Quote Originally Posted by aodhan_ofinnegain View Post
I mean yet again this is also a stupid take, why wouldn't you funnel gear into DPS to speed up reclears and help with week 1 clears of the final floor, funnelling gear into tanks and healers does not help with DPS checks...remotely as close as it does funnelling gear to DPS.
Uh, changing that is the point. The whole topic of discussion in this thread is introducing a different system that shakes up how the game is played. If we are literally talking about designing the game differently, then of course gear priority might also see shifts under the new system.

Wanting some week 1 pieces to go to non-DPS isn't a weird thing to do in a case where you actually need them to ensure your reclears go smoothly.

Quote Originally Posted by Mikey_R View Post
I cannot control the gear level of the random tank that comes into my roulettes. This is something that needs to be considered across all content across all players, not isolated to static environments.
It doesn't matter in roulettes. If you have to baby a bad tank or he has to spend the whole fight in tank stance, whatever. It's all normal mode, 99% of it has no enrage timer.

In Extremes and Savages you can set an item level requirement on the PF.

However, in a static environment, the thought of enmity management is even more distant that it is in a PUG environment. Everyone will use their enmity tools and, as I have stated, any time you get the chance to coordinate a Provoke > Shirk, enmity management is non existent anyway. So it isn't a system that the hardcore raiders would even interact with except at the start of a fight anyway.
Easily solved in simple ways, for example by making Shirk dump the enmity instead of transferring it to another party member.

You do also see fights with tank specific mechanics, like picking up tethers, or being at the front of a stack. However, what I would like to see is more interactivity with stuns and interrupts.
This is a good idea, but having job systems be interesting in and of themselves is necessary for when lackluster boring fights DO inevitably get released. The DPS job designs mostly understand this. You can still expect to have some decent fun on a DPS just by managing your rotation, even when fighting a terrible boss like the boredom cube in Mt. Gulg.