I know Alex was saying that there could be tribes for each element, and I have thought hard about this. Each class would have different skills based on the tribe the character chooses. Certain ideas, such as the Fire (offense) magic user, and the Earth (defense) tank, and the Wind (speed) ranged user. We could decide which tribe we recommend for each class and make certain changes to make it so not everyone would pick that class, but it still would be a good idea to pick the tribe for that class.
That might have been really confusing. What I'm trying to say is we make the class-and-tribe combinations that seem obvious and make them really frustrating at lower levels, but totally ass-raping (pardon my French, Danny) at higher levels.
Example:
The Fire Wizard only starts out with one spell: Candle. Candle is the shittiest spell in the whole game. The idea of Candle is the wizard lights himself on fire to damage enemies when they attack physically. Each time the enemy attacks for the duration of the spell, a certain number of damage is reduced from the hit and done back to the enemy. No matter how much you upgrade the spell at later levels, it will still SUCK!!!!
Later in the game, at higher levels, the Fire Wizard can acquire such awesome spells such as Napalm and . . . I'm drawing a blank on names, but you see what I mean? The best tribe-and-class combinations suck epically at low levels and destroy at high levels! It totally works!