Mob class doesnt really work on 4d because for some strange reason, there is really no mob AI, hence the reason why every high level mob just encircles all the time.
I plan to phase in mob AI in stages:-
Stage 1
Mob class WILL give the mob access to the class' skills/spells. As builders, you can determine how often they use those skills based on their INT, and how many ranks they have in each skill/spell. Mob AI at this stage will be just combat related only.
Stage 2
You will be able to set individual ranks of each skill/spell to the mob to tailor your mob, and you can also assign skills/spells from other classes to your mob.
Stage 3
Conditional responses - If you set your mob at INT 25, the mob will be smart enough to understand which player is hitting it the hardest, and which one is annoying it the most. It might have the ability to throw certain players out of the room; it might cast silence on spellcasters; it might switch its attack to concentrate on one particular player first; etc.
Stage 4
By now, certain mobs will hopefully play almost like a player. If they have healing abilities, they will heal themselves if the player runs away, or they may decide to flee and run as far away as possible then heal themselves up. A thief mob may sneak into your room and backstab you, flee into the next room, set up a trap that snares you, then hides in the next room. Once you are trapped, the mob comes in and backstabs you and retreats and then fire arrows at you. Mobs may call other mobs for help and they group up to even the fight. In summary, stage 4 will look at what mobs do when they are out of combat.