Quote Originally Posted by Acidblood View Post
Then with the possible exception of Savage SE has utterly failed... I got E3N for Raid Roulette the other day as a Tank, I had never tanked it before and was a bit nervous, I needn't have been though as the only Tank thing I had to worry about was a very clearly marked 'tank buster' every other minute (which wouldn't have killed me even without mitigation, but I like being kind to healers).

Doing the same fight again as a BLM though, I had to get my timings, cooldowns, and movements right for a whole bunch of mechanics lest I screw up / drop my rotation (or die!) and have to start over... so it was far more involved than tanking (and as a result, far more enjoyable).

Additionally, I still remember tanking Midas (A5-8) normal mode back in HW and almost every fight as a tank I had to worry about mitigation (I would have died otherwise), positioning, tank swaps, Cover as PLD, etc. So even comparing tanking now to tanking (or healing) back in 3.X it feels less engaging on an encounter level than it used to.


NB: As for WHM being side-lined, that was (is) due to people’s obsession with DPS (driven by hard enrage and FFlogs); WHM was plenty capable of clearing the content, it just couldn't quite post the rDPS, or boost others rDPS the way AST and SCH could.
Well yes, that's a braindead fight on normal. Large pulls in expert roulette provide more challenge than tanking E3N. A better example would be why a tank doesn't want to re-center Titania EX immediately following the first frost rune, or how far is acceptable to pull Inno towards the edge during 4x Starbirth. Small things in the large scheme of a fight, but if you don't do them right, you could wipe the whole raid.

As for WHM, yes, that's the issue, as well as a few other classes. Again, complexity in and of itself isn't necessarily bad, but asking for core design changes in the name of "complexity" is a sure route to seeing one or more jobs sidelined, because pretty much everyone agrees that a more complex job should be met with commensurate reward *if* performed correctly. So adding raw complexity to a job isn't going to solve any issues (at least, not any of the issues SE has tried to solve with the actions they have taken as of late). The key then comes in how complexity can be added on another level beyond changing core job design. A good example of that would be old Hagakure in 4.0 SAM. It opened a very strategic meta-game as SAM where you made certain decisions on Sen usage throughout a fight that would have an impact several GCD's down the line. It was very enjoyable and engaging for those who understood it, but wasn't strictly "better" than any other job. It was simply another style of approaching a fight, utilizing a longer-term thinking and planning strategy instead of the more GCD-to-GCD tactical approach a MNK would take.

As far as I can see, SE wants healers to be focusing on healing. I don't have a problem with this per se, but it would be nice if actual heal checks made it back into the game to support that style of encounter. The endless enrages and dps checks have gotten old.