I think what they should've done is basically animate weaponskills into two parts; A) the animation of our PCs executing the weapon skill. and B) the animation effect on the target.

It's really quite obvious when using a skill like bloodletter. We're stuck while shooting the arrow and STILL stuck while waiting for the effect on target to finish animating.

I think it's cool if the animation execution is elaborate, like Chaos Thrust. And as long as it has a good effect on target, we sacrifice maneuvering for damage. The tactical compromise could be between executing fast animating weaponskills so you can reposition to combo/escape zones or dealig big hits.

Animating exection and effects seperately could also help the combo system by graphically illustrating the combos through Skillchain/magic-burst-fireworks effects And allow some really awesome explosions without animation lock.

Speaking of which, when are we supposed to get information on class reforms. I really hope it's soon. I thought we were supposed to expect it this week.

Knowing the weaponskills we can use might shed somemore light on combos and how they work out, esp in parties.