Nope. Tenacity and Piety are in many cases considered less optimal stats because of this. Taking 10% less damage isn't helpful when content is easier cleared when you can clear with 0% mitigation from Tenacity. increased MP recovery is meaningless when natural recovery and Lucid is enough to prevent you from running out in a fight.
I never said no dps checks. Add phases, meteor phases and "last 10% burn the boss before it finishes casting a You Lose" stuff is fine.Or do you want back the 5-tanks 3-healers Extreme Primal prog meta we had when dps checks lightened?
In my mind a fight should be designed such that a group should be expected to clear in 10 minutes at intended ilevel but if the tanks and healers are good enough it can take up to 12 minutes.
I was referring to the problem with twisters in T5. The twisters required that you be X distance from them when the spawned or they exploded. Character movement followed the irregular terrain which led to twisters exploding because characters didn't move far enough from the twister over the irregular terrain even though they had enough time to move away on a flat surface. For example the character needed to move 2y away from the twister to prevent it exploding, but due to irregular terrain they only ended up moving 1.8y. This was one of the major reasons they flattened out T5.
Was referring more to T7's Renauds and the fact that a Ranged dps needed to kite them into position. They were pretty much designed to be dealt with by a Bard. SMN could possibly handle them but I heard that they often had trouble doing so.Only T1 and T5 had kiteable adds (unless stall-stratting T4 briefly instead of doing full AoE), and I did the prior just fine on SMN and BLM with very little potency loss and the latter was doable on any and all jobs, seeing as you could just keep hitting the boss while everyone else dealt with the add focusing you. These weren't an issue.