I try to approach it with a healthy balance: I have Gerel use abilities that're related to her specific profession, but at the same time, occasionally diverge from what's established to give her a sense of individualism. It's good to keep the base of a class as the foundation, but I also feel you shouldn't let that act as a restriction. It's good to experiment a little.
Granted, I don't use the actual ability names often. Would be a little weird (if funny) if she just went around Bootshining everybody, or Demolishing them. But it's also important to note that a few abilities are named by the quest giver themselves as being known techniques of the specific guild/job mentor, so that's another thing to keep in mind.
Granted, I don't use the actual ability names often. Would be a little weird (if funny) if she just went around Bootshining everybody, or Demolishing them. But it's also important to note that a few abilities are named by the quest giver themselves as being known techniques of the specific guild/job mentor, so that's another thing to keep in mind.