I found this guide sometime ago on the EQ2 website that I think nicely describes the type of character best suited to a person's personality. I think the general idea applies to EQ also.
The link is at
http://eq2players.station.sony.com/e...lassId=99&id=8
However, the link no longer works. They must have taken the page down.
This is the text of that page:
Choosing your Class
By: Elliot Feldman
What Is A Character Class?
A character class, (also known as a character proffesion) determines how a player-character interacts with other player-characters and NPCs, as well as with the game environment. In other words, your class determines a player type or role within the game. The EverQuest II class system is broken up into four adventuring archetypes (or character roles). Under each of these four archetypes are several classes. When a player creates a new character, they will choose one of the following classes.
(These are the classes for EQ2, not EQ)
Fighters:
Paladin, Shadowknight, Berserker, Guardian, Bruiser, Monk.
Scout:
Swashbuckler, Brigand, Dirge, Troubador, Ranger, Assassin
Mage:
Wizard, Warlock, Illusionist, Coercer, Necromancer, Conjuror
Priest:
Templar, Inquisitor, Warden, Fury, Mystic, Defiler
These four are inter-connected roles. The ARTISAN archetype is a fifth character role, listed separately only because they are part of an individual experience pool. Unlike EverQuest, any race can play any class.
Now, before you choose your class, take a moment to consider what type of player you are. Do you like to be the one in the center of a raging battle, taunting monster to attack you while protecting your group members? Or do prefer stay in the shadows, striking only when the perfect opportunity arises and then slip away undetected? Perhaps healing your friends and casting beneficial spells to help turn the tide of a fight is more your style. There are several roles one can fulfill in EverQuest II, if you?re not sure which one you would like to play consider what type of player you may be.
Types Of Players
Before there was EverQuest II, there were MUDs, or multiplayer text-based adventure games on the Internet. The designers of these games soon realized that players usually fit into certain psychological profiles. Players were boiled down to four types that most players could comfortably occupy: SOCIALIZER, EXPLORER, HUNTER, and ACHIEVER.
Many of today's game designers still use these player types (or archetypes) as key criteria in designing graphically rich MMORPGs like EverQuest II. Of course, there are elements of all four psychological types in each player. It's all a question of degree.
ACHIEVERS regard attaining higher play-levels and acquiring more wealth and skills the most important part of game-play. The other three types play a part in this character's modus operandi. For example, exploration skills are needed when seeking treasure, socialization skills are needed when seeking information on game advancement, and killing skills are needed to remove all obstacles standing in the way of your success.
EXPLORERS value the accumulation of knowledge more than anything. Achiever skills enable them to reach higher game levels where there's even more knowledge to be acquired. Socialization allows them to acquire more knowledge from other players. Killing skills may be fun in the short term, but can create obstacles in the acquisition of knowledge.
HUNTERS enjoy the thrill of the hunt more than anything else. Social skills allow you to acquire a band of allies to help you. Exploring new territory allows you to set traps. Leveling is valuable because it gives you more power to do more damage to your foes
SOCIALIZERS value getting to know other players and forming an interactive community. Leveling allows you to meet more players. Exploration gains you more knowledge, enabling you to engage in deeper discussions with others. Killing is something you almost never do, unless exacting revenge for a friend.
These psychological types are represented in EverQuest II's four adventuring archetypes. FIGHTERS are HUNTERS; SCOUTS are ACHIEVERS; PRIESTS are SOCIALIZERS; and MAGES are EXPLORERS.
These are only suggestive roles, of course. A player can create a paladin who loves to socialize and tell stories as much as he like to hunt or a warden who loves nothing more than to explore exotic and hard to get to lands. The choice in what class you choose and how you play that class is ultimately up to you. Matching your character to your preferred play style is the best way to get the most enjoyment out of the character you play.