Quote Originally Posted by AmiableApkallu View Post
This is backwards. Static encounters lead to static rotations. Dynamic encounters lead to dynamic use of skills. Throwing (more) RNG into every job's kit is hardly a solution, nor is it even necessary.
No, not really. Although we might be talking about different things. The type of class design is based on standing in front of a target dummy. Whether you can actually pull this "ideal" gameplay off or not in front of a specific boss is a separate issue. Note how people don't do a non-static rotation in fights that include strong randomization like Seat of Sacrifice EX.

A non-static-rotation means your job is principally based on procs, resource starvation, resource overflow or non-reliably effects leading to dynamic branch choice. This are then, just like a static rotation, further impacted by the fight design. I think we were just talking about different things. And I'd be on board for less static fights, I loved SoSEX, one of the best fights ever made. But it's an independent thing from what I want, which is classes not based on the static rotation archetype. That ought to be reserved to max 1 class per role, to contrast against all the non-static classes.