Basically, I wanted to develop an MMO which would revolve around the concept of advanced magic: literally everything would use it. Not just one or two things--literally all things would use magic. Everyone would be a mage to at least some extent. All weapons would be explicitly magical, or on some rare occasions, imbued with special anti-magic properties.
This makes people's choice of weapons a lot more personalized--because this setting? Not fantasy levels. More like, slightly-futuristic (but mostly modern) in technology, levels. As in, guns commonplace, levels of technology. And yet, because said guns are powered by magic (and magic is pretty universal in how it works), "older" weapons are still just as valid. So here are a few of the classes I came up with.
Staves: Basically, these people use a staff, imbued with various magical enchantments, up to and including a raw gemstone of pure magic. These would loosely be the "mage" class, in that they emphasize pure magic: they don't make constructs like bullets, or magical blades, or anything. They just discharge raw magic, in offense with mighty blasts or defense with a bubble shield.
It is theoretically possible to dual-wield staves, but doing so tends to exhaust magical reserves so quickly as to be impractical, because while staves have enchantments like other weapons and even gemstones of pure magic, the body can only channel so much of that at once.
Pistols: Designed like modern semi-auto repeaters for the most part, these people use guns imbued with various magical enchantments, usually one in each hand. These guns are able to shoot various different types of discharges: magically constructed bullets, magic blasts (thing like an energy ball), magic beams (think like a continuous shot, like a laser beam/phaser strike), magic streaks (think like a laser shot, intermittent rather than continuous), all are possible. They lack the range restriction of a real-life firearm, so can snipe from miles away. They lack the accuracy and strength problems, yet have the rate of fire to be pretty strong.
They can even be enchanted to have other functions, like casting a fireball or so (something usually requiring a gem). Or maybe they have specially-designed deflection magic imbued within, as to provide defense. The main disadvantage of pistols is that they are typically designed mostly for pure offense, and it requires special training and/or special equipment to have a style which doesn't involve gun-fu.
The standard gun user uses these. They can do things like shotgun bursts, sniping, basically are a versatile firearm.
Gunslingers: Users of revolvers tend to specialize in run-and-gun tactics. A revolver packs a larger punch than a pistol does, though is slightly slower on rate of fire. Accuracy tends to be higher, and attacks tend to be more "focused"--more deadly, more precise, more potent, more compact. Basically it's a style emphasizing power, rather than technique.
Duelists: Users of a more "primitive" pistol, they basically have a focus on a single focused blast. They're similar to staves in that regard, in that they take time to set up a single shot, focusing on a one-hit kill methodology. They have the highest accuracy (save snipers) and highest raw power of guns, and also the greatest defense; they typically tank blows while setting up their shot. Their rate of fire is the lowest, but their high technique means they deliver more than enough with each.
Snipers: Users of a rifle, they basically have a focus on accuracy above all else. They are, similar to duelists, focused on quick killing blows, the difference being snipers do so silently: they focus on stealth, on being unseen. They set up their shot by moving around until they have the perfect view, and then dish out their blows. While they have a low rate of fire, they have the greatest technique of guns and also high power. The drawback is that they must be stationary, yet unlike duelists, they can't tank blows. Additionally, as rifles are two-handed weapons, they are putting a lot of faith in a single tool, similar to staves.
Blasters: Users of a short-range hand-cannon of sorts, most commonly a shotgun but not necessarily so. These use short-ranged, short-lived bursts to blast opponents back. Flamethrowers are also a type of blaster. They can be rapid-fire, but tend to more commonly be semi-automatic as to allow for quicker recharge. They're somewhere between duelists and gunslingers, in that they specialize in destroying crowds and destroying environmental obstacles, basically bulldozing through an area. They can be dual-wielded, but doing so greatly reduces accuracy and their main appeal, strength.
Burst-fires: Users of automatic rifles, machine guns. These are a bit of a specialty class, because you can be a machine gunner using just pistols, but burst-fires are those who do so 100% of the time. They have low accuracy and low power, but their rate of fire is basically "continuous", allowing them to pelt enemies nonstop. The reason this can be useful is that typically, other classes using continuous fire do so without imbuing in their attacks anything; the continuous rapid fire is itself the imbued attack. Burst-fires can imbue within their attacks with a much greater ease extras like, say, exploding bullets; penetrating bullets.
They can be dual-wielded, but doing so reduces their already-abysmal accuracy, reduces their already-low power, and worst of all makes it very difficult for them to use those extra techniques, so all in all it's not very recommended, though is theoretically possible.
Arbalesters: Users of crossbows. Magical arrows tend to be more potent than bullets, thanks to the increased mass. Unlike in the real world, these bolts can be shot with the same velocity as a bullet, so increased mass + same velocity = arrows actually deal more damage. They are also far easier to imbue with magic than any type of gun. Crossbows can be enchanted, and bolts from the crossbow can be enchanted, and that allows for triple-enchantments. (Guns which can take ammo have this capacity, but while most guns have this feature, few mages tend to carry ammo, instead using magic because they'd run out of ammo too quickly. Bolts, unlike gun ammo, can be magically summoned/created on the field with those enchantments.)
They can have rapid-fire enchantments as well, though this tends to sacrifice some of their (still considerable) power. It is theoretically possible with auto-reload crossbows to dual-wield them (think arm-mounted crossbows, a trope you see every once and a while), but this usually sacrifices even more of the crossbow's power.
