OK So this is a general guide to perfecting your play-style for all classes. A full run down of how to's and explanations to maximize efficiency in all PvM Category's.
For start, Stats and their importance.
Critical: Hands down the most dominant stat to manage in PvM.
Critical is the utmost important stant for PvM players for a few reasons. For starters, mobs have garbage crit rates. From a base standpoint, it's almost 0. You can turn this to your advantage very easily.
By managing your crit to a 51% [enough that 1% negation keeps you at 50%] you effectively increase your DPS in all forms on average by 25%. The classes who have further ability to increase their critical damage increase their DPS marginally.
[Figures include the useage of Glaring Citrine]
Raider, Katar: [Includes full stacks of Critical Impact].
180% Damage on crit. 90% DPS increase on average.
Scout, Bow;
180% Damage on crit. 90% DPS increase on average. [Note this include the future Critical stacks through Ice Arrow currently on Pegasus]
Champion, Axe:
130% Damage on crit, 65% DPS increase.
Bourge, Cannon;
120% Damage on crit, 60% DPS increase.
Artisan, Launcher;
100% Damage on crit, 50% DPS increase.
Your maximum damage potential divided by 2 [maximum of 50% of strikes can be critical] average to your DPS increase.
However, Not only the above classes can benefit from the Critical Mechanic.
Any class with a 51% Crit Rate, will attain an average on 25% DPS increase. This seems small when compared to the above but think of it in another regard. Try increasing your Enhance Damage, or AP to the equivalent output of 25% consistently. For a Champion, you're looking a increasing your AP by roughly 500. Enhance Damage as a stat is not manageable, it can only be generated from buffs, gems and gear bonuses, yet, we didn't use any of those [except for 1 gem slot] to get the figures above. Now you see why critical is such a key role.
Next on the statistics block we have defensives.
Defense statistics are more vital then offense. "You can't kill anything, if it kills you first." So what are the best statistics to have.
Well it's actually easier once you know the details.
The best ability to survive in PvM comes from augmenting your weaknesses. Nothing hampers you more then your weakest point, and something or someone taking advantage of it. Ever see a Champ Tanking the Whisp's in SoD. It's a mess. Because those Whisps are using magic damage, the weakest stat a Champion has.
Below is a list of Considerations for each of the end-game 8 classes, in a top down priority as per my testing and experience over a decade. In the spoilers are an explanation of why those stats are listed in that order, and why they're important.
Knight:
Magic Defense
Damage Reduction
Max HP
Spoiler
Magic Defense;
Magic Defense on a Knight isn't the worst, but it's definitely pretty bad. However, there's some light at the end of this tunnel. Magic Defense stacks very nicely in terms of how fast the reduction % scales. It's significantly easier to scale up magic resistance % then physical resistance %'s.
Damage Reduction;
This ones almost self explanatory, but I'll elaborate why.
Once you've bolstered your resistances, you're now for the most part taking strictly "enhance damage / true damage" hits. The bits that ignore defense and magic resistance. Mostly 100 ~ 500.
Enhance damage is a flat statistic, meaning it cancels damage in a 1:1 ration. Each damage reduction, ends up countering 1 damage. When your knight is taking 100~500 damage, having a 10% damage reduction [Chest + Shield gems] + 110, you're now at a point where it's Immune ~ 3xx damage.
Max HP;
Max HP is actually pretty important for a Knight because a Knight has specific quality's that we need to look at. As a class base point, knights are tanks. Taking very little damage due to how many passives + Equipment they have to reduce their damage taken.
Max HP is significantly easier to scale on a knight, then the Defense statistic. Slot / Slot, you'll increase your survival more with max HP then you will with defense.
Not only does Max HP increase your initial survival time before healing, but it indirectly increases your HP Regeneration. The Higher Max HP you have, the more HP / Sec you regenerate. Increasing your Flat HP regeneration, in a round about method, reduces the damage / second you're taking.
If you take 2000 damage in 10 seconds, and have a 160 HP / Sec regen, then you only took 1,440 damage. [Over-all 28% damage reduced via Recovery] Try getting an additional 28% damage reduction on a Knight via Defense Statistics... It's impossible post 70%.
Champions:
Magic Defense
Max HP
Dodge
Spoiler
Magic Defense:
This is exactly the same as a Knight with a few minor exceptions.
For starters, you're reducing a larger % of total incoming damage then a Knight. This seems counter intuitive but if you think about it, it's pretty clear.
A Knight already has a moderate Tank ability, especially under it's damage reduction self-buffs and Blocks.
