Quote Originally Posted by Shurrikhan View Post
Yeah, something in direction would probably be fine, though you'd have to be all the more considerate of how you want this to be rotated, because you've introduced an opportunity cost to swapping at all. If you have a relatively-punished starting point that builds up to a relatively-rewarded max benefit specific to that stance, then you encourage --at least in itself-- sticking to the same stance. You'll need to add explicit or contextual reasons to nonetheless swap.
What if I revise it to have synergistic effects in the vein of BRD?

Earth
- Grants [Earth]
- Heightened MP costs
- Base cast time of 1.5s, gradually increases to 3s
- Damage gradually increases over time
([Wind] effect: Caps the base cast time at 2s)
([Holy] effect: Reduces MP costs slightly)

Wind
- Grants [Wind]
- Slightly reduced damage
- Base cast time of 2.5s, gradually decreases to 1.5s
- Grants a lily on entering stance
([Earth] effect: Nullifies damage penalty)
([Holy] effect: Reduces lily charge time on every cast of the filler)

Holy
- Grants [Holy]
- Reduced damage
- Instant casts
- Increases healing potency and MP refresh
([Earth] effect: Reduces the damage penalty)
([Wind] effect: Reduces global recast time to 2s)

With these changes, you can't just sit in earth stance the entire time or it'll eat your entire MP pool. You also have the options of entering earth after wind for faster casts or entering after holy so you can stay in earth stance longer with the MP cost reduction. You also wouldn't want to sit in either of the other stances for too long since it reduces your damage, but both other stances also have a reason for use. Wind if you need a lily/want faster casts in earth, and holy if you need extra healing power or MP/want to stay in earth longer.

Thoughts?