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However, in a static environment, the thought of enmity management is even more distant that it is in a PUG environment. Everyone will use their enmity tools and, as I have stated, any time you get the chance to coordinate a Provoke > Shirk, enmity management is non existent anyway. So it isn't a system that the hardcore raiders would even interact with except at the start of a fight anyway.
Easily solved in simple ways, for example by making Shirk dump the enmity instead of transferring it to another party member.
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You do also see fights with tank specific mechanics, like picking up tethers, or being at the front of a stack. However, what I would like to see is more interactivity with stuns and interrupts.
This is a good idea, but having job systems be interesting in and of themselves is necessary for when lackluster boring fights DO inevitably get released. The DPS job designs mostly understand this. You can still expect to have some decent fun on a DPS just by managing your rotation, even when fighting a terrible boss like the boredom cube in Mt. Gulg.