At the lowest two levels of difficulty, perhaps, but the thing about WoW's dungeons is that they have more than the one difficulty level we have here in XIV. WoW instead has technically infinite difficulty levels in its dungeons, even if people are only really climbing up to the 30th (normal, heroic, and then up the mythic modifiers). Unless overgeared, you can easily see that utility used by the 5th or so difficulty level out of 30, or even earlier if mistakes occur. By the 10th or so (a mere third up the presently accessed range of difficulty, or roughly two-thirds up to reward caps), those tools are used proactively, and players are expected to be familiar with them.
At the lowest two levels of difficulty, perhaps, but the thing about WoW's dungeons is that they have more than the one difficulty level we have here in XIV. WoW instead has technically infinite difficulty levels in its dungeons, even if people are only really climbing up to the 30th (normal, heroic, and then up the mythic modifiers). Unless overgeared, you can easily see that utility used by the 5th or so difficulty level out of 30, or even earlier if mistakes occur. By the 10th or so (a mere third up the presently accessed range of difficulty, or roughly two-thirds up to reward caps), those tools are used proactively, and players are expected to be familiar with them.
Like a job, you mean, instead of a corpse? It was battered and gutted by the ShB changes, undoubtedly, but at least it still had some substance. Now...
I wish they'd stop calling that crap "utility". It's literally just others' damage CD, on your bar, that's used with no further thought than a slight influence towards on which GCD your first cast is made, before removing any of the faint flexibility you'd otherwise have in optimizing around your own toolkit in favor of consistency in multiplicatively stacking damage buffs.
That "utility" takes away at least as much depth in-combat (e.g., in adjusting to one's own toolkit) as it gives out-of-combat (in finding the optimal nth GCD for first cast), and adds more punishment (e.g., if any buffer be desynced by death) than depth in either case.
It's rarely fun. It's frequently irritating. It constrains comps. And all it does is move numbers around to obfuscate live job performance metrics in fights that, despite having "utility", are nonetheless a matter of "Striking Dummy, with DDR and periods of screw-your-job-in-particular forced downtime."



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