That being said, Champions don't have that luxury, instead they take the full brunt. Which means in comparison, 65% Magic Resistance against a 2k Magic Damage spell
Knight: would take a base of about 65% of 2k, turning the hit into 850? Then 50% reduction buff kicks that down to a meager 425.
Champ: would only reduce it from 2k, to 850.
The Damage reduction of a Knight can almost be considered a class constant buff. So it is constantly reducing 50% of the damage and if you think about it inversely. That means it only "resisted 1k, not 2k". That somewhat of a Pseudo Statement, but trust me it pans out to be true in the real gaming experience.
Max HP.
Precisely the exact same reason as a Knight. It's still easier to build Max HP on a Champion, then it is Defense Statistical %'s.
Dodge:
Now, this ones absolutely seems down-right laughable. However, it holds true strictly in PvM and here's why.
In PvP, Most classes know the build Accuracy, Mobs are different. Most mobs base Accuracy isn't that impressive aside from Hunter Type's [They have the Bow Icons]. Yet~ Their damage isn't the best. Meaning your Champions base Defense will nullify more effectively.
So what statistical importance does Dodge hold in PvM for a Champion.
For starters, a successful 'dodge' is a 100% damage Reduction. Not 20, 28 or 50%. Full nullification. And when you factor in The HP Recovery [from maximizing your Max HP] you actually go into what could be effectively described as -Damage, or healing. Each second you don't take damage, is a second you gain HP back.
For all intensive purposes, spears do have the upper-hand on this, however via proper itemization; any champion cause achieve an effective dodge rate without ruining their build.
Raider: Note: I'm going to break this into the 2 sub-classes as functionally, they're very different:
Katar-
Max HP
Defense
HP Recovery
Spoiler
Max HP:
One of the most obviously weaknesses of a Raider, is their low base HP.
Max HP is vital to increasing the longevity of your Raider due to how they function.
The primary defense mechanic of a Raider is Dodge. And if you look at the property that Max HP provides is explains itself. The more HP Max you have, the more hits you can take without dying. dodge, is effectively a 100% damage reduction mechanic. That being said, each second you dodge an attack is time to heal, react and counter.
Let's say you average a 75% dodge chance. With a 16k Max HP, and take 2.5k hits. The mob swings at a rate of once / second.
The total time for that mob to reduce you from 100% to 0% is calculated as such.
16k / 2.5k = 6.4 [rounded 7] seconds. However factor in your 3/4 dodge rate, means they need to swing 75% more swings. Now it's 13 seconds. [Again rounded up, cause 12 seconds isn't a full 0%]
Now let's imagine you simply swap 1 Piece of EQ to gain 2300 HP.
16k + 2.3k = 18.3k / 2.5k = 7.32 [rounded 8], factor in dodge %, 8 * 1.75 = 14 seconds. 1 second gain is equivalent of about 9% increase. This statistic continues to grow once you start factoring in heals, potions and food consumption. So 9% my not sound large but in Potion Cooldown terms, that's 10% of a cooldown. 1 Red potion is 6,750 HP [about 60% of your HP Max] 10% of 6,750 is 675 HP / second. If you can increase your total HP enough, to gain about 3/4 of that Red Potion CD time, then you've hit optimal HP tanking for self potting.
Defense:
Defense is seconded by Max HP for the simple reason that Defense doesn't scale as fast as Max HP. Even with a low base like a Raider has, it's harder to scale it up. That being said it shouldn't be ignored. Increasing your defense by 15% reduction means that the 1/4 swings that hit, is reduced by 15%, combine that with the above healing and now you're gaining some serious survival.
HP Recovery:
This is the coup de grace [final touch] needed to be a superior survivalist in PvM. Each second you dodge, is HP gained. Combined with your Dodge and Max HP [Max HP indirectly influences your HP recovery amount] means you're healing. That same calculation above on Max HP tanking, doesn't account for HP Regen. Factoring it in now, if you get approximately 120 HP / Second, over the span of 14 seconds you're looking at 1,680 HP Recovered. Combined with the Red Potion you were consuming, it equates to 8,430 total. Or in terms of CD optimization [1 red pot every 11 seconds] 8,070 / 10 second. [That's 50% of your HP every 10 seconds]
Now, none of this accounts for the CC Raiders carry, no stuns, Sleeps, or cloaks + stealths. Factor those in, you now cannot die if you're playing within your means. Simply off Potion CD's, natural recovery and base mechanics. Adding in Cleric Heals is over killing it, but not when in a dungeon. Ina dungeon, it ends up being perfectly optimized.
