
Originally Posted by
Aravell
Earth stance can replace every offensive spell with an earth theme and all cast times will be 2.5s base, your spells in this stance do the most damage.
Wind stance can replace every offensive spell with a wind theme and all cast times will be 1.5s base, this could be the middle damage stance.
Holy stance can have what we have now, all cast times will be instant, but damage will be scaled lower.

Originally Posted by
Supersnow845
While interesting thematically it would just become “sit in stone stance or you are griefing your party” unless they return to the coils design of lack of hard enrages and high constant damage that they got rid of with gordias
I don't quite get your warrants here, Super, as even without enrage, you still wouldn't spam a low-damage-but-high-mobility action for a greater portion of time than you actually need its mobility, but neither do I get what you're going for with these stances, Aravell.
You'll have effectively replaced Glare with Stone and Dia with a sort of Ruin II or a stutter-step, depending on how much you can get away with. And you'll increase the button cost in doing so from 2 buttons to 4. You gain the ability to trade some damage for some mobility and even more damage for even more mobility, but you also lose the niche that the bundled utility of our DoT previously held (or it ignores all these stance interactions anyways by still always being instant-cast... which has equal waste).
You probably could do something with stance-dancing, but consider what more you could do with it than just fine shades of mobility vs. damage. Moreover, you'd need to consider what you intend the opportunity costs of the stance-swaps themselves should be, if any, as to influence the decision-paths these stances would create. Should players be directly incentivized to rotate elements, or only indirectly?
Finally, are stances even the best way to do this, as compared to simply categorizing different actions by element and having them generate resource or buffs per their element, etc.? For instance, even just in regard to mobility options alone (which I still don't think would be a good idea to focus solely on, to be clear; this is just an example), you could just have any old Water spells grant cast time reduction, stacking for cumulative effect but falling off one stack at a time, while Earth spells do the opposite (allowing you to charge up a DoT to act as up to a 2.5s cast for increased tick potency), and Wind spells simply additionally make the next cast outright instant, etc.

Originally Posted by
Renathras
I feel like, in general, 1-2-3 doesn't work with cast times. Note that no Job that exists with a 1-2-3 does so with the buttons having cast times and being subject to interruption.
I agree that a Healer 1-2-3 combo isn't the way to go, but...
A Verstone/Verfire Ready proc isn't consumed by the Verstone/Verfire spell being interrupted, and combo actions likewise are only ended by the completion of the given action (even if it misses) or by the use of a different and specifically combo-breaking action; there is no reason a spell combo should have to somehow work differently.
There are no casted spell combos (there already are spell combos if counting instant casts)... because they have yet to be added, but that they haven't yet been added doesn't prove incompatibility, and the potential for interruption is one thing we can already prove would be a non-factor, as only action completion has ever consumed unlock procs unless specifically using a different and combo-breaking action.
More likely, Casters presently have no combos simply because Casters didn't need to rely on that brand of pretended complexity just to get by.