Quote Originally Posted by Kabooa View Post
We can also just remove the invulnerabilities. They frankly harm the game's design more than enhance it. Boss encounters revolve around how many mechanics you can 'ignore' with them.
Rework it into something more thematic for each job that isn't an invuln, but fitting the way they deal with damage.
The only thing the party ignores with tank invuls are high damaging tank busters. You've dealt with them the same way for ages and I don't think using a tank invul on tank busters is "ignoring" something aside from more careful CD planning. I think tank invuls are on too short of a CD because as it is, 60% of tank busters on average are taken with an invul and in extreme cases like o8s, 4/5 (80%) of ultimate embraces are taken with a tank invul if you plan your CD's out that way but that's the only real problem. One thing that tank invuls do very good is allow for tanks to use their CD's on auto attacks instead of tank busters, creating a higher level of planning for tanks as they can now plan CD's for auto attack mitigation to allow the healers to do more damage. For that reason I don't want them to be gone from the game.

Quote Originally Posted by Kabooa View Post
So we remove Living Dead, Hallowed, and Holmgang, and look at:
Thrill of Battle
Dark Dance
Bulwark
And turn each of these into something that isn't only a way to mitigate a period of heavy damage, but also a duration of "You can now do awesome stuff.
Awesome stuff being?