Quote Originally Posted by UkcsAlias View Post
Imagine a fuel gauge which can charge up to 10 seconds, and you then just have to weave in the dps in the rotation. You can interupt it at any point and also start it at any point. To promote standing still, damage increases over time (starting at 80, increasing by 10/15/20 every second, and if needed has a cap). Taking such risk should at least be rewarding to some degree. And especialy in this case having knowledge about boss mechanics can be very powerful

Alternatively, targets standing in the fire get all damage they receive increased by x% which then aids the team damage instead of its own.

There are multiple ways mechanics can be adjusted. And usualy abilities that identify a class are somewhat required to stay, even if they change a lot.
There are so many problems with that:

In the case rDPS provided from Flamethrower is too high:
MCH Burst phase would be standing still, then actually using its own burst, insane gameplay.

In the case rDPS isn't high enough, regardless of the buff value
You will be forced to press Flamethrower during downtime to stackup the "fuel gauge" and to reach full potential for a burst phase.

This is a problem in TEA/DSR as it tends to have downtime with heavy mechanics. And by heavy mechanics, I mean you can't stand still for more than 3 seconds or you're wiping the team.
It has nothing to do with "skill", you always need to be on the move.

Standing still is a terrible idea regardless of the content, it's boring and doesn't pair well with MCH extremely poor mobility.
With that mechanic, MCH would be the least mobile job by a landslide. And it's already the least mobile job.