Wow, wasn't expecting to pull that one. When I looked, RO was winning by 9% or so. Great work, everyone. AP TIME!!!
The best damage right now comes from Fighter, Puppets, and Magic.
Among those, Fighter is the master of 1v1, Puppets can take down groups of enemies easily, and Magic is just wrong and can do anything you want it to.
While Fighter does great damage, it does that great damage to one thing. I'd much prefer at least some AoE capabilities. Puppets can cover that, I don't think we have a puppeteer main, and IIRC Haru has a lot of dex, so that'd be a good thing to go for IMO. Magic is also quite powerful but it does take a pretty significant investment of AP and money, and time to a lesser extent. Seriously, bolts are like 300, intermediates are like 400, and masteries are like 200 more each. Not to mention repairs and page costs (if you don't want to rely on us).
I'd also like to throw in Battle Alchemy and back melee up. With the rebalance, alchemy takes much less effort and can do pretty great damage with ranks and full HP/MP/SP bars. It also has good support skills too, like Sand Burst and Frozen Blast. Inventory space is also less of an issue because of free Inv+ and those bags.
Melee is still a nice choice because even if it's not as powerful or flashy as the others, it's easy to use and probably one of the most balanced. Keep at it, and maybe try a different weapon. It has the side benefit of having most of us know how to use it, so you can just ask us about stuff.
And Seriyu reminded me about lances. They ignore some prot and defense, have great damage values, and get a smash boost for being two-handed. Lance Charge is also pretty nice. The only issue lancing has is their total lack of defense; sooner or later, some mob will lag-teleport into your minimum range, forcing you to struggle for your life. They also lack AoE so you'll be kind of screwed in multiaggro.
Of course, this is just my opinion on things, and I'm far from being the greatest pro who ever lived.