SE I sincerely request you adjust Turn 2 to force players to actually work through the mechanics of this fight. I don't know if during development this strategy was ever used, devised or tested. I also don't care that this strategy is in no way an exploit, just an alternate way of doing this fight. The strategy of pushing ADS into his enrage to "easily" kill him while ignoring all of his major mechanics is a bad thing for the community. Here are several reasons why:
-removes the opportunity for groups to learn and progress through this particular fight
-for those not yet geared enough to complete turn 1, many are clearing this once a week for easy loot.
-by not adjusting this dungeon it sends a message to the community that it's ok to use whatever means necessary to gather loot, the fight isn't what's important.
-perhaps the larges blow against the community is that this fight uses a modified group composition of either 2 heals 5dps 1 tank or 3 healers 4dps 1 tanks. For every 7 people that clear this fight that's only 1 tank. Many static or free company groups will have the resources to do this with the same 8 people however for pick up groups this is not the case. It becomes an issue when those looking to complete Turn 4 are met with a shortage of tank, and an abundance of healers. It's not uncommon to see 2-4 groups shouting for 1-2 tanks to start a turn 4.
The current setup for T2 is hurting the community and creating a job imbalance, for this reason I sincerely hope the developers will look into adjusting the enrage mechanic of this fight.