I will outline my ideas from theorycrafting studies, based on my current style of play. If anyone has any suggestions that will improve the concepts, it will be of great help
I usually create classes that are balanced, which tend to be productive in both PVE and PVP. Follows in order of the least use, until my main:
ARCHER
I currently use the A2-QS3-WU3-AP-BM build, focused on basic attacks and with some AOE damage. But with the emergence of the new base class this build was splited.
To the archer, I intend to continue on the poison line. Probably the only thing I should add in place of BM is Cannon.
SCOUT
Which brings us to the other half, the Gatling gun basic attacker.
I should probably use Thauma as support and Assassin to add a bit more fun with their AOE techniques.
CLERIC
I currently use the C2-BOK3-ORA1-PD3 build.
Since Bokor is no longer part of the Cleric Line, the grace to spread Hex in AOE is gone. Now I’m thinking of putting Priest together with PD, and to finish, I’m in doubt between Diev and Oracle.
- PD - PRIEST - ORACLE / DIEV
WIZARD
I currently use the W1-CRYO2-RC-SHADOW3 build.
This was love at first sight. The Cryokino concept was pretty cool, and Shadow was a fun class. But I’m confused by the nerfs, so I’ll need to test to see if Shadow outweighs a Sage.
- CRYO - KINO - SHADOW / SAGE
SWORDIE
I currently use the S1-PLT2-HOP2-DOP1-GOON3-RET1 (CON>STR) build.
This is my main character. I love classes based on spear like Dragoon jumpers, and this one was very efficient. But as you can see, I used many classes to assist the Dragoon, and having to choose between 2 of them makes me very hesitant. well, let’s go…
- GOON - PELT - HOPP
This is the most balanced. It’s good for PVE, but it’s very stuck for a PVP.
Tough, with critical buffs that compliment the Dragoon damage.
- GOON - PELT - RET
This in turn, has more control. Loses a little of the critical potential of the HOP to gain more CC, which favors more in the PVP aspect. At least for some skills the critical odds remain high, once they meet the requirements of movement debuffs.
- GOON - HOP - RET
Exit the Pelt’s durability and return the aggressiveness of the HOP. This is already a more offensive build that favors the critics a lot. However, it may be noted that the shield in this build does not add so much to the skills, just for the defense itself. If the shield is removed, it will not influence much in the final result of buffs and skills damage.
And speaking of not wearing a shield:
- GOON - MATADOR - RET
Neither Pelt, nor HOP. You know what? Bye, shield, hello dagger…
Here, we assume a completely offensive posture.
Matador has some skills that resemble those of other classes that have been dropped. He has a provoke, use a block buff dagger, a little critical chance and skills that deny damage if used at the right time. A more dynamic composition, with a mechanic that seems fun to me, mainly in PVP.
That’s it … as you can see, for the swordie has many variables. Any suggestion?