@lil: Well, the trickster generally works better alone, as far as I've experienced (lol only 36 levels). Since they do loads of damage on a single enemy, it makes them more 1v1. They do have offensive support skills that raise the damage of DoTs and they have debuffs that, when a target is afflicted with a status condition, increases the damage received because of their ailment. Say, an enemy gets stunned, and a trickster casts a debuff that results in the target receiving more damage because it's stunned. I also noticed a high level trickster that I partied one time that used a freeze trap that kept the mobs in place, so it was pretty useful. In a sense, they're ideal for boss fights in terms of offensive support. They can also increase their evasion against AoE attacks which makes them even more nimbler. The trickster works just like an assassin with a small touch of magic.
It's sad for archers though. According to the class descriptions, archers were meant to be ideal for boss fights (DoTs) and have the highest dexterity out of the four classes (there were 4 - fighter, cleric, mage, archer). However, that's not true at all. Archers were heavily gimped in the NA version of Fiesta, and were left with about 11 skills that remain dormant in the game files. At higher levels, their DoTs no longer stick to bosses, making them useless for boss fights. The only thing they got left is kiting massive amounts of mobs, but even then the mages do better though the mages can't draw nearly as much in a consistent manner. Four years, and little to no progress has been mad for archers, despite making numerous threads voicing their issues. The release of Tricksters was a huge slap in the face for archers b/c tricksters did everything the archer can do, but in melee form. Maybe it's just me, but I think tricksters have more dex than archers. o.O Tricksters and Gladiators (Fighter branch class) are obviously the best choice for bosses. Archers cry for improvement, but they barely got any.
Like one time, I was in a PvP Kingdom Quest (like an event of sorts) with 14 other participants. Out of the 15, only 1 was an archer. Half the people went after the archer because he was easy and had absolutely no way of defending himself b/c his class lacked pvp skills, which were locked away in a game file. Although clerics have survival and heals, they too lack pvp skills, one of which was locked away at the time.
Of course, even clerics' class description was false. The description claim to say that they specialize in INT and SPR, but that was wrong. The class is END/SPR. They got 2 AoE attacks at 73 and 100. 3 years later, they released the 100 AoE, but not the 73 AoE. <_< And even then, the AoE attack was a huge joke. 6xx dmg, and moderate cooldown, as well as the need to be 100 to obtain it was rather lame. I read in a thread or two that mentioned that clerics originally had more damage and offensive skills, but they were nerfed those skills were never obtained in the NA version. Clerics want to improve in the solo/dmg aspect, but there really hasn't been any improvements. Plus, I don't see enough support for cleric improvements since their class thread is virtually dead. And the clerics never got advertised at all in their ads.
Oops, that turned into a rant. xD Point is, the mages, fighters, and tricksters continue to grow stronger while the archers and clerics get little to no improvements.
The game's current level cap is 110, but the exp requirements starting from Lv. 80+ are crazy. >.> I read the max is 150, but that's assuming the game can continue to go that far.
I do have skins for my C-Gear. I haven't gotten the Victini and Fall Deerling skin yet.