>>716532908It's pretty fukken complex.
how to break this down ....
The game starts by giving you a choice of 3 vocations. Fighter, Mage, Strider - your basic sword/shield, offensive + healing/support magic, daggers/bow classes.
Each of these has dozens of abilities, plus augments, core skills, and stuff that (and here's the rub) can be applied to other classes.
On top of this, at some point in your first playthrough, you'll get access to Warrior, Sorcerer, and Ranger (claymore, stronger offensive magic, daggers/longbow). Which are the same as the first three, dozens of skills to unlock, and augments that can be used across classes.
Then you get the dual vocations - Assassin (combo of fighter/strider - built for solo play), Mystic Knight (combo of mage/fighter), and Magick Archer (combo of mage/strider). Same story with the skills.
So you have a ton of build potential just from the skill tree.
Then you have armor, weapons, and special items which can have various effects. Some of which are really powerful and create a ton of synergy.
And some really crazy/fun stuff, like just for an example, there is a main quest item you're supposed to carry and the give up at one point. It like doubles the power of your magic. If you don't give it up you miss out on loot.
You can create a forgery and keep the real item to get the bonus, while completing the quest with a forgery, then on a second playthrough complete the quest normally to get both the item and the loot.
There's a certain point in the endgame where your stats start to matter less, and you can fully go in on fashion customization and getting your character how you want him or her to look instead of worrying about how good your gear is.
All of this except for the Dual vocations, also applies to your Pawn, which is your personal AI support character
And then you can hire other players Pawns for a full party of 4, and there are all kinds of team composition/team synergy combos you can make