Originally Posted by
hit_fido
Barbarian first, Fighter second. By far the two most punishing classes to solo, probably to pug as well, both with 2 rogue splash so you can handle traps in quests solo much easier. 10 hit points help every life, and +1 tactics dc will help all of your monk and monk splashed melee lives.
Monk next, because you'll learn to play monk and because you'll probably want to monk splash your remaining melee lives. +1 damage is a modest boost for those lives as well.
Rogue (if you liked monk style then multiclass into monk) next, because IMO you'll want to continue to do a rogue splash for most remaining lives, and +2 trap saves is another modest but nice boost for solo play.
Then Wizard with 2 rogue splash, so you can (solo) farm your Torc, Bauble, and unsuppress your vibrant purple that you'll want to have handy for all the remaining classes with blue bars. Of course the +2 spell pen as well.
Ranger and Paladin in whatever order, if you liked monk style then multiclass heavy into monk, you'll probably still want 1/2 rogue splash here too.
Favored Soul to get you +1 more spell pen for your remaining caster focused lives
Cleric, Sorcerer, Druid in whatever order - don't think it makes a big difference.
Artificer - waited til now to take most advantage of many past lives: monk/ranger damage, sorcerer +1 evocation for your blade barriers/sprays/detonations, extra spell points from fvs/sorc, buffed pet from druid past life, etc etc
Bard last, with some rogue splash - most past lives leading up to this all help in small ways, while the bard (passive) past life itself does essentially nothing for any other class. By now you've learned all quests very well and while many feel bard is weak, you'll have the benefit of extensive metagaming knowledge to ease this last life.