Sorry if this is in game atm, i am not high enough level to see...
I was thinking earlier how i would do a mission that can incorperate all of the classes in a practical, enjoyable way. This came from my personal experience with missions and a thread about it as well.
Basically, i would see it as a persistant mission. Occuring say, every 1-2 hours or so (time can be shifted of course).
It would start out with the aggressive nation (i forget the name) invading a major city (or a city created specifically for this mission). The mission would start out with a "call to arms".
The player would then be given a choice on how they wish to contribute (basically saying which class they wish to play, this would be locked in stone for the encounter they signed up for but can be changed for any future encounters).
The first part of the mission would be of supply and fortification. DoL classes would go out and gather specific materials (fish for feeding the troops, ore and lumber for the doh classes to build supplies for the defenders). Obviously the materials would be special in some way to be engaging to the classes. While they are out gathering they would be randomly attacked by spies, scouts and raiders from the invading army. The dow/dom classes would be in charge of escorting them and protecting them. The quality of items gathered will directly impact the quality of items produced by them.
Meanwhile the stockpile of supplies would be building as they are being collected by the dol. In town, the doh classes would create useable items for the defence from that. Cooks would prepare rations, carpenters would create baracades, armorsmiths ... well armor, etc. All of these items would be specific to the mission at hand and give a good bonus to the encounter. Not having enough of these would create an uphill battle for the town as well (these items would provide + dmg and defence to the attackers as well as providing a dmg reduction to a specific attack only done by the invaders that no other armor can mitigate). Quality of the items produced by the doh classes will have an impact on the bonuses given to the dow/dom wearers.
Once the invasion starts, individual dow/dom classes would be assigned roles specific to their abilities. Archers, Conj and Thaum would man the walls, raining attacks on the invading force (there will be a set number of invaders, so this phase will help to mitigate the pressure felt later, however no leaders will be able to be kill here). Once the gates have been broken (and i think it would be on a timer, say hold the gate for 5 mins to complete the intial wave or whatever) then the gladiators and pugilists would attempt to hold the line. With backup from the other dow classes (but i see these two being the main force at holding the line).
Meanwhile, supplies will be running low and dol classes will need to venture out and gather more for the seige effort. Escorts will be carried out by lnc, mar. Same scenario applies here, the dol classes will be subject to ambushes.
During this phase, repairs will be needed as well. Baracades will fall, armor / weapons will break. Stations will be made for armor / weapon repairs (i envision the gear specific for this encounter to have a higher then normal durability loss, such that at least once your gear will break and you will be left defenseless unless you repair since you will not be able to swap in new gear). Healers will also have aid stations with which to treat the wounded as well as having a field medic type role. Key NPC's will be present (as well as normal npc's to fill in PC numbers) and will be critically wounded and require healing at these aid stations. Failure to save these NPC's lives will result in another up hill battle as they will be key to defeating the leaders of the invaders. Alchemists will play a key role, say in devising antidotes to poisons inflicted on these NPC's.
The invasion will be fended off after a specific time period, say 30 min to 1 hour total time. If the invading army is not able to press into a specific location (say the town hall or a keep) then the defenders win. Another condition for winning is reducing the invaders force to 0, but this will be an unlikely outcome (numbers need to be tweaked here to maintain this of course).
Location control will be a combination of a "king of the hill" type control and a function of the quality of the structures. For example, if 20 invaders are in the town square, a progress bar will begin to tick down. Each invader in the area is worth a certain value. Leaders are worth more. Destroying baracades or building increase the rate at which they can gain control. Repairs can be made to these structures by doh and the invaders can be defeated by dow/dom. Baracades btw, will be physical obstructions at key choke points.
If the invaders win, the mission is a failure and can be retried after a certain time frame. To get around lack of PC's NPC's will fill in the gaps, but be replaced by PC's as the join (players can join at any point in the battle, for partial credit to the mission). Basically, a set number of characters (both npc and pc) can be in the battle at any given time. Say, for example, 10 of every class. If there are 5 blacksmiths PC's in teh seige, 5 NPCs will fill in the gaps. As a baseline, if there are 0 PC's participating (that is to say, 100% of the characters in the battle are NPC's) there is a 75% chance the town will fall (again, can be balanced if needed). This is motivation for the PC's to participate since the event is not an auto win by being carried by the NPC's.
Wow, wall of text. Anyway, it was just an idea i had on a mission that would be fun to do as any class.