Invuln' are kind of "get out of jail free" card for some mechanics. Now, if the fight is build with it in mind I guess it is fine, but on the other hand it just uses it to remove it from your options so you do not cheese other mechanics with it.


Invuln' are kind of "get out of jail free" card for some mechanics. Now, if the fight is build with it in mind I guess it is fine, but on the other hand it just uses it to remove it from your options so you do not cheese other mechanics with it.
Every sufficient (set of) defensive(s) is likewise a "get out of jail free" card, though, so long as it and the mechanics around it could otherwise have been survived without it.
I don't see why that would make invulns inherently bad, unless we'd also go so far as to say that Surecast, Swiftcast, Rescue, and the like are similarly "cheese" that must be curtailed or removed. (Don't need to preposition for or wait until after the DDR mechanics nor sacrifice more than a GCD's uptime to rez; just Swiftcast, up to once per minute. Don't need to do the movement mechanic to prevent death by knockback; just Surecast, up to once per two minutes.)
If they seem overly impactful at present, it's likely because they're not accounted for to the extent they should be. We have stackable healer external mitigation up to our ears; there's no reason to assume we should be able to spare a single tank CD, let alone at least one healer's barrier or percentile mitigation suite, to keep a pair of tanks alive without an invuln. Increase the frequency and power of moderate tankbusters (the kind that need mitigation and a top-off, but won't kill over a +/- 5% or missing food) and once invulns are no longer a way to simply leave other cooldowns on reserve out of sheer ease or additional healer offensive GCDs, voila, they'd no longer feel like "cheese" so much as a powerful emergency button by which to resurface for air or recover a single overexpenditure.
Last edited by Shurrikhan; 12-30-2021 at 11:39 PM.
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