Veteran MMO players, think back to your best mmo memories. For most of my friends, and myself, these are times we overcame stupid odds, pulled together, and managed a win. Something in the typical course of the fight went awry and we changed thigns up and pulled together.
My favorite memory from XI was monk-tanking charybdis at 75, because our ninja pug tank was just awful. He was dead so fast. I had an appreciation before the counterstance bandwagon for monk tanking and the potency of that ability so I tanked charby from about 90% to 0.
(XI) The first God I tanked was Byakko, and I was pld/nin. First day, first time, ninja co-tank popped Byakko without shadows and we was dead before the fight started, literally. I tanked that cat, solo, from about 100 to 40% before the Ninja was unweak and had sufficient hate to tank again. After the fight, my best friend sends me a tell, "dude, ur the best pld I've ever seen".
Note: I know now where Byakko ranked then in the scheme of things, but at that time he was the biggest baddest thing I'd ever tanked and this was quite a rewarding feeling.
For WoW players, I once saw a DK solo the last 5% of Heroic Rotface with some intense kiting and perfect use of cooldowns.
Now think about why you quit MMOs, or why you get the feeling like you might quit
Staleness, most of the time. You get in there, you win the fight the first time, and that's epic.
You go back again, and maybe it's fun the second and fifth time, but you realize at some point that if you could macro movement, you could probably macro your entire role in the fight. If you really thought about it, you could macro your entire gameplay through an instance.
We look to developers to give us new things, that we'll push through in two weeks, rather than the four months they erroneously wanted it to last. Two weeks, a month, later, we're bored, and then we're left to sit on our hands for a month or four.
In the great latency debate, people's answer has just been to memorize the fights. For Titan, there are charts on exactly what he'll do and when he'll do it I've read on these forums people talking about memorizing Ifrit, at this time, and Ifrit is easy. Depending on the permitted scope of addons, we may get a "Deadly-Boss Mods" clone (DBM from World of Warcraft) where the addon knows by percentage of boss health, or time into the fight, just exactly when the boss will do something.
Landslide Incoming! Be ready to move.
Stomp! Gather together!
But instead, imagine that fights could be framed so that Titan had a "job", like our player jobs. All of his abilities shared a long global cooldown, let's say 5 seconds, and each was on it's own cooldown. His GCD wouldn't let him use any literally back to back, and the individual cooldowns wouldn't let RNG favor you greatly or hinder you badly.
Moves could still be unlocked, made available at certain health percentages, or time elapsed into the fight, but the boss could be unrestrained, could be allowed to do what he wants to do, largely when he wants to do it.
This is why I scoff at the notion of memorizing the order of mechanics, and scratch my head at the embrace of DBM. Instead, join us in letting SE know that latency issues, prioritizing of prompt display of red, fire, and other "bad-zones", and other such things need to be fixed now.
Just like an episode of your favorite show, you love it the first time, might watch it twice more (Breaking Bad's series finale), but each time the jokes become less funny. Each time, perfect stunning or dancing around the boss perfectly becomes less enjoyable.
If an mmo could do this, it could move away from scripted combat and we could largely start seeing more randomized gameplay. Don't worry, developers can and should still make sure certain fight-defining abilities happen at certain points, like Titan's heart-phase.
One of my favorite fights in this game is the last boss of Qarn and the reason for that is because the fight is closer to randomness than most fights I've fought in any game. I know the bricks and totems come out at set intervals but the totems target who they want, even if they all chose to target the same person, at the same time, or staggered a bit.
Edit: Abilities can even share cooldowns, so that Mountain Buster and Stomp couldn't be used back to back, so that the mages didn't have to choose between medica and the tank. I've played many games where abilities shared cooldowns.
First, it's not complete mercy, it's just that you can't snore through the fight. Scripted combat is why PVPers are regarded as being more skilled than PVEers.