It’s a way to introduce players to the tells of the encounter early on so it doesn’t catch them off-guard. Later on, the boss mixes the tells with other mechanics and the player has to figure out how they interact. Once you learn it though, it becomes repetitive, but will always be useful for players still learning. If the boss ends up spending the first 3 minutes of the encounter using only tank busters, then the fight is basically a training dummy at that point. He’ll transition into the add phase without ever using any of his other mechanics, and that sounds equally as boring.
There’s only so much encounter time you can allocate to randomness. Adding rules to the randomness makes the fight predictable again. If you want a prime example of a random fight, take a look at Urth’s Fount (Odin’s Trial).
We had this problem way back in ARR where with Healer DPS not being factored in at all caused fights to get steamrolled through with Healer DPS—allowing entire phases to get skipped. No matter how much you up the frequency of incoming damage, there will always be ways for Healers to optimise and create downtime for DPS. This may potentially cause the skill floor for healing to raise drastically which can potentially deter players from the role completely. It’s the same problem we have with the healer distribution as is. Ast requires significantly more effort to pull ahead or just match both Whm and Sch. After all, why play a role that needs three times the amount of attention and effort compared to the other roles?




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