
Originally Posted by
ForsakenRoe
The first three cards are played, then when the second three are drawn, none of that second set of three are the same card as the first set contained. Effectively, it's going to be akin to SMN, where it has Garuda Titan Ifrit every 60s, we have 'damage card, defensive card, healing card' every 60s. It might be that, for example, Balance is 10% damage up and Spear is 15% Crit rate up, but at the end of the day, you're drawing either Balance or Spear into the 'damage slot'. As such, there'd be no variance in what you do with that card, it's always a damage related card so it always goes on the best Melee DPS you have.
As another example, let's say Bole is 20% damage mitigation, and Arrow is 20% Evasion rate or something, to make them both 'defensive cards'. Why would you ever choose to play them on something other than the Tank in a raid, and as such, why have the distinction in the first place? There's no 'decision making' to be done for that slot, the 'defensive card' slot, because regardless of the effect, it'd be best to put it on the Tank, and so you don't even need to look at the card you drew, you just play it on the Tank either way. The same applies to all three slots really, Damage slot goes on 'strongest DPS' regardless of the card, Defensive goes on Tank regardless of the card, and Healing gets held onto for the very not-often chance that it's needed to heal something that our over-bloated kit of OGCDs cannot already handle. At least that one might have some distinction/decision making (eg if one Healing card is a heal and one is a shield)