Raider - Dual
Max HP
HP Recovery
Damage Reduction
Spoiler
Max HP:
Exactly The same as Katar, reference for details.
HP Recovery:
Also the same with a small explanation at the footnote of this spoiler.
Damage Reduction:
This one is key.
While under the effects of Evasive Guard [A must have for any Dual Wield] Youre base Dodge + Defense are increased 100% [x2].
This means that stacking Dodge + Defense is somewhat, redundant. Doubling your defense will only produce 15-30% reduction, not double your normal [roughly 60-70%]. Dodge also hit's a soft-cap.
So with that knowledge, your resistances are maxed out in so many terms, aside from 1. Flat damage reduction. While under Evasive Guard, a properly built Dual Raider will probly take anywhere between 200-600 form base mob. Having jsut a flat 110 Damage reduction cuts that damage to 90-490. That's a pretty huge cut, but not why we're doing it.
Inbetween your Evasive Guards is when you're vulnerable. And time to play it smart. Towards the end of your Evasive, conserve your Red Potion, Bloody Assault if you have it, and any other CC you have [like sucker or mystic]. Once It's drops off, Use 1 CC. When that CC ends, Use your HP recovery's to prevent death [Red pot at 60% HP, Bloody at 70%]. Just doing this will give you enough time to re-cast Evasive. Damage reduction mixes into this, due to your total % resistances dropping. 4.5% of 1k is 45, not very good, but that 110 kills it to a total of 155 [845 of the original 1k]. About 15% reduction each hit. Threaded into the CC and recovery, you shouldn't die.
Foot note: HP Recovery is significantly more effective due to Evasive Guard. Since you're now dodge must more efficiently, you're getting more Heals over time, as you're taking less damage over time.
Scout:
Bow:
Defense
Damage Reduction
HP Regen
Spoiler
Defense:
Bows need more defense then a raider for one key reason, dodge. Scouts [Bows] have fewer dodge passives, making that tanking method less effective comparatively. It's not easy to scale, but it is easier to scale then Dodge, and is easier to scale ona Scout then a Raider.
Damage Reduction:
See Damage Reduction of Dual Raiders, it's fundamentally the same, just for a different reason.
HP Regen:
This one is pretty important I found.
When I thought about it and tested this, I found that having a Decent HP regen was nice for one reason, scouts are ranged.
They're dishing damage, while most mobs are still making their way to you. If you keep your range advantage, you shouldn't be hit at all. But when that fails, you can retreat with Camo, Traps and Stuns. Once you've gotten your range advantage again, you're now in a state of perpetual recovery. Taking advantage of this window is very beneficial in PvM.
Damage reduction difference: instead of damage reduction covering you in between evasives, it's covering when your range advantage fails, or face a ranged target.
Scout:
Bowgun
Weapon Range
Block Rate
HP Regen / Damage Reduction
Spoiler
Weapon Range:
This is actually a double edged sword. It's offensive and defensive, but we'll discuss the defensive property. The longer range you have, the more time you have to inflict damage, without taking any yourself. each increase in range benefits you in this regard. As a Bowgun Scout, you don't have Range Passives. Bowguns have a decent range at base, but they have the gea roption of 2 pieces that increase range. Exalted Head + Gloves. 2m total gain. Most mobs will cover that ground in 1-2 seconds. Refer to HP Regen for further info in this spoiler.
Block Rate:
Block Rate is pretty important as a Bowgun scout has even less dodge then a Bow. However they have good defenses and magic resistances. So increasing these block occurrences further boosts those base resistances.
HP Regen / Damage Reduction:
Ok this one was a tie. And an annoying one at that, as I wanted to prioritize this into the top 3 for all classes.
HP Regen on a Bowgun Scout is more effective then a Bow or Raiders. Simply because they take less damage, meaning that same HP regen, is recovering more of a % total of the damage it sustained on the previous second.
That being said,
Damage reduction in also a constant. When you block, the damage reduction can more often then not equate to an "immune" result. Meaning that previous second, doesn't technically need to be recovered. This is why it's so frustrating. But there's a solution.
If you find yourself not having a high enough Block Rate, Then go with HP regen [as long as you don't have the slot or gear option to increase block rate].
If you find yourself blocking enough, get damage reduction, as it will more consistently make you immune to incoming damage.
Mage:
This one is.. messy and I apologize. The issue is mages can be build in so many different directions... that it's beyond difficult to write a generic guide. So I'll post what I found as the most effective statistic + skill build.
[The build focus]
Spoiler
Skill Tree's
Ice + Sorcery
Benefits:
Magic Resistance Down stacks combined with Aural Pierce, MP Conservation + Regeneration, and plenty of mob controlling skills.
