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i thought i was being smart when i got cheerleader warrior because i figuered shieldstance increases defense or something.. boy was i wrong.. it just reduces aggro to 0 which is the worst for my tank doh ^^ the hp and mana heal from cheerleader works great at the start though when your cleric isnt lvled much.
got me a jock thief which is great ^^ 3 +3 daggers is great and now im using some named dagger and a named katana. theres also a 3handed sword at somepoint which i guess only jock can use lol ^^
lab rat as said makes a great mage or anything really with the extra trinket slot.
Jock/Dwarf/Monk can hold dogre attacks for daaaaays, while spamming his Na Palm attack.
Then I have Rich Kid/Elf/Hunter for Barrage and Prepared Arrow, putting out some great AoE damage and some nice status effects.
Next up is the obligatory Rocker/Elf/Cleric, for obvious stuff.
Finally, I have Exch. Student/Human/Mage, for more Fire and a touch of magical destruction.
That said, my main party is
I use a Lab rat, elf, cleric with 4 almighty rings - Purge spam, and when that's not a thing, there's max divine judgement.
A Goth Elf Mage - I have 21 points in chain lightning and arcane flow, so she's just delicious AOE spam every turn :p.
Rich Kid Elf Ninja, Level 1 Shadow chain. Level 21 Dark Arts, and Vanish, and a Ginsu Knife. I.E. he does 120 Bleed damage a turn, basically. It's pretty rocking.
Rocker Dwarf Knight - Damage reduction of 30, Second Skin at Max, so he can resist up to 78 Percent of damage. 1 Point in discipline, so damage is evenly split between HP and MP (So he's basically immortal). 7 Points bulwark for the threat boost, and currently 14 in True strike. The crit on it is -very- nice.
The most distinctive build is the Jock, Dwarf Barbarian.Waraxe +4 and Sword +4, 21, Anger Management, 21 Rampage, 2 Frenzied Strike. Red Isohedron, Rabbits Paw (Always hits max damage), Joker card, 20 percent increased damage range.
Which...basically just means 20 percent more damage. I might put on the game room item that also increased range by 20, because the thief's damage is all status, and the mages are hitting fixed damage, not range. And well. The bulwark wouldn't suffer too much.
Oh, and because he has a mind of 2. He's permanently raged. So he has nearly 40 Body, Over 1.5 k Max health. 13 Sense...and 2 mind still. Lol. And heaps of crit. And he can extra attack when he crits. And he can extra attack if the extra attacks crit ad infinitum :p.
Last party I played was built around conditions, with Monk as Tank, Thief dagger-thrower for AoE damage and Pally, Ninja and Wizard for AoE condition giving. Also Pally heals!