Yeah, Atlatls. They're not terrible if you rank them up, because at the end of the ranking chain they do 1200% damage, which is significantly more then a bash (About 200% and some change more I think), but they take a lot of space, which giants have issues with, since all their weapons are so big. I usually would bring a set of knuckles in your secondary slot, it's not ranged but it provides a backup weapon, and giants get bonuses to knuckle skills, and it doesn't provide the issue of lugging around another giant 2x5 weapon that will eat a fourth of your inventory if you ever dare put it back in your inventory to get a crafting tool out. They make for good "We need this one thing dead now" weapons. We'll get to that in the update later in this post though.
I just registered and created a character called Huodi. So uhhh, what do I do?
Hop in the steam chat and we'll help you out. If you can't I'll add you at some point today (Either Narshe or Mobliz), and we'll getcha set up.
Now, second part of dungeon running stuff...
Roles for specific skillsets. The first update was widely used stuff in general, so let's follow up with slightly more narrowed stuff.
OFFENSIVE TACTICS
First up, Warriors. In mook rooms, like most people, they're generally they're there specifically for the reason of killing stuff. A properly geared and skilled warrior can one shot stuff no other class can, and with windmill they can clear a room of weaker enemies in one swoop with proper positioning. A warrior that knows what he's doing is a warrior that's clearing rooms in record time. Fighters (knuckle users) also for the most part are similar in this regard. Note I mentioned THIS regard. We'll... get to that later.
Archers. Honestly, I haven't done much archery (Although I'm getting into it on my elf), but so far they seem like slightly watered down warriors with the notable advantage of being able to do everything a warrior can at range. And at significant range, at that. Crash shot and Mirage Missle (Elf only) provide crowd control, magnum shot provides single target damage, and normal attacks provide "I am not spending more then six stamina on this monster damnit" kills. They, much like mages shine quite a bit more in defensive things. Again, we'll get to that later.
Mages. Mages.... if they've only got bolt skills, they are either charging firebolt and blasting monsters in one shot, charging lightning bolt and hoping for a lucky hit that will clean out the entire room, or plinking enemies with ice bolt either as a defensive measure, or because they've ranked up ice bolt and it's actually pretty badass now. Note to mages: GET CHAIN CASTING ASAP ON YOUR WAND. Getting a full set of bolts out in one cast instead of five is the difference between "that guy is breaking my knockback what a jerk" and "holy shit everything is on fire" If they have advanced magic.... well, they can clear an entire wave of enemies in one cast, but again, getting back up from that requires a lot of time, but by that point you should have chain casting and you can mop up what's left and assist with the second and possibly third waves. Mages are the textbook definition of a one hit wonder, but that one hit will save everyone else a lot of stamina, and most importantly, durability.
Fighters.... They excel in offense. Single target offense to be specific, their only AoE attack has an awkward range and a huge windup (Being a third chain skill), windmill has a greatly reduced range, so as to almost make it useless for anything but mimic detecting, and most of their skills have nice long animations, that while fun to look at, leave a lot of room for you to get hit. They're also fairly vulnerable to heavy stander, but one of their chains involves only single hit attacks, so that can be used to deal with heavy standers fairly well. Although, note, no third chain skills work on heavy stander enemies. Prolly better to bust out a weapon on a heavy stander, or spam bash like anyone else. DO NOT USE WINDMILL, IT WILL GET YOU KILLED. Knuckle windmill range is literally shorter then most enemy attack ranges, and that's with rank 6. Rank F may well not have a range at all for all I know.
With all that covered, let's move on to...
DEFENSIVE TACTICS
Before we get started, one big point in defensive tactics, DO NOT HIT AN ENEMY THAT'S KNOCKED OVER EVER EVER EVER. WAIT UNTIL THEY GET BACK UP. IF you hit a knocked over enemy, and don't KB it again, it will immediately get back up, skipping all the animations for it. If this enemy was loading bash, it's suddenly standing right in front of a warrior and will probably one shot them, and proceed to have a time with everything else in the room. Even if it isn't a normal combo will still probably hammer a warrior pretty hard and put them in a bad position. YOU CAN HIT THEM IF THEY'RE FLYING THROUGH THE AIR. BUT AS SOON AS THEY STOP MOVING, YOU STOP SHOOTING/SWINGING.
Warriors first again, warriors are again fairly potent in defense, but they have the huge disadvantage of having a really hard time of helping to defend other people. They can defend themselves very well with access to defense and counterattack and windmill (Maybe they've even been ranking them up!), but windmill is really their only "help other dudes" option that doesn't result in them leaving themselves open to an enemy, and most of the time they'll have to reposition themselves. A way to get an enemy off of you is to run by a warrior and hope they get the picture and windmill it. However, other classes are much better at this sort've thing.
Archers, since they're at range, can pick off an enemy that's damaging another team member, and often will. Common courtesy when this happens is to immediately press the offense on that enemy again, and get aggro back,so the archer doesn't have to deal with two enemies, which they just can't do. They pulled it off of you as a favor, or to finish it off, not to offer to fight a second enemy.
Mages, a lot of the stuff said about archers applies to them, although they can deal with two people with icebolt chain cast. I would generally assume less assistance from a mage because again, casting takes time, and often by the time they're finished casting, the enemy has already attacked you. But it does happen. Mages are slightly better at dealing with two enemies at once, but I still wouldn't leave a mage to do it, as they can hold them off at best. Maybe if they're lucky they can finish off one and stun the other before they run out of ice bolts.
Fighters... uhhh.... yeah. Fighters defense consists of loading counterattack and running away when counterattack is in cooldown. They can't use a shield, so defense is useless in high end dungeons, and windmill, as covered before, has a comedically short range. Warriors are perhaps the worst at dealing with multi aggro, as their stun time for weapons is very short, and again, short range windmill. Warriors are terrible in multiaggro rooms, so archers and mages, kindly look out for them. Although typically any warrior (and any character period) will probably be carrying a weapon on hand for nasty situations like that, but still. Fighters, I suggest staying near mages/archers in multi aggro rooms and help keep monsters off them, so you've got a slightly better chance of getting a second monster on you pegged by the archer/mage/warrior, rather then get comboed and murdered by it. Or just pull out that weapon you should be carrying as backup. Ahem.
So yeah. Next time, uhhhhh.... either more specific dungeon information or aggro management. Probably aggro management.