Likes rtp said, without a single one of the fotms in the party, you are not going to do an endgame instance (to full at least...)
Which leads us to the last thing that can happen... bringing everything up to par. For right now, I think there are certain adjustments needed.
Current PPK FoTMs (not sure if rom as a whole or not):
Tank:
WD/W
K/W
DPS:
R/M
M/W
W/WD
WD/W
If anything, we can, and probably should, come to realize why these combinations are the only ones that are used in endgame. Certain skills that are OP and make them viable.
Knight/Warrior:
Currently:
Authoritative Deterrence
I think that should be changed to:
Cooldown: 3 minutes
Tooltip: Increases damage on target by 15% for 30 seconds
Upgrade: N/A
Why? Because this is the skill that makes every other knight in the game completely worthless to use in an endgame run because of how mechanics are with boss fights (burn or die).
Rogue/Mage:
Currently:
Illusion Blade Dance:
I think that should be changed to:
Cooldown: 5 minutes
Why? It makes this class godly. Less than 5 minutes for this is kinda absurd. Would make r/m a little weaker in PvP, but thats nbd.
WD/W <--- No idea (tank side). I just know you can deal tons of damage while being a tank.
WD/W <--- No idea (as DPS). Not fair of me to judge since this class is alien to me. From what I've read, it has an insane amount of damage and patk buffs to make its attacks so strong. Charged chop having no GCD also attributes to this OPness.
W/WD <--- No idea. Kind of like wd/w i'm assuming but it becomes strong the more warriors there are in party... I think? On its own it is still quite damaging.
M/W:
Gives you matk based on your current str and stam. This has led mages to made a set of alternative gear stacked with stam and str so that they can put on that gear, use the buff, then swap back to standard mage gear. This makes the buff give alllllll that matk from the alternative gear. It does not update the values after the buff is used.
To be honest, I think it should stay this way. After the burn, the mage/warden (mage in general) has nothing going for it. Mage needs a DPS overhaul (second to scout of course ;D)
Non-viable endgame classes that I have knowledge on:
Rogue/scout:
Currently:
Combat Master:
What I think it should be changed to:
THIS SKILL SHOULD BE MAXED AT LEVEL 50 WTF
Critical Strike: Increased by 500 (this number will continually fluctuate. This is because as the game ages, the amount of crit will not mean the same amount of crit % through all levels. A level 1 with 500 crit will have way more crit % than a level 90)
Critical Strike Damage: Increased by 100%
Why? This skill is not as strong as it seems, and this could be the start of r/s seeing some kind of endgame light. The non-crits from this class wouldn't be great, but the crits would be nice to see. I don't feel like changing this skill alone would make it come CLOSE to the current burst DPS of its rogue/mage cousin.
Coerce:
What I think it should be changed to:
THIS SKILL SHOULD BE MAXED AT LEVEL 50 WTF
Summary: Low blow energy reduced by 5. Physical damage increased by 30% (currently it goes past 30% when skilled to 78 or more) when shot is used. Lasts 6 seconds.
Why? Well r/s should have some kind of synergy with its scout side when activating its scout skills. Also, the current meta of endgame means that you'll be doing your strongest towards the last few seconds of the fight. I feel like this buff would make R/S VERY CLOSE to its cousin rogue/mage. I would not say that it would make it stronger, but the sustain (scout is ... or it should be ... some of the best sustain in the game. If scout is a secondary class, that sustain should be brought to the primary class through elite skills.) would beat that of a rogue/mage due to the potential of 30% damage all the time.
Non-Viable classes in general:
S
C
O
U
T
S
P
L
S
B
U
F
F
k/s
k/m <--- (debatable)
k/r
k/s
Why? K/w is the way to go if you are a knight. Thanks to its debuff on the target making the raid do 40%+ more damage on the target... why would you want to be these? Some kind of change could happen if they nerfed the k/w skill. Maybe K/P could add a casting speed buff to party or allies when using urgent heal on a target, or maybe urgent heal could be changed to do damage instead of healing with a buff.
Maybe k/r should actually be that dodge oriented tank and when it dodges, it increases move speed speed and attack speed of the party/raid.
Maybe k/s could.... you get the point. Deterrence makes k/w OP and the go to knight tank. If it was brought down to a manageable level, more skills could be changed to make other knights on its level.
p/m
p/s
p/w
p/wl
p/ch
Honestly I rarely see priests anymore. Most of them are more of the same, with a bit of pros and cons to each. P/K is a god and is ezmodehealer. P/m has a silence and a stun, nothing too great there unless you want to quest. P/r has super fast casts aswell as a purge. P/S has a buff, though if it would stack with all other attack speed buffs it would be useful. P/W isn't a thing and I'm not going to say how it should be fixed cause that's a whole thread. P/wl is pretty awesome as is p/ch, but I have never ever partied with one.
m/k
m/p
m/r
m/d
m/ch
m/wl
These classes are mainly just pointless and I have no idea how to make them better. I hate mana, aswell as magic. Maybe I could ask Magio his thoughts and buff ideas. Some of these classes are purely debuff / buffers, making them okay to just sit in the back, but that means you won't be doing damage. Some classes are balanced around that idea, but I don't feel like having mages as a whole be that pointless is right.
r/k
r/p
r/w
r/d
r/ch
r/wl
Keeping in mind that having a secdary class that brings more defensive measures in hinders DPS output. The tankier you become (tankiness from heals, or defense) the less damage having a secondary that allows you to tank up like that, you will receive. R/P and R/K have horrid endgame dps. R/P has a dodge buff... but evasion and dodge cape override it. It's nice for PvP, but for PvE it's just okay for a tank I presume. The dps on both of these classes is subpar despite what danielwhatever says. The only class I am interested in out of these is the rogue/druid. I will ramble about that now as I have spent quite a lot of time reading its skill and such. Unfortunately I'm your typical human, so I cannot play this class
w/k
w/p
w/r
w/s
w/d
w/ch
w/wl
I dont have expertise with warriors, but I never see them in runs ever. I'm assuming the only viable warrior nowadays is w/wd because of the warden's general skill that increases patk.
d/m
This is basically the only druid I don't think I have EVER seen in the same party as me. Druids are pretty good as a whole, just like priests.
ch/p
ch/m
ch/w
ch/wl
I haven't seen an endgame champion tank or dps in awhile. With that said, the only endgame ones I have ever seen were Ch/r's. I'm not sure why these aren't good. Is it the champion class as a whole? CH/P is here because he gives a great buff, but without that he isn't something that is viable. A buff alt, at most.
wl/p
wl/r
wl/w
wl/ch
Warlock is mainly a party buffer / target debuffer. They all have amazing buffs, but only 2 of them give enough buffs to become a serious buffing character. That's all they will be. I'm not sure if giving such buffs to a class and then allowing it to have great DPS is a good idea or a bad idea.