That's poor design.

Combat such as this should be designed so that moves can be more fluid.

In traditional mmo combat, where you can't dodge, spacing of raid damage and spacing of tank damage is necessary, however in a combat model like this, it should allow them to design fights where the boss uses abilities pretty randomly, each ability having it's own cooldown, and the boss having a gcd so that he couldn't use, say, plumes and the exploding rocks at the same time.

The idea that you need to memorize the pattern of the fight has been necessary in past mmo's and is necessary here because natural human reaction time+ping is causing a lot of people problems, but it's something that I hope future games can move away from and something games with combat like this and Tera could move from now.

The fact that fights can be scripted is why hardcore pvp'ers laugh at hardcore pve'ers.