why would the devs be using a selected combat style, and not something more like in knight online or dro? where you will attack a monster, and your char keeps hitting until it dies, but there is a shotbind scroll on the screen in where you can put skills.
It is a menu with numbers 1 ~ 0 and in each you can bind a skill for quik usage, and with a meter on it telling you when you are capable of using the skill again.
When you then press nr 1 on your keyboard, it would use the skill or item in nr1 slot, can be skill, potion or wep/armor switch ( i do think that when going ranged you want to be able to chance to melee fast when the enemy is to close).
if it is a skill or potion it would turn black after usage and a meter starts running, when time is up on meter the skill is available again. that way you cannot use your strongest move over and over without pause. ofc weak moves will need less time, and the more skill points you have, the bigger your time advantages.
ex: you have sword skill high, and you use a sword. tat gives you a time bonus with skills due to expertise in wep, like 1% time bonus per skill. that way when using a axe, your time bonus would be less on the skills, forcing you to concentrate on a specific weapon and stay in rpg-style combat.