Fighter

Class Skills

 * Rush/Berserk/Genocide share similar attack power with the Dancer's Step skills, although the Fighter skills have no accuracy penalty and attack more times, which means more opportunities to trigger Assassin's Dagger (Ninja) or Penetration (Ranger).
 * Heavy Swing has an accuracy cap (limit) of 50%, not a reduction. This means that if your hit rate against a target is already around 50%, using Heavy Swing has no real drawback.

Roles and Class Strategies
The Fighter lacks major flair, but their usefulness lies in their ability to equip most types of weapons and armor, as well as being able to use those weapons with their skills.

Starting as a Fighter before class changing (even at a low level) means that character will have access to a wide range of weapons, enhancing their survivability via heavy armor, or back row utility with access to harder-hitting and longer range weapons.

The Fighter can make an acceptable ending class for a spellcaster to create a hybrid melee/spellcaster class. Because the Fighter has access to so many equipment and attack skills, skill slots can instead be used for specific magic tiers, creating a capable front row fighter with backup or support magic ability.

Although Fighters have very low natural Spell Enhance (SpE), certain useful spells aren't affected by spell power, like Full Cure (always a 100% heal), or Health Cure (simply removes conditions).