I want to share my experience regarding chain classes and leather classes.
I played Leather last week
Scout/Rouge
Scout/Mage
Rouge/Priest
Rouge/Champion
Rouge/Warrior
Every rogue class except rogue/champion with katana and 2 daggers
It's like Moncef said it's very easy to do a lot of damage. Each of these classes has a good substain in trash. And the boss damage is good too.
#1 [R/W] even on the boss he was good
[R/P] - which was recently buffed a bit performs wonderfully a bit weaker than [R/W].
[R/CH] - very good in singletarget substain and burst (second class behind [R/WL] I would say. Trash is okay and has a great CC.
[R/B] - Good burst dmg slightly weaker than [R/CH] but stronger in trash substain (the speed of the group plays a decisive role here).
[S/R] - good trash substain and boss burst dmg was good for me. [R/CH] [R/W] [R/P] [R/B] others seemed a bit stronger to me overall. In summary, there is nothing wrong with the class.
[S/M] - Good substain and aoe fullburst. Okay dmg on the boss.
Okay for me.
My favourite was the [R/P] and the [R/CH]
I like the gameplay and the mechanics.
Now for chain classes
I like to play warriors almost exclusively in the ini.
In our inigroups Darkcore as an example are 2-3 scouts mostly and 1 Rouge 1-3 mpds of magecombinations like [P/S] [M/P] [M/R][M/S] [S/M] [M/WL] [M/W]<- (i will get hate for this but i think the substain is a bit too high) ps. it is not that expensive to build buff gear or the difference from 100k buffgear to 300k buffgear is not immensely high -> dmg should be higher than other mage dmg but not outreach everyone.
But let's leave that aside for now, as the topic is a different one.
In these group compositions I have some problems keeping up as a warrior, I have to push a lot and play aggressively, which doesn't rule out deaths. And even with alternating target I benefit almost 0 in the trash from bleeding with spear or katana because the mobs die in <2 seconds.
There are only 3 classes I can keep up with in our setups in 12-People Inis that is [W/S], [W/B] and [K/WL] (which I almost never play because I find it boring.
[W/Warden] is ok in trash in boss i got outdamged(overall below average)
[W/BARD] good burst trash dmg and good substain in singletarget and in fullburst boss i get caught up by the other dds (overall okay)
[W/S] the biggest advantage in our runs is the fast damage which is also comparatively high and the possibility to attack from a distance but playing the class with different weapons depending on the sitaution (spear,katana,1h,shield,2H sword) is annoying and I have to make a lot of effort to keep up.
The bleeding of the warrior, especially if you play with spear and have dealt with the scaling a bit, is strong yes, but there are not too many situations where you can make use of it, at least in our runs.
I don't think there is a need to reduce the bleeding.
Unless you design it in such a way that bleeding is completely omitted and instead buff the normal attacks of the warriors.
But 100% support the opinion of some players that bleeding should stop doing damage when the target is immune.
Warden
Warden is not that bad but way too slow in our parties in 12-People Inis. I think it can stay that way though as they are strong in not too fast parties and 6-People Inis except necro.
Champion
As a champion I can't keep up either overall in our 12-People Inis he's not bad but it's complicated and I have to work hard to get any damage at all. The best choice for champion is [CH/WRD] and [CH/R] which get weaker the faster the run is. [CH/P] could still be good, but it definitely has a singletarget problem with damage.
Buffs from Warlock
I would like to address another weak point.
As a melee fighter you get very little support from the WL in trash if he is not well trained. Only rarely a surge, soul seal, SA and wisper buff (normal trash no pulls) because the support is mostly given at the range dps. Maybe you should rethink the range of buffs.
_____________________________________________________________________________________________________
I would like it if rogues do more damage when they play properly with the katana than with 2 daggers (Offhand Murk)
"nerf Rogues offhand damage (Offhand Mastery) from 48,5% to 40%"-Blackkid
would be a good solution.
[W/S] and [W/B] are good as they are I would say.
Unfortunately, the other Physical Dps warriors are not really playable in our parties.