Originally Posted by
SeverianLyonesse
Ignoring the fact that most mechanics require group cooperation, we still have:
* Damage reduction buffs (Tanks, Healers, Pranged, RDM)
* Healing increase buffs (Healers, MNK)
* Partner abilities (DRG, DNC)
* Shields (Tanks, SGE)
* Speed buffs (SCH)
Again, I have to reiterate that it is specifically the party-wide *damage* buffs that are parasitic because the more buffs are implemented around that 120 second window, the more entire job rotations are contorted around that. Defensive, healing, movement buffs do not directly affect rotation design the way that party damage buffs do. They may affect encounter design, which is a separate issue, but damage buffs are largely what is responsible for the "homogenization of jobs" people are complaining about.