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Level 16 base class gives u some mastery and 4% block/hit chance vs another swordman when on advanced class.
You still can use base class mastery too plus with a small addition to combat stat from changing to advance class.
Great Swordsman has high dodge and Block with strong slashing attack and sure severe bleeding chance but can lack of slot for wind mastery. Great Swordsman can has vigor problem because lack of vigor regen/vigor reduction mastery.
Magic Knight has strong self healing on kill with both sword and esp but less dodge and block chance than Great Swordsman. Magic Knight has vigor cost reduction mastery alongside with huge vigor regen mastery from both Magic Knight and all of Elementalist branch mastery.
You will get 4% class bonus (Block/Hit rate i guess) vs Swordsman and 4%/8% class bonus vs Great Swordsman or Magic Knight (8% for that current class).
- When you change class you must pay 50 Training Manuals, but only for the first time. So later when you change class and want to change back for whatever reason, you doesn't need to pay 50 Training Manuals again.
- Although abilities are usable on all class, there are mastery that unique and only equipable on that class (for example: "Holy Sword" for Magic Knight).
Great Swordsman for impulse fields or when you need tank
Magic Knight for the rest,
Dr. Rappy pretty much covered the general 'pros vs cons' of these classes so I won't go into that again.
One of the great things about this game is how many great ways there are to build different viable characters.
All the above aside, I think the magic knight ABILITIES (not masery's) are garbage, so if I were to play the game again I would first unlock the turning over a new leaf and tornado slash (if that's locked by GS), and I would strongly think about getting strom slash before settling into my favorite MK build.