So let's go over sacriers. Because I quite like sacriers so far.
Sacriers have access to fire, earth, and wind elements.
Fire is used for burst damage, it also damages them in the process, this is semi beneificial to sacriers, due to their whole angrr thing, and also seperates them from other dps roles because they can spike pretty hard in a bad situation!
Wind is used for board manipulation, along with some lighter damage. This is where sacriers really shine, and most sacriers will at least take and level some skill from this, because board manipulation on a meaningful scale is fairly rare, and sacriers do it notably well.
Earth is used for tanks. Sacriers tank through sheer meat, their shields are okay, and scale off max HP, and more importantly healing actually has a role for them. Feca's similarly need to work on their damage and survivability at the same time to make their shields work optimally, so sacriers have that sort've "pure tanking" edge.
Notable skills in all the trees are sacrier punch, which can pull you from up to a whopping 7 squares away in a linear range at max level and do some okay damage, motion sickness which causes damage whenever the sacrier moves an enemy (combine with assault for some surprisingly hefty damage!), judgement for pure comeback damage potential, and the rock throw move in earth for some MP sapping, and their only AoE/ranged attack that doesn't move the sacrier or enemy.
Stats for sacriers include...
Lock for tank builds
initiaitve for basically all of them (taking a turn before the enemy can be the difference between dying and crit judgementing an enemy to death from half health)
health for... again all of them, although you shouldn't go into it too heavy, even on tank builds
Kit skill, pass
Crit for offensive builds
dodge, pass, maybe a bit on tank builds, as you actually have some value at low HP if you took any fire skills and getting out of a mob could be handy
MP, definitely, all of the tier 5 skills use 1 MP, a lot of air skills use MP, it's a good point to take
AP, ehhhhh maybe, depends on gear, pretty sure the lowest skill is 2 AP and it can only be used twice per target/moves you, so AP sort've has to reach high breakpoints to be useful in a wide variety of situations
elemental stats, some for tanks, spread evenly, skip otherwise, maybe dump into intelligence if you're going pure fire damage build
Range, nope, doesn't boost any of your elemental skills, might have some limited usefulness if you use the relevant active class abilities (Sacrifice, Transposition, life transfer), a lot.
Block, some usefulness for tanks, generally if you take a lot of block, skip taking any HP. One or the other.
Abilities
Attraction - Has uses! It's more board manipulation, which is rarely a bad thing. Sort've something to consider on a per case basis.
Transposition - See above! Basically the same situation.
Sacrifice - Obvious applications for tanks. Grab it, take it to 9. Otherwise.... unlikely, but maybe. It's possible you could find a use for it, as sacriers tend to have a lot of HP.
Life transfer - Sort've supportey for sacrier, but again, might find some uses. On a by case basis. Note the last level doesn't appear to do anything, so.. yeah. Up to 8, stop.
Sanguine Armor - Tanks, max it. Not really worth it otherwise. Really only effects people that use the earth tree.
Angrr - Max, period.
Blood Pact - Probably max, definitely if you're a tank. More HP is never a bad thing. Max worthy, at least.
Moribund - Max! Sort've an extension to angrr.
Clinging to Life - ehhhhh maybe? Seems gimmicky to me. doubt it's worth it.
Tattooed blood - Max if tank. Something of an extension to Sanguine armor. Not worth it otherwise.
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So there's a bit of my opinion on sacriers. Also I'll be hooking up my guides in the OP here fairly soon, so yeah. Keep an eye on that.