Quote Originally Posted by Shurrikhan View Post
The effect of this is less (unique) than one might think.

The difference between the cost of uptime lost to a DoT-user and anyone else is, in essence, just the lower potency-per-execute of its otherwise high-ppe DoTs; the investment cost of its earlier GCDs. That said, the likes of a long combo would be just as negatively impacted. A boss jumping away into a CS just before RA-Atonementx3, Vorpal Thrust, or Gnashing Fang would be just as painful due to those GCDs being similar "back-loaded" in their GCDs invested.

That being said, they could always change the bosses from being invulnerable even to server-tick-based damage to merely invulnerable to wholly new damage events.

Tl;dr: Brief periods of boss invulnerability are not a sufficient reason to remove DoTs from the game.
Part of the issue with DoT jobs is that DoTs are sustained damage, they aren't reliable when you're having to burst down an add to prevent a wipe. DoTs are incredibly useful when there's downtime off the boss, but SE has made it so a lot of the downtime is often an invuln phase for the boss, removing the usefulness of DoTs. Short of them adding an ability that "detonates" the rest of the DoT damage as a burst, I don't foresee them ever allowing a DoT reliant job to exist again.