|Halanna and her Oak Walker|
Until the most recent Chapter update, Runes of Magic characters were effectively two classes in one - my character spent most of her time on her Druid/Rogue (a shadow DPS caster) and a bit of her time on her Rogue/Druid (a normal stabby rogue with moderate self-healing but poor DPS). Under the new system, characters can still only use two classes at once, but you are now choosing from a list of three instead of a list of two, which means six class pairings.
I opted to pick up the Warden, a generally melee-based pet class. Paired with the Rogue, the Warden is a dual-wielding (or 2-handed fighter if you prefer) flurry of blades, with additional damage skills powered by the rogue energy bar (a trait it shares with the Druid/Rogue, which was what really sold me on this pairing in the first place). Paired with the Druid, the Warden gets a nice heal and some buffs, but noticeably lower DPS.
(I haven't used the Warden as a secondary yet because it still needs to be leveled. Rogue/Warden will likely have the same offense for survival trade-off compared to the Rogue/Druid. The Druid/Warden could be good for buffs and off-heals, but I won't really be able to use it that way because all of my skill upgrades have been spent on damage spells, and there is currently no dual-spec option for skills.)
|It's not everyday that the list of stuff that is broken is "everything". (I'm only slightly bitter that I took several exp death penalties before giving up for the night because "everything" includes "emergency health potions".)|
Limited Flexibility encourages tradeoffs
As a solo player, it would definitely be easier to play if there was more of a compromise position where I could have some of each. My first impression was that it was almost like a Rift soul tree with only three points to spend - two on my primary class and one on one of the two secondaries - when I'd prefer to spend one point on each of the three.
As I've gotten into the system, though, I actually find it interesting. Wardens have three basic pets - the Spirit of the Oak (a giant plant tanking pet), the nature crystal (a passive buff pet - specialty of the Warden/Druid), and the Oak Walker (a melee DPS pet. (Warden/Scouts get a fourth pet, a Centaur archer.) As you get to higher levels, you can have one pet active and a buff from "sacrificing" one of the other pets. This means that I can make trade-offs between DPS and survivability per fight if needed.
Sacrificing the tank grants me a massive boost to armor, which lets me off-tank mobs while the oak walker stabs them to death (very quickly) - on the Warden/Rogue, I'm finding that faster kills and improved durability more than outweigh the downside of tanking mobs myself. The other two pet buffs grant offensive bonuses, so my Warden/Druid may be able to run more aggressively, knowing she has healing when she needs it. (That said, the Warden/Druid ends up relying a bit more on autoattacks than I prefer, as Wardens abilities burn mana very quickly, even if you aren't also using the same bar for your secondary/elite skills.)
Overall, I suppose the bottom line is that sometimes more limitations isn't a bad thing, if they present you with interesting tradeoffs and choices that are worth considering.