There are two levels to hotkey assignment: First, associated with the client, we have a level of “Skill 1: q. Skill 2: w. Skill 3: e”, etc. Secondly, associated with the character on the account, we have “Bash: Skill 1. Frenzy: Skill 2. Berzerk: Skill 3”, and so on. So if someone has their hotkeys set up the same way as punha does, and they play the barbarian, then they’ll use the same buttons for the same skills. If, however, Munch played the barbarian, and did not change the settings at all, then, for Munch, Battle Command would be some letter or another (I’m guessing probably “S”, but it would depend on your exact settings). But since Battle Command is still set to Skill 6, it would be back to F6 when punha played it again.
Note also that two people might use the same set of keys but with different mappings. For instance, I use F1-F8 for skills 1-8, and QWER ASDF for skills 9-16, and put most-used skills, like combat skills, on the letters, and less-used skills, like summons and Find Potion, on the function keys. So, when I’m playing the team paladin, Zeal is “W”, and Salvation is F4. But another person might have QWER ASDF for skills 1-8 and F1-F8 for skills 9-16. If that person played the paladin, then Zeal would be F2 and Salvation would be “R”.
Personally, I suspect that hotkeys on shared playing chars (as opposed to mules, that don’t matter) will always be a bit of a bone of contention. Each of us has our own preferred arrangement of hotkeys, so when the primary player is on a shared character, it’ll feel perfectly natural, but for other players, it won’t be. As an example, if I’m playing the barb, I would expect Find Potion to be on F5, but it would for me be (I think) “D”. So either I’m going to be confused, or punha is. I think that the best solution is if the person who plays the character the most (probably the person who made it) sets the hotkeys, and designs the character so that switching rarely if ever needs to be done “in the field”.
And the reason that punha is looking at Conviction for the next 40 char is to help in the eventual rush. Given that our current strongest sorceress is single-element, it would be really helpful to be able to break immunities. It might be worth researching, though, just exactly how much resistance the High Council has, and whether that’s breakable with a level 11 Conviction, since they seemed to be the fire immunes which caused the most trouble. Also Hell-level Dark Ones, though