There are two relevant forms of "interruption" regarding casted combo actions.
Combo-interruption:Cast-interruption:There are effectively no real differences between actions "unlocked" by a prior skill in a particular sequence or "comboed" from a prior skill in a particular sequence. Both "combo" actions and "unlocked" actions follow wholly arbitrary rules for what wastes that unlock.
Dualcast, Raijuu, and Crimson Cyclone both affect only the next GCD, whether we call them "combos" or not, while Gnashing Fang's combo can permit other skills to be woven for up to 30-[1 GCD] seconds, so long as one doesn't use any of 5 particular other actions, even while other combos have wasted their unlocks from the use of any GCD actions not specifically whitelisted (yes, this originally included even Limit Break).
The categorical gameplay difference is, at most, whether they either (A) take up space on the Status Effects bar or (B) waste buttons on holding the later actions separately from what actions they effectively replace (thereby creating a finger-trap out of all but one of those buttons at a time once the sequence has started); all else depends on the particular unlocked action.
Whether you call it a 'unlocked' action that may or may not be wasted by actions other than the one intended, or a 'combo' action that may or may not be wasted by actions other than the one intended, there is still no categorical difference between how they would function on a Caster as compared to a Ranger, Tank, or Melee.
As such, again, it would be no less feasible to have a combo action on a Caster than on any other role. The cast times are completely irrelevant to whether a combo action would be viable.While combos could previously be cancelled by starting any combo-interrupting action, never has an unlocked action (be it a "combo" or an "unlock") been wasted by an incomplete attempt of that action itself, which would be the only concern unique to Casters or the combo action carrying a cast-time.
Is this clear now?



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