Quote Originally Posted by Teraluna View Post
Get rid of the card rng gimmick. Selection of a class's abilities should in no way be reliant on rng. This is extremely poor.
Then they introduce rng mitigation - to mitigate the rng they introduced......Just what?
Abandon this ill-thought through gimmick, replace with intentional ability selections

Oh, and refrain in future from just copy/pasting a list of skills from the whm and calling it a new class.
And you'll fix this by removing one of three unique components it actually has (and to large degree a second - buff extension)?
Archer and Machinist are remain reliant on RNG. That's okay too though?

I think I get what you're going for, but I'm just not seeing expounded enough here to make sense. You could reduce RNG reliance in a way that suits you better on Astro—on any class—and/or revise the Sects and Aspected Benefic to feel unique, but instead you swat off the Astrologian hat and call it a day? I don't mean to be harassing, but you've clearly got something you want, so if you've got the time, go for it. I can't imagine anyone would dislike a post for some added length if it actually gets the job done.

The healing job has always been largely about and has gotten its excitement from chance elements. It enlarges urgency (via crit chance and AA timing), it creates decision points, when working closely with tanks it magnifies and details risks. Yes, those 6x Bole feel like shit when all you want to do is alternate Ewer/Spire and Balance/Arrow, but couldn't that have every bit as much to do with how useful those individual cards are across a multitude of situations, or inventively you're able to deal with what's been dealt? At that point the job starts seeing a lot more synergy with and influence from its unique components. It affects playstyle, even where it may otherwise remain in the shadow of WHM and SCH precursor skills.