Quote Originally Posted by Archwizard View Post
Dungeons begin with trash packs and end with a boss, so shifting the save periods onto bosses is clearly a loss. And generally, the boss is the one that has phases that need to be burst through...
I figured "except the last boss" would be self-evident enough to go without saying. Dungeon bosses mostly don't have phases at all. They're just 1-2 minute striking dummies with a few mechanics that you should do, but probably won't hurt you very much if you don't. A handful have "enrages", but those are more for cinematic effect, being so lenient you can beat them with half the group dead.

Quote Originally Posted by Archwizard View Post
without stating what the point is in having three -- especially since you clearly wish there was only the one. You haven't touched at all on the purpose of the existing two in a world with a focus on a better Verfinisher.
What this does to our gameplay is give us an extra, higher target to aim for, and thus more advanced situation evaluation and decision-making, which is the core of RDM gameplay design.
Also I explained about value under buffs and/or when you have limited time. I "wish" nothing of the sort. I like having decisions to make. It's why I play the job in the first place. And a few minutes' theorycraft would tell us exactly how many times we can hit Reprise and try again before it becomes a potency loss.