Quote Originally Posted by Renathras View Post
Fair enough I suppose. I guess at the end of the day, it's whether we're designing classes for noobs or not (typical threads here suggest NOT), so something like a Trait when you get Draw/Play that says "Using a Major Arcanum/Card on yourself increases damage dealt by 18%". Still would be a bit less than WHM, but would put things a lot closer for AST's soloing content.
They could also thoretically do something along the lines of RPR's Arcane Circle, granting a secondary weaker group-wide buff and then a self buff that allows them to pick between a highly powerful burst attack or a strengthening buff on all your allies. This powerful burst attack would supplement the lack of damage in solo content but keep the AST identity of party-buffing in party content. If they really wanted to differentiate but also allow both skills to be used in party content, then the cooldown of the skill would affect when AST wants to use a burst attack over a group-wide strengthening buff (30s/90s would work better for burst attack and align with solo play to maximize card buffs on self, 60s/120s would align with 2 minute burst window because group burst damage would be way higher than self burst).

A mix and rework of Divination and Astrodyne can work to fit in that kind of playstyle as well, as Astrodyne is already mostly useless in the face of AST's already overbearing mana regen and the damage boost in the worst DPS job is negligible at best.