string all "3 very basic strats" together in one fight, at different intervals. Some of the Ironclads in abyssea lean toward that type of fight like when it's head pops off and you have to kill/zerg that down quick so it's body doesn't regen a bunch.
Basically, battles that you have to shift focus/tactics mid-battle are what this game needs more of.
Exactly, it would be better for the game if the proc system was made more complex--not removed entirely. The whole idea should be to prevent every fight from being the same old CSS Zerg.
I'd argue this is players fault more than anything. When SE added procs (To abyssea) They added procs across multiple jobs, some left out however.
Like say, for red, For Katana, you needed a NIN, for Blueproc you needed a DRK For Scythe, PLD/DRK for GS, WAR for Great Axe, THF(orDNC?) For Dagger, RNG For Archery, COR/RNG for Marks, DRG for Polearm, NIN for Katana, SAM for GK, MNK for h2h, WHM For Club, PLD for sword... For yellow you needed a BLM, a BLU, and a BRD (or /BRD :X), and a WHM.
The ones i named above were only for weapons that require an (EX) WS to be used, and the jobs listed were the only one that could use those EX Weaponskills. THF for DE/SB, PLD/DRK for Spinning slash, etc, PLD for Swift blade.
SE didn't glorify those jobs, we just narrowed it down to easiest time (Blunt) because it could be covered by the least amount of people (A MNk and a WHM).
IN voidwatch they fixed that a bit because they have specific procs like Automaton TP moves, SMN Bloodpacts, etc. in Dynamis they made it to where anyone could proc by not making it specific abilities, but specific actions.