Quote Originally Posted by Carighan View Post
Honestly if the underlying system stays static (as in: You press a static optimized sequence of buttons) then it really could not matter any less.

Whether I press 1,2,3,4,4,4 or 1,2,3,4,5,6 or 1,2,3,4,4,4,5,6,7,7,8,9,9,1,2,1,3,2,1 isn't a big difference, in the end. It's going through a repetitive memorized motion either way.

Now if you mean "Multiple pathways without having a reliable way of knowing where to go", then I'm fully in. Say the 1,2,3 combo gives 1-3 atonement stacks, random how many, so it's anything from 1,2,3,4 to 1,2,3,4,4,4, and importantly this means the main rotation varies from 4 GCDs to 6 GCDs with 0 reliability, could be 4 GCDs for minutes on end! Add something like how each Atonement skill, on top of returning mana, reduces the CD on Imperator a little bit, decoupling the otherwise also strictly-matching CDs, and I'd be over the moon.

Tanks could really use minor randomness in their kits. Random Atonement amounts on Paladin. Random duration of Surging Tempest on Warrior. Stuff like that. It's minor in overall effect, but it precludes fully "Learning" your rotation.
I like randomness but I really don't think it would work well with atonements, randomness should also be a supplement to a already engaging rotation. Paladins current rotation should have more added to it (like other tanks) but we can have room for some RNG.

The type of randomness I'd like is something like a proc for shield bash to deal high extra (wouldn't break the combo) damage from each atonement and or a way to let blocks give you a small damage OGCD proc, that would be fun

Keep in mind that we should have some jobs that aren't RNG some that are more RNG, because it creates variety which is healthy rather then having our current system of simple tank rotations with no variety.