Quote Originally Posted by Mysteltain View Post
We kind of already have "Practice/Training Simulators." They're called Guildhests, and I love the ones we have now, haha! It wouldn't be hard to implement these either, simply have us fight powerful monsters with similar abilities to certain Primals.
Honestly i think this pretty much nails it.

Guildhests were and are perfect for this sort of thing and the lower level ones should have been a mandatory part of the main scenario starting out.

The best solution for this sort of thing is to add more / varied Guildhests that get players accustomed to themes they'll see in endgame encounters; group dodging mechanics, DPS checks, player lockdown / removal, tank swapping, stacks etc.

I don't think players need "save spots" to practice certain fights if they're trained in a large range of varying mechanics.

This better prepares them for future content in the long run when they can enter a fight and say "Oh this has X or a similar move like X in that one Guildhest we did, i know how to deal with that!" rather than "okay guys we practiced X phase on X mob X amount of times, we can finally kill it now"