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A second mechanic is actually in some of the dungeons and crystal tower 1 raid. Healers have to keep up specific npcs for those fights.

The majority of these mechanics are simply another dps check actually

The majority of these mechanics are simply another dps check actually. Haukke is learning how to dps the adds down fast enough before the boss eats them. Ifrit is actually a dps check where you dps the nails down (because there is an actual timer for those too). 

 

If anything, the closest to this actual mechanic is ultima hm and the Chrysalis trials. Although it is a heal and tank check, most simply use the tank LB for it. I'm not sure if it's actually less boring than the dps one, which at least has dodge mechanics (although it's a nice change-up if you've been grinding dps stuff).

 

A second mechanic is actually in some of the dungeons and crystal tower 1 raid. Healers have to keep up specific npcs for those fights. For the new raid, it could be fun for tanks to keep enemies away from Slowfix and Mide as they run around the map tinkering with stuff, or healers keeping an npc up for a barrier against a tpk ability in a raid setting (like a certain dungeon at lv.55).

 

Also, contrary to popular belief, raids actually have tank and heal checks too. The way you know you've failed one though is not when you die to a flashy tpk ability, but when your healers run out of mp 2 minutes after the mechanic. Kind of a wimpy way to die i know, but that's a healer/tank wipe.

 

As for a controlled dps fight, that is actually very hard to coordinate. As you are essentially telling dps players to just sit there and not do anything or to stay below a certain threshold of dps (which is hard to optimize unless you're using an illegal parser). It actually lets dps recover resources too while the tanks and healers get worn down, so I'm not sure what the point is compared to simply giving the boss more hp for that phase or have the boss use attacks with a ton of movement mechanics that targets dps and forces them away (preferrably keeping them busy dodging and using sprint, so reduced resources after the mechanic, yay).

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