Quote Originally Posted by Yorumi View Post
mmo combat is mostly turn based.
I agree and disagree. The GCD simulates character turns, but removes a lot of the inherent delay and waiting (because in turn-based combat you have to literally wait for your turn and are sitting there until the other animations finish playing. In live combat, it's all you.
Procs? Sorcerer does it in FF5.
Does Sorcerer/Mystic Knight have procs upon hitting Attack that facilitate other actions (say, hitting Attack has a chance to make the next use of Magic Sword to cost no MP)?

The example that comes to mind for procs is the Art of War mechanic. Attacks cause the next spell to be instant cast. Which means you're not getting procs unless you're hitting the target, and can go either way with it (either give spells a short cast time but make them strong during AoW procs, or give them long cast times to encourage the player to use them with the proc rather than without).
Instant cast buffs? Um double cast.
For buffs, what comes to mind for me would be something like Enspells acting as a stance or oGCD buff that you can activate to then consume or increase damage output from melee. Things like Embolden also fall into this category.
Combos? Not hard to keep a list of previously used abilities(this was more a limitation in the past when memory was a real concern).
I meant along the lines of weaving spells and sword attacks. You could have Cross Cut => Chant du Cygne and the option of finishing it with Millionstab or Val Fire, for example. Spells could also gain specific traits when used mid-combo instead of on their own or as finishers. That's not something turn-based combat can implement.
Secondary effects? Um mug, deal damage and chance to steal an item or gil.
More like, say, casting Val Thunder on a target and it adding lightning elemental damage to your weaponskills for a set duration. I'll admit that this last one could sort of work in turn-based combat, though you're right in that few have tried it.
i would say the fault lies with you for expecting a RDM design in ff14 that strongly departs from RDM tradition and is basically a radical redesign of the class.
Given what was done to SCH and SMN to get them into the game, I'd say the precedent for shifts in mechanics was set about 4 years ago when ARR launched. So trying to use "tradition" doesn't work here. And I've always argued that the transition from console FF to MMO FF is not a 1:1 transition.