Quote Originally Posted by Eclipse12187 View Post
There’s no meaningful way the game tests tanks or healers outside of tankbusters and raidwides so we’re left with pushing as much dps as we can to push phases and clear faster.
I think that this is what really brought up the thought about trees. I keep finding myself going through the motions in raids. There isn't any intensity with the difficulty. I have played a lot of MMO's and FFXIV usually sacrifices difficulty for inclusion. Now that's not a bad thing by any means in fact some MMO's could really learn something from FFXIV. But I fear it will just become a cycle that feels shallow. DPS,DPS,DPS without any real intensity. Trees was just a thought to change the endgame dynamics for more thought going into a raid.

Indulge me.
I keep coming back to raid mechanics that really test the players.
For example: Raid boss uses uninterruptible FAST cast on MT causing multiple debuffs, but CAN be cured with ESUNA *all healers use Esuna to remove*, then a raidwide AOE following the multiple debuff that the healers have to heal everyone through. What do the healers do? Cure the Debuff and save MT and lost the raid or Heal raid and lose the MT? You need both healers healing to keep up with the damage, but you need both casting Esuna to cure the debuff! By creating these real choices you can generate a real need for another way we can get through this moment if someone else is healing, or also help debuff, while one healer just heals.

Now, the OT gets an ESUNA type spell/skill from the OT tree. They would use this to debuff the main tank while 1 healer helps with their ESUNA spell that all healers get. Then the 2nd healer starts casting AOE healing to get ready for the impending AOE. The MT has a skill from their tree that improves divine veil, shake it off, etc; to help with the first impacts of the AOE to a greater degree. And for ease I'll pick on Monk for our DPS: Mantra is in one tree and Brotherhood in another. Mantra is improved from the tree where the raid healing is improved, but also every heal shares the critical value of the monk. OR Brotherhood increases damage by 5% and shares the GL buff for 6 seconds to everyone this works for skills and spells! CHOOSE!

That's compelling to me and get's me excited because if we pull it off oh man!! Everyone working in conjunction to get through content by using the skills necessary WHILE DPSING to push through phases!

I think that is where trees can really excel, by diverting the needs of the content by allowing another to fulfill that need. Something SE tried to do with cross role abilities.

Am I the only one that thinks this would be a bad ass raid where each class is literally pulling there weight and taking the holy trinity tank/heal/dps idea even futher?