Quote Originally Posted by Carighan View Post
That's kinda my point with many of these ideas. They don't change the actual problem, they just paint a new color over the symptoms. If you want to fix this, you need to introduce procs and randomization, at least given the current framework. In theory there are alternatives, but that'd require extremely extensive reworks.
Static rotations are ultimately a consequence of static encounter timelines. Adding procs and randomness to a job/class merely papers over that fact, and it wouldn't make any sort of aesthetic or thematic sense in many cases.

I'd rather encounters be more random and dynamic.