I will admit I don't play recent WoW expansions so I don't really know much about them. However, to clarify my point a little bit and avoid misunderstanding, let me quote my other reply from another thread:
Also, another thing just suddenly came to my mind: What do you all think if SE makes boss' attacks less scripted but more unpredictable (But still with a "Minimum time gap" between big skills, as if they have a recast timer of their own)? So that DPS-oriented Tanks will just be a high-risk, high reward playstyle which requires tanks to be on their toes and swap stance back anytime against those tankbusters:I shall agree with the OP that Tank GCD can be fixed and will result in better gameplay experience overall. In fact, I believe that only by simply reducing Rage of Halone/Delirium/Storm's Path's effective timing from 20s to 10s, while doubling their effectivesness (RoH now reduces roughly 20% of boss' physical damage, Delirium 20% of boss' magical damage and SP just plainly reduces 20% overall damage dealt). Plus, making Sheltron/Reprisal some sort of a 10-seconds cooldown isntead of 30 ish but reducing their effectiveness will go a giant step towards achieving the aforementioned goal of better gameplay experience.
So a risk-oriented tank will either: Shield Lob -> RoH combo -> Going sword oath -> Goring blade -> etc etc aka feeling good DPSing until boss runs out of things to cast but Hypercompressed Plasma
OR: Shield Lob -> RoH combo -> Going sword oath -> Goring bl.... OH SHIT HYPERCOMPRESSED PLASMA IS BEING CAST -> Shield Oath + Rampart + Sentinels.
But an anticipative, less risk-oriented tank will go: Shield Lob -> RoH Combo -> etc etc OH NICE HE IS HYPERCOMPRESSING ME -> Pops cooldowns -> Live -> change to sword oath knowing that mofo won't come up anymore until the next Landing.
Thus the risk vs reward gameplay.