Quote Originally Posted by Acidblood View Post
DPS can still be important without hard enrages; and you can still have hard enrages, just set them at 15 minutes instead of 10 (assuming the fight is balanced around 10 minutes).

To do this though you need Healers to have finite MP, and have enough unavoidable outgoing damage from the boss that Healers will go OOM within 10 minutes... unless of course you use mitigation, and party MP regen abilities, and do mechanics well (death is a huge waste of MP), and debuff the boss, and kill the adds quickly, and etc.

This creates a much more even and natural balance between DPS and Survivability; i.e. if all you focus on is DPS then you had better do it damn well because you aren’t going survive for very long.
No, it doesn't. It would make no difference except that the dps check would now arrive anywhere between some 7 and 10 minutes based on how sparingly your healers used MP. Healers afking between damage intake would be not only viable but often required. (And I've no idea what to say to you if you could possibly think that a system which requires you to spend significant time doing nothing or almost only ever using the most modest and MP-efficient mini-heals is somehow a good thing.)

You'll have moved the enrage, in all likelihood, earlier, while demanding less activity or clarity of purpose from players. "Should I sacrifice uptime to further reduce damage taken from these flare mechanics?" "Well, how good are your healers and tanks, and did you forget to bring PLD-DRK and WHM-WHM to extend healer MP for as long as possible?" "I, uh, don't know, and we have AST-SCH." "Well, I guess enrage will be around 8 minutes if they're good?"