My first pick is usually mage, but paladins are a close second, and it'll depend on the character designs and the kinds of magic and weapons that are in the game. In games with action combat, I like assassins too if they have stuff like dashes and teleports.
lately I've gone back to Diablo 2, and I'm playing a Barbarian.
turned out to be more technical than I expected: coming from a Paladin run where I could easily arrange his auras into a rated scale, the Barbarian only really relies on 2 or 3 skills (*active* skills, that must be used), so I'm shuffling the controls all over the place trying to find the best distribution.
it's like going from automatic to manual drive, you have to mind the gear you're at.
I usually like characters with some special synergy, that can pull off unbelievable combos if combined with other characters.
give me a Monk or a Shaman over a straight Healer any day.
nothing says "insane levels of swag" like a skinny dark elf witch in light armor going shoulder to shoulder with their melee companions, slashing enemies with dual swords.
where dedicated healers would use robes and stay away from the fight, I was right there in the thick of it, shaman style.
that play style carried over to an actual shaman I played afterwards, and *her* skills ended up working perfectly with that style, even though they weren't designed for that.
For me, it's always gotta be a Spellsword or ATK/MAT hybrid of some kind. Speaking of Shamans, that was my 1st and favorite class when I played WoW. I even went as far as going tri-spec, which like nobody did lol...cuz hybrid ftw.
@link12 I like muscle wizards like Spellblades and Monks that can use magic to buff their martial arts. This muscle wizard philosophy also applies to Clerics too, because I greatly appreciate healers that can do more than just heal.
I also like Thieves/Rogues, provided they have more up their sleeve than just "steal" or weak physical attacks. Like poison or defense-ignoring attacks.
For turn-based games or tactics, I don't have favorites. It just glorified puzzle battle, so whatever suits best with the current situation, I pick it.
For action/real-time games though (can be action RPG or just action), I prefer agility-based classes. In your list, it would be archer. But it can be anything. It can have or don't have magic power as long as it is agile enough.
I like Hybrid classes that are versed in both close AND ranged/magic combative abilities. The durability of the former and the firepower of the latter? How could I say no?!
That way you have the ability to switch around your strategy to fit your situation. Being able to do such is something I like to consider every time.
I always loved being able to summon things but I always get disappointed because there is a small variety of summons or they are too 0-100. Some are too weak and tiny, others are too massive and epic. I always wished that you could just summon a wider variety of really cool things.
I also always loved classes like blue mage, something about running around discovering new abilities whenever you find new enemies was really exciting.
I tend to lean towards Summoners when playing Final Fantasy games back then. In my own projects though, I create strong Attackers, but in particular what I call "Spellblades." Characters with strong Attack and Spells, maybe even with some healing skills.
I'm a fan of spellblades, Red Mages, and Dark Knights. The type of fighter with proficiency in swords as well as some type of other non-physical means of attack. Usually this takes the form of a limited selection of offensive magic, but sometimes like Dark Knights it grants unique abilities.
When I first heard a song by Nickolas Wolfe I was impressed by his musical skills and I instantly knew he was the perfect fit for the sound I was looking for Eniko: Ghosts Of Grace. The song I first heard was later used in Doirosz Arena in the game. For the launch of the demo version of Eniko next week, Nickolas made a new version of this very meaningful song!
Contemplating an old idea I once had about a fantasy world where elemental manipulation was possible, but combat uses required... creativity. Kinda like ATLA, but far more restricted, with a lot of physics-related realism driving what was possible.