The drawback of crossbows is that those requiring reloads tend to take a fair amount of time, they take more time to aim than a gun does, they are more bulky than most guns are (only two-handed guns like snipers/blasters/burst-fires are more cumbersome), and they have virtually zero defensive ability; it is ridiculously difficult to have a crossbow both have offense and defense involved.
Archers: Users of various types of bows. Magical arrows are even more potent than magical bolts are, disproportionately so in fact. In fact, of all possible types of magic, they are hands-down the most potent in terms of raw damage potential. They can do the most with their magic, too, being even easier to imbue with magic than a crossbow is, and allowing the same triple-enchantment process.
The drawback is the low rate of fire, since while archers can magically do things like summon multi-shot (multiple arrows shot at the same time) and summon rapid-fire shots (arrows shot one after another), similar to arbalesters, these bursts of arrows still have long reload times. They don't have range restrictions (which makes them still viable), but they have no way to instantly reload after a shot, not even using magic. They also cannot be dual-wielded, because they require that manual reload.
They're probably the second-most-common ranged-type class behind pistol-users though, because of their ease of use, ease of power, all the various advantages they provide, and their relative lack of drawbacks. They can use defensive magic on the bow, for instance, something arbalesters can't do. (In a pinch, their bow can make a makeshift melee weapon in of itself, as can their arrows.)
Swordsmen: Users of various different magical swords. It might seem like with all of these magical ranged weapons it's not viable to use swords. Not so, because magic can be countered with magic, and swords are even better than arrows are (and arrows are the absolute best ranged weapon for doing so) in their ability to be imbued with magic.
Swordsman can easily move fast enough to cut through hail of magical fire directed their way, for instance. Even if the user themselves doesn't have the magical speed necessary, enchantments are around which can allow for a sword to, say, magically act as a magnet for bullets (meaning the bullets literally get pulled off-course in order to hit and be nullified by the sword), or for the sword to magically seek out the bullets.
That, not even going into how effective armor can be (armor can stop most magic), or how about half of swordsmen carry a physical shield which stops all magic dead in its tracks. (The other half tend to either dual-wield swords or use a single lighter sword which places emphasis on speed.)
Plus, it's not like swordsmen are limited to melee attacks only. Throwing magical duplicates of your sword, for instance, is readily-available and easily-taught magic, and one of their most common techniques. Failing that, throwing the actual sword, just with a return-to-user's-hand-after-throwing type of magic imbued is certainly possible.
Basically, swordsmen are some of the best at pure offense once they can actually attack, and are ridiculously good at shooting down the offense of ranged weaponry, which is why spellswords are so common--the most common class of all in fact.
Throwers: Basically users of various throwing weapons. Throwing knives, shuriken, the like. Note that they don't necessarily need to actually use their arms to throw it. A person who summons a hundred knives to surround them is probably a thrower, and they can launch those knives using a magical link to their mind, though obviously they get extra power from throwing them by hand.
Note that there's no real range restriction on throwing weapons, so they make a nice hybrid between the melee swordsmen and a ranged class: their various throwing tools can deflect basically anything incoming, and because they can be imbued with a lot of various magical stuff, they can be quite deadly when launched one after another after another.
It's a class with a lot of upsides and not many downsides. The main downside? It requires a lot of technical skill to use. Basically, a good thrower can pwn any class a good 90% of the time--but 99% of throwers aren't good throwers. (Whereas most other classes, you get more typical even splits. Let's say 50%.) It takes a lot of control, a lot of precise timing, a lot of coordination to pull off.
Magic can help with the coordination and timing to some extent, but at the end of the day, a thrower still needs to actually know what they are doing in order to leave no openings in their defense and to actually pierce through the defenses of their opponent. (For instance, most throwers make the mistake of not covering their back--to be fair, this is something most classes don't do, but most classes have built-in defenses on their backs; throwers...don't.)
A secondary downside of throwers is that while magic can do much, it can't overcome some basic laws. Namely, the size/power of a thrown object. If a thrower is using lots of smaller weapons (say, 200 throwing stars), then those objects are going to be easier to pierce through than if they were larger weapons. If a thrower is using larger weapons (say, a thrower stupid enough to use actual swords), then they can't control nearly the same amount--there's just no room for them to do so, meaning they leave more gaps in their defense.
Basically, a thrower who uses lots of smaller weapons might have a tighter defense, but the defense is easier to overcome; a thrower using a few larger weapons might have a defense which can't be overcome, but the defense has holes in it which can be found and used. Similarly, a thrower who uses lots of smaller weapons might have a more overwhelming offense, but that offense might have trouble puncturing through a person's defense; a thrower using a few larger weapons might be able to pierce through a person's defense, but lacks the coverage to guarantee a strike lands.
Hybrids: It is fully possible, and actually quite common, to have a style which hybridizes other classes. Sometimes, this is "start with one, switch to another, switch back when necessary". But sometimes, they can coexist. For instance? A pistol in one hand, a sword in another is probably the third-most common class combo overall.
Miscellaneous/Special: Users of all the myriad of other possible weapons one could use in the art of war, things which aren't common weapons but are still viable. (For instance, a whip user would fall under this category.) Obviously, those can't be generalized, but the system would allow for their existence.
Soyeah. That's the MMO I developed.
I didn't name it, because there's no name I could think of which would encompass all of that which isn't already a real name used for an MMO, but I do like the idea.