Gun for High MP Max, Mana Shield, AP and Skill Power.
Stats:
STR: 101
DEX: 15
INT: 376 [Not including INT passive]
CON: 15
CHA: 151
SEN: 255
Special Notes:
PvM Elemental Wave [reduces AoE's CD from 8 seconds to 4, very useful]
The Statistics
Dodge
MP Regen
Max MP
Spoiler
Dodge: Being a mechanic that generates 100% damage reduction / evasion, this ones pretty important. Mage's just can't take being constantly hit. Their defense is not an easy thing to scale due to their EQ's low base Defense. However, Some of their EQ provides nice dodge amounts.
MP Regen:
Statistical MP Regen when combines with Water Mastery can generate large amounts of MP each second. MP directly relates to your Tank via MP Shield. The more you recover, the more MP shields you can cast, and the longer you can live.
Max MP:
Max MP is the same as Max HP for a Mage in a different way. The more MP you have, the larger your shields, and indirectly the larger your MP pool, the more MP / second you recover. Combining statistical MP Regen, with Water Mastery, and Max MP's effect you should now have a very large MP regen. Without the Aid of Blue Pots or other consumables.
How you generate Max MP is also important. The best sub-stat of all is INT 20, MP 150. Due to your passives, these sub-stats can generate very large amounts of Max MP. In addition to MP Regen, AP and Magic Resistance. If you have this as a sub-stat option, take it without hesitation.
Cleric:
MP Regen
Max HP
Damage Reduction [BC]
Block Rate [FS]
Spoiler
MP Regen:
MP Regen is vital to a cleric regardless of FS or BC. The more MP stable you are, the more consistent your heals or MP shields can be. Two very good sub-stats for this are the Head + Shield Valor gems. [Amazing Rose Quartz Pearl/Trilliant]
Max HP:
Max HP is the next BIG step towards perfect survival. Clerics in general do not have a large HP Pool. Neither a large MP Pool for Mana Shields. They do however have superb Defense, Magic Resistance and Block Amounts. This means you don't need to pump a huge effort into these stats. Instead build the weakness of Max HP. It's easier, more effective / sub stat or EQ slot and provides a higher over-all % to total stat weight your cleric has as defense in considered.
Block Rate:
This is the next big thing. It's more important for a FS then a BC. A FS doesn't have the high block rate generated from DEX like a BC. That being pointed out, it's a relative weakness in class terms. Building more block rate will reduce DPS taken more effectively then a flat damage reduction.
Damage Reduction:
This is the BC's third consideration. They have a nice block rate, especially if they're added some Dexterity into their stat build. Adding Damage Reduction will cause more of those Block Triggers to result in Immune or very low Damage Taken totals.
Artisan:
Gun:
Max HP
Dodge
Summons
Spoiler
Max HP:
In general, Dealers have the second largest HP pool after Soldier types. Boosting more HP solidify's their survival, preventing them from being taken out if caught off-guard.
Dodge:
As DEX is a secondary AP stat for Gun users, and generating some Dodge in the process; this stat should be utilized. Mobs don't have a great accuracy total and as such can be forced to miss fairly often. This with the Dealers EQ's having good over-all def, dodge, magic resistance bases means they're the "proto-typical" class type. Standard Resistances, Dodges and Life Expectancy's.
Summons:
Summons are the next best thing when PvM survival is being considered. Arti's are known for their sleep ability. This threads into summon tanking by being an "out" mechanic. If you have 2-3 summons out and sleep a target, your summons will immediately pull the mob out of sleep, and in the process most likely irritate the mob into attacking them. Now you're taking 0% damage, and recovering HP.
Launcher:
Max HP
Summons
Damage Reduction
Spoiler
Max HP + Summons:
Both are the same as a Gun, refer to that section for info.
Damage Reduction:
This is exchanged for dodge, as Launchers don't add DEX for a secondary stat on AP, hence they don't get a moderate Dodge bonus. This makes building it not efficient enough in total to cause enough misses to be viable. Instead the STR stat being added to use Cannons increases your Defense. Having Damage Reduction will further nullify damage taken.
Bourges:
Same as an Artisan, in essentially every regard, just different totals.
So now that we've established the Defense Statistics, here's why they're more vital then offense.
In PvM, you're not under the pressure of kill first or be killed. In most cases.
Reducing damage from mobs, is vastly easier then reducing player damage in almost every aspect. Mobs have weaker Accuracy, Critical, Enhance totals. In most cases low Def Pierce as well. Taking Advantage therefore is easier.