Quote Originally Posted by Shurrikhan View Post
They're not that tight, though. They still allow for failure far more than the only other real alternative -- one-shot or crippling mechanics and limited rezzes. The dps checks could more aptly be called "effective average quality of mechanics management" checks.

They're not "dps focused" so much as having so few ways by which anything but healer shields and raid mitigation/absorption CDs can actually do anything to improve your chances of reaching the end of the fight except by... dpsing.
Comparable to other possibilities they are tight. Titania EX is on an 11 minute hard timer. E1S is on a 10 min hard timer that shortens with every death. Also I've seen plenty of wipes over the past 5 and 1/2 years in EX and Savage fights where the group could do the mechanics perfectly but they just didn't have the dps to kill the boss, it is far to easy to hit enrage and often a fight will only go throw 2 final phase rotations before enrage happens. There is little benefit to greater tank survivability and healer longevity.

Getting to an enrage should be a test of tank and healer capabilities to survive and heal while killing the boss before then should be a test of the dps' output. Right now it is not hard to get to a fight's enrage once the dance is learned.