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Templar - Access to scythes and a very well-rounded skill set. Defense expert is solid, especially when combined with Defensive Hit from Knight. Also works terrifyingly well with Duelist secondary combined with elemental mastery.
Warmage - Good hybrid growths with the always useful Infused Edge combined with Leech Mana for spamming it. Works great with male mages + cleave. I don't use soul edge on warmage much anyway since many enemies resist dark.
Princess - Borderline OP growths, Double Cast 2, and decent spell selection.
Vampire - Excellent growths with a good weapon selection. Charm and Night's Embrace are both very useful to have.
of it's best moves encourage being at melee range, which makes it's use of Bows and Guns not quite as impressive. Though one can certainly argue in favor of sniping enemies while saving up mana, and then bat-winging in for the Charm or Kill.
And no argument here about that stat growth. It's pretty damn good, with HP being the only downside, and it doesn't even sacrifice all THAT much for it.
EDIT: Y'know, looking around at other classes, I'm starting to think Mercenary is an interesting tank alternative to Knight. Equipment-wise, you can equip a Maul (with +HP and good damage) AND a Shield, as well as Heavy or Light Armor. And I think that Maul HP gets multiplied by Health Expert as well. You lose 1 Defense and 0.5 Resistance per level, but you do get +0.5 HP and Attack and +0.08 Speed. Admittedly, Mercenary's skill set isn't the best, but it is a nice set of utilities (all of which have 0 MP cost) that could pair reasonably well with a more offensive melee kit. Templar's Righteous Blade fits well here, thanks to Mercenary skills not using MP, or you could use your massive health pool to make Desperate Blow hit like a truck.
Actually, I think I'm going to do that next playthrough.
Maul HP isn't multiplied by Health Expert, last I checked - it should only be base HP. But yeah, overall mercenary isn't terrible, you just really need to make sure you have a secondary skillset that can deal some damage since none of the mercenary's skills break 1x damage (other than ideal forceful push)
Sabotage units into water/Lava for instant KO, mop up the rest. Absorb Mana or Evade skill for reaction. Allows to spam righteous blade or assassinate or whatever class you end up rolling. Instant kills like that are just much more valuable in saving "turns" then anything else.
Evasion is overall much more "defensive" then any real amount of defense as it will reduce the most amount of damage overall. Those 5-10 extra points of defense from growth just doesn't really seem to do anything late game, while going for 30-40% evasion is huge. Also speed is vastly under valued. More turns, more healing and damage.
I think overall, HP growth is the most daunting to use on healer/mage characters. Making pure mages just seems like a total trap given that the other stats suffer so much for doing so.