Quote Originally Posted by Jeeqbit View Post
1) Shadowbringers dungeons introduced interruptable casts to a lot of mobs which make big pulls a lot harder to heal if the tank doesn't identify the right enemy from the crowd and interrupt it. There is one situation in The Twinning where two adds can be interrupted so your only option is to interrupt one and stun the other. This makes it a lot easier to heal, especially when it released and people were not as well geared. Both as a tank and a healer in that dungeon I can say that pull can be tricky and wipe sometimes. So saying there are not mobs you could prioritize quickly is not true.
I like the frogmen in Don Mheg that try and buff the trees, and the White Mages of Light in The Heroes Gauntlet that try and cast protect, or those sneaky adds in Mt Gulg that try and hit you with those interruptable heavy hitting AoEs and punish you for trying to autopilot a wall to wall pull.
You're right, there are a lot of nifty examples of this in Shadow Bringers and I hope they play around with it more going forward.