I summarize DT then.
mechanics are fast chained (almost at the same time, 1-2 sec to adjust).
For example the third boss does:
- 4 zones to cover with a long push when the "thing" drops +
- static bombs exploding in a certain succession +
- a large AOE covering 2/3 of the arena
if you fail the long push you end in a bomb, and take huge damage + stack of vulnerability, AND if you are in the wrong part of the arena you die for the 2/3 aoe. If you already have a stack of vuln you die for the bomb or the aoe.
Now, the problem. After this there are the stack mechanic + continued AOE damage (old titan times), but the shared aoe could kills 4 dps because they got vuln or raise sick.
You can't do anything except "raise-raise-raise-raise" and we have our zombie army.
This is true for the healer as well: if the healers fail a mechanic they take a deserved vuln stack, and they die.
If they die no one is able to raise zombies, if no one raises zombie it's wipe.
As you see, IF the healer doesn't fail the fight continues until the boss dies of old age, IF the healer dies it's very difficult to recover.
And on a note, I struggle when I'm forced to raise or fast full an HP bar, I lose focus and I begin to fail over and over.
So yeah, better if everyone has a fair amount of problems. Instead of vuln stack place the old damage down, and a dps check. At least I don't feel like I'm the only one making the party wipe, because I failed 1 mech.