The examples weren't here to give "acceptable mechanics". They are fun fights at some point, but they tend to turn extremely easy after a time (at least for hydra and chimera).
The point was that a fight should not be
"Mechanic > Mechanic > Mechanic > Mechanic > Mechanic > Mechanic > Mechanic > Mechanic > Mechanic > Mechanic > Mechanic > Mechanic > Mechanic > Mechanic > end of boss"
Or, to explain it better, these mechanics should not just come one after an other every 5 seconds with no room to do anything else. Coil2 is pretty much "Follow the path the devs have set or die" and I can't think of anything which can go out of this path. You still have the choice in your party set-up, but that's pretty much all.
In moggle ex, you have choice for pretty much everything (assuming the enrage timer doesn't start at pull, I'm not sure of that) : order to weaken the minions, when you change phases, how you tank the boss (titan egi shines there)
Sorry, I'm at a point where I can't find more words to explain what I want to say. I'll say one thing and hope it achieves to be understandable, wether people agree or not :
one shot mechanics are fine, as long as they are not overused.
A fight should not be :
insta-kill > insta-kill > insta-kill > super hard hitting unavoidable hit > insta-kill > repeat.
Nor it should be :
weak Aoe > adds > medium Aoe > weak Aoe > repeat. (
The first allows no room for error and becomes quickly boring if you can't find consistent players, or after a few consistent wins (doing the same exact dance everytime is not really appealing). The second is obviously not fitting a raid. It's fine for a dungeon though, but shouldn't be overused as well.
Rather than that, if you have a pool of attacks, like :
- strong unavoidable hit on tank *3
- room medium AoE *2
- one shot mechanic *1
- hard hitting AoE *2
and if the boss picks randomly 4 attacks from the pool then repeat, you'll have a fight overall more fun, and while better groups can win every mechanics, less skilled groups can hope to have an easier time on that phase. (more fun because it wouldn't be always the same fight)
Keep some timed mechanics (let's say like a 30 sec timer on blighted bouquet), phase changes with "do it or lose" mechanics, as the firsts can be a good reactivity check if you can't keep track of the timer, and the seconds are somehow necessary to give a "tough boss" feeling : they're growing in rage and show they aren't here as garden plants.
Just do not rely solely on them. They do not make a fight fun if they are overused.
(Numbers and examples are purely made up. I know there aren't fights that much of a cliche in the game yet. But a vast majority of top-end content at the moment relies solely on "do it or lose" mechanics.)