

I didn't say they'd be experts, but they certainly should know a successful rotation as tanks/dps and heals should know how to best deal with a multitude of situations by the time they're done with story content. Sure, it's nothing Coil worthy, but you shouldn't see players playing Gladiators or Conjurers without their job class in the new expansion dungeons or a tank that doesn't know how to use Flash/Overpower. The alternative is to let players skip the 2.0 story entirely, which would quite literally lead to players who don't know anything trying to do the new content.
Nah, I still only tank with flash, flash, overpower, overpower,1,2,3,1,2,4,1,2,3,1,2,4
It's even easier on WHM, I just use medica 2 and cure 2 and move around.
The getting the basics down you're talking about isn't something that's built over the entire game.. Sure that's what it's "intended" to do.. But more than likely, tanks hit a road block at some point where they have trouble holding aggro (depends on the person, some run into this wall in Satasha, some in Brayflox, some just don't run into that issue ever) then realize they're doing something wrong.. Google something, 20 minutes later, voila! They're good to go.
You're suggesting that 200 hrs of gameplay from beginning to 2.55 is necessary to teaching that to newcomers.. It simply isn't, when somebody hits a roadblock, they'll learn and improve. OR NOT, some just simply refuse to improve.. Point is.. MSQ, job quests, guildhests etc. don't shape a good player, it's the personal inadequacy each individual feels that will lead them to learn, disastrous dungeon runs usually have that impact on people, not the tedious 200hrs of repeated quests.
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