Trinity mechanic is only interesting from healers perspective (and tanks in far smaller degree). Others just stand in one spot and hit all their skills as fast as they can… From their perspective it is far less interesting then Gw2 system because they can’t die.
I disagree about that statement. Try the hardest bosses in Tera to see. In a lot of those fights (some of those were actually soloed by a non healing class) the healer role is more to catch up mistakes the rest of the team does because they can actually avoid all damage if they are careful and the tank does it’s work. And there are a LOT of damage coming their way to avoid. The tank himself can carefully mitigate most damage to the point is self healing is enough to sustain the whole fight.
And since the poor healers in a good team would be bored, they are given in those fights the role of using the environment items required to win the fight in the first place. Since they cannot DPS and aren’t exactly needed to heal, very good teams can spare them running all other the place. Weaker teams will have a DPS do that and so reduce their efficiency.
You can notice something in that. There is a trinity in Tera, but in some fights, one of the components isn’t actually “required” so it’s more of a matter of having one tank and the rest DPS. I think GW2 really needs some nothing of tanking to shine in PvE. At the core of it, tanking role isn’t here to absorb all damage the boss does so that the DPS can stop thinking and DPS more. Tanking for me is a role that when carefully done makes the boss more predictable thus avoiding the chaotic mess that happens when aggro goes all wonky.
The fact that most trinity games work like that : tanker keeps aggro, healer heals tank, DPS stand around picking their noses while their macro does the work isn’t desirable for GW2. But the current system of : there’s that champion icebrood wolf. We attack him, I position myself in it’s back to avoid his AoE swiping melee attack while some guy in from is kiting him or plain mitigating and overhealing the damage. Then, suddenly I get aggro and he just decides to launchs his leap attack. Leap attack in melee range = KD + 2×7k damage instantly with no tells at all. Even if you tell me to build ultra defensive to survive that attack, the damage received would still be that much to cause lost time due to having to run away and heal all that damage and in many fights the situation wouldn’t happen either.
This is one of the main problems with GW2 PvE. Either you use tactics that completely shutdown the mobs or their damage or you go heavy kitting or it’s a chaotic mess of people resed all other the place. We need more fights like the better Tera boss fights with always visible tells, importance of placement of all players and of reading mob behavior and harsh timed kill speed to prevent boring full on defensive gearing for all players.