>>10863729well once you figure this out i'll be happy to implement it here
well the way it works you end up picking both a class and a subclass. originally i ended up playing an archer with a heavy gunner subclass for benefits to ranged attacks but it just felt super clunky overall. i've since switched to a really fast paced melee class with a support caster subclass because there's a special interaction with a particular melee weapon type and spells. basically i can add elemental damage to basic attacks and weapon abilities by casting spells first. most enemies are vulnerable to at least one element and there are skills in both the main class and subclass that increase the damage modifier for exploiting damage vulnerability, so i get access to support spells while also doing stupid amounts of damage
more importantly than damage and stuff the main class has a bunch of mobility, can spec into extra iframes on certain actions, and is one of i think 2 classes that can actually move comfortably while attacking and cancel animations.
most classes have to plant their feet and get locked into animations for ever single attack then get the chance to do a dodge roll with a bunch of endlag afterwards if they really must move which feels absolutely atrocious