Sub-Class info.
Click on the sub-class name for more in-depth info.
The Slayer Sub-Class
Blade Master: Scaling damage type
Weapons- Any, most take light sabers.
Stat: Attack speed, attack power, STR
The blade(weapon)master is the fastest slayer sub class. All about getting into the fight and dealing damage. Can learn a skill to attack more in the air then other sub classes, a moving slash attack to cross areas faster and a super armored bullrush that launches people into the air. A lot of basic slayer moves come from this sub class, like upward slash and the cancel, Ashe fork and triple slash, as well as the weapon mastery skills and guard. A bit limited in the skills they learn, they turn to the weapon mastery skills they can learn for extra effects, like adding an extra hit to skills or a chance of bleeding targets. Also gains a class skill to allow faster swapping of weapons, lots of people like to take 1-2 weapons to master but some even do 3-4.
Berserker: Set damage type
Weapons: Great Sword, katana(with enough attack speed)
Stats: STR, attack power, attack speed.
Blood, blood everywhere, that's the berseker's job. A lot of the skills they learn can bleed people and a few skills gain extra power on bleeding targets or give him buffs if they're around him. Can heal himself if his HP gets too low and even uses his HP instead of MP for a skill once a passive is learned. Should be careful with your HP if you decide on this class, as it can be pretty easy to KO yourself with your buffs and skills. A useful party member with a lot of AoE moves. Watch yourself in PvP, those shockwaves are killer.
Asura: Set magic damage
Weapons: Katana, short
Stats: Int, cast speed, whatever else
Magic damage swordsman. Uses waves to make different effects. Needs a lot of casting speed, since most of there stuff is casting based. Wear plate armor and has 3 grab type moves. As it's own system, the rune system, which are gotten from moves or a buff skill. These runes are used to power some moves, maxing the rune generating buff is strongly recommended. Basic wave cancel and wave wheel cancel are also standard skills almost all Asuras learn.
Soul Bender: Magic scaling
Weapons: Katana, short
Hit and run magic swordsmen. Uses a lot of magic and cloth armor. Learns different ghost spells to buff/debuff the area. Learns a full screen grab and has one of the most damaging normal skills in the game, ghost slash. Can run around with limited invincibility with a buff, reduce damage taken for a set amount of hits and can turn his normal attacks into ranged fireballs. Since they wear cloth, some care is needed when protection buffs are down.
Fighter Sub-Class
Striker: Scaling melee
Weapons: Boxing gloves, tonfas, gauntlets
Stats: Attack power, STR, attack speed.
Punches and kicks. The striker is all about beating the crap outta stuff with powerful kicks and punch skills. Only class to use boxing gloves and can learn buffs for better hit stun and crit rate. Can also cast super armor on themselves to keep on attacking without the worry of being knocked around. Learns a buffs to cancel powerful attack skills into each other, making impossible combos a reality. A lot of core fighter skills come from this sub-class, like Muse uppercut, the cancel, Air walk and spin kick. Lacks ranged attacks, so use your speed and super armored skills to get to your target.
Nen Master: Magic set and scaling
Weapons: Gloves, Tonfas
Stats:INT, magic attack, cast/attack speed
Melee fighter gone magic. Nen master is a long ranger fighter at the early levels and then becomes a more mid-short range. Can buff attack speed/casting, give light element weapon and damage buffs, shield areas from damage and can use Hadouken-type fireballs. Also can throw down doppelgangers to take hits and provoke dungeon monsters, can later be upgraded to explode on impact. Can also control a lightning dragon and gain a magic melee attack with greater range then a standard melee attack. A great class for a person that wants a little of everything but can still provide great support/damage to themselves or a team.
Grappler: Set damage
Weapons: Tonfas, gauntlets
Stats:STR, STR, attack power, I guess more VIT/HP
Grabs, lots of them. This fighter has learned to master grabs and to create bigger and better shockwaves once a takedown is done. Also learns a few non-grab moves, like the ground pound skill, which is a terrible skill at low levels but quickly because a cornerstone of PvP grapplers at higher levels. Grab type moves normally beat all super armor and are useful for players or monsters that love to use super armor. Can also slide around as they grab to give them a better shot at getting their target, in addition to air grabs and even the ability to grab un-grabable things. Also can gain super armor as they pull off grabs. Interesting note, if two grabs meet at the same time, both parties are put into a downed state, away from each other with no damage taken by both sides.
Brawler: Hybrid/Scaling and Set.
Weapons: Claws, tonfas
Stats:STR/INT, attack speed, attack power
Dirty tricks and tools. This fighter uses a wide range of tools to beat down people. From casting a net then reeling them in, to poison enchanted weapons, to busting bricks on heads to even mounting people for extra damage. They also have a greater resistance to poison then other classes and can even bleed poison blood in their 3rd job to stop would be attackers. An interesting class, in that some of the moves deal both magic and physical damage. Brick buster is their key skill for PvP, allowing combo resets as you aim for that 100% combo.
Gunner Sub-Class:
Ranger: Melee/range; scaling
Weapon: All guns, mostly revolvers.
Stats:Attack power, attack speed, crit rate, STR
The melee gunner. Has a lot of moves to deal with melee ranged enemies. Kicks faster, spins faster and better overall movement then other gunners. Controlling a lot of the area around them, it's not wise to hang around above or below a ranger in pvp combat for too long. Needs more equipment to be good then most the other gunners, as this class relies on attack power, speed and crit rate. However, once you do, they are a monster. A lot of core skills come from the ranger sub-class, like windmill, rising shot, the cancel. Is also allowed some limited movement when using windmill/Top spin.
Spitfire: Set/scaling magic
Weapon: All but revolvers
Stats: Int, attack speed, whatever.
The grenade/element bullet class. Stronger 'nades, more and better element bullets with land mines and a shotgun like weapon to push people back. Can support other gunners by giving them element element bullets as well. Can call down a sniper to fire on areas for some AoE damage. This gunner, more then any other gunner loves to ground juggle people with the ability to toss big freezing/shock grenades and the ever deadly fire bullets. Every gunner takes at least one level into the first grenade skill unless they are a strict PvE gunner.
Mechanic: Mostly scaling magic
Weapons: Autoguns, some bowguns.
Stats: Int, magic attack, casting speed
The summoning gunner. Summons robots to attack and charge at their enemies. These include but not limited to: Robots that mans a cannon, a vic vipers factory, robots plane drop, a handheld gundam and BLOODIA PUNCH(Male only)! Uses cloth, so be careful about getting hit. A good keep away class in PvP, they can also sport a supporting robot to help them in battle, with each robot able to turn into one another and learn one form helps the others as well. The most common is Rolling thunder to stop would be attackers dead in their tracks, it's not great damage but it's a real combo breaker. Can also force all robots to blow up at the area they picks.
Launcher: Scaling, some set.
Weapon: Hand cannon
Stats: Attack power, STR, attack speed/MP regen
Heavy attacker of the gunners. Mostly backline action with a heavy MP bill to pay. This class is about pure, raw damage. Laser cannons, flame throwers, chain guns, cluster bombs, energy gravity ball thing. They're about damage, so high STR and a +11 or higher weapon will really bring out the tiger in this class. Can also damage and push people away as they draw the massive sub-weapons to attack. Also the only other gunner to learn a throw, BBQ. All gunners take this skill for PvP and even to escape mobs in PvE.
Mage sub-class
Elementalist: Scaling magic
Weapon: Staff, rod
Stats: magic attack, INT, cast speed.
The "true" mage of the game. Learns fire, dark, ice and light spells. Best to focus on two elements to max their power, still should try and learn the other tier-2 spells for some utility. Learns buffs and passives to cast faster, shorten charge time and even move as they charge/hold their spells. If you want a class that can blow stuff up with magic, this is the class you want. Since they are 100% scaling, better weapons mean less mana used.
Summoner: Scaling magic(tier-2 spirits/element king)/Set(Contracts/Tier-1 spirits)
Weapon: Staff, rod
Stats: MP regen, +MP, INT/magic attack. Max your aura, later dungeons can turn summons against you, your aura will stop that.
Summon stuff and call it a day. The summoner can summon elements, shorter lasting but lower mp spirits or contracts, longer last but massive MP sinks, which look just like monsters from dungeons. The summon AI is pretty dumb and it can be a pain to level early on but you'll get tools to help you manage them. Good in PvE and solo but lots of parties dislike them, since too many summons will block people's view/trigger traps in the later places. Also note, the power of your summons is enhanced at the time of summoning based on your INT, so it may be a good idea to swap in high INT gear before summoning then swapping back to MP regen, at least for contract-type. While not required, if you have extra SP, a few more levels into "Mark the target" could help, as the starting throw range is pretty awful. Most PvP centered mage builds will learn the basic summon Hodor to level 5, as an extra distraction in matches or even to distract monsters in PvE.
Battle mage: Scaling/Set for chasers(Chasers are magic type damage); melee frontline
Weapon: Spears, Poles.
Stats: Attack power, attack speed, STR/INT
The melee mage. Fast, powerful and bitch of a pvp class. Learns chasers once some moves connect, allowing for an extra hit and a small buff to themselves, can be use to juggle people/monsters forever or till the cows come home. Later on, they can learn different element chasers, each one giving a different buff and effect in battle, like extra push back, sucks people towards the battle mage or a slow effect. Also sports the best mana shield of all the mages. Don't underestimate a battle mage in PvP, even as early as 30, they can still combo people for 50% of their HP. Most mages learn mana shield and phase shift from this class.
Witch: Set, 1-2 scaling/jack of all trades
Weapon: Broomstick; staff with some spam builds.
Stats: INT, cast speed, attack speed, magic attack
The jack of all trades mage, the witch. The witch takes all the other sub-classes and puts her own spin to it. Has 4 different element mastery skills, can summon, massive AoE spells, an enchanted melee attack and funny looking spells. Can also air dash and 6-hit air combo(4 in pvp). The core of the witch is the fact her spells can fail, work or jackpot which gives a stronger/added effects to spells. One of the only classes that can give MP to other people and can dispel. Later on, Ancient library will give an INT bonus in addition to MP and a lot the witch's skills will undergo some balancing, when this will happen is unknown at this time. Elementalist and summoners also like to take the ancient library skill to save on mana potions in dungeons.
Priest Sub-class
Crusader Heals, set damage
Weapon: Crosses, Scythes
Stats: Spirit, VIT, INT/STR, MP regen
The buffing class. Heals, buffs and that's it. Later on will learn more attack spells, can be a real monster in pvp with so much stuff on top of you. Can counter magic with lightning bolts, put up bubbles, heal some mana and HP, auto rez and even heal people if he just happens to die himself. Can also place a wall that blocks movement and will damage people later on. A rare class, people enjoy having a Crusader in the party to maximize everyone's damage but drains mana quickly so mana potions are almost required.
Monk: scaling and set.
Weapon: Anything, mostly Totems, Scythes(For speed)
Stats: Attack speed, attack power, movement
Fights like a gentlemen. Gives up the giant weapon for fist fighting. The Weapon stays in the ground buffing/debuffing the area. Can duck and sway in and out of moves/combat and has moves that can only be used as you duck or sway. Very quick class but doesn't start shining till around 40. Will later get a ton of different mastery skills that add extra hits, super armor and range to skills, in addition to about 3-4 more attack skills.
Exorcist: Scaling, SUPER ARMOR EVERYWHERE AND CHARGING.
Weapon: Battle axes, scythe(both), rosary(magic), totems(?)
Stats: Attack/magic power, STR/INT, attack/casting speed.
Heavy, slow, super armor, charging and a ton of zoning moves. This sub-class is about hitting hard and locking people out. A lot of their moves have super armor, making sure the hits will keep going even if it means taking a cannon to the face. Slowdown areas and even hurt whoever decides to stay within the zones, if that wasn't enough, they can summon a dog(turtle, looks like a dog) to hold people in place and even some ghosts to toss some spinning balls. This sub-class also has it's own sub-class within itself, Magic or Physical. It's best to focus on one of them to max that damage type but don't be afraid to get a few levels of the other side's stuff to give you more options in pvp/pve.