Quote Originally Posted by Gemina View Post
What the tread topic is pointing out, and what some of the posters herein have acknowledged, is encounter design. If a DPS or healer are the ones left standing, it doesn't matter if they execute the mechanics flawlessly; the boss will quickly finish them off through auto attacks alone. Do you really think it's fair that tanks have the privilege to duke it out with the boss solo if they happen to be the ones left standing?
If they are skilled enough. After all, one of the attractions of playing a tank is that it makes you feel like a god. 100,000 health? That is boss health. Sign me up.

In ARR, for example, it did actually require some skill. To give you some examples, the cyclops in Halatali HM was something I could manage on Padadin by using Cure and Stoneskin. This was after ARR at least, but I could also manage the last boss of Keeper of the Lake on a Warrior. All it would take is being unable to do the mechanics and you could be dead.

In some more recent examples, I fought the 77 dungeon last boss in Shadowbringers on a Warrior and it was very challenging and actually required very good cooldown usage that I am certain most players probably wouldn't manage. But the item level sync is tight in there, unlike most dungeons.

I also fought the Amaurot last boss as a Dark Knight a few times and beat it. Considering their lack of self-heals, that also requires very good cooldown usage that has to be strategically timed to reduce incoming damage enough, to where you have a recovery period before the hard-hitting attacks return.

It's only where self-heals got out of control and autos didn't hit hard enough that this started to allow survival in 8-person content. I tried even now to go back and fight Zurvan on my own and I just die, even to the normal version, on both Paladins and Warriors. So I thought what about Sephirot that is scaled far lower and it still kills me after my cooldowns are exhausted.