Quote Originally Posted by ThurinTurambar View Post
Generally the idea could be cool, but not in form of some lost actions or whatever.
I would like to see actions have additional effects that dont work on bosses, like doton applying heavy on mobs or arm's length applying slow.
There used to be a lot of poisons we could use apply status effects on mobs. Blind, paralasys, silencing, heavy etc are all present in game but underutilised.
So i think having your regular actions getting additional effects could prove very fun and would benefit deep dungeons and it would lead to more interesting defence oriented rotations.
For example if blm's ice spells applied stacks of freezing that would transform to deep freeze status if you applied several stacks fast enough. While its not optimal damage, it would give blm a powerful defense mechanism.
Agreed, the current job design outside of healing (which has its own unique problems) focusses almost exclusively on dps, thereby ignoring so many cool skills/spells/effects that could be included.

I wonder why that is?

And I love the idea of defense-oriented rotations! Rather than dodge the boss, let us inflict status effects on them. Let us parry their attacks rather than running to a safe spot. Same with mobs, as you say, which in regular dungeons have been reduced to an irrelevance, and in deep dungeons are countered almost entirely by smacking them. So much design space is completely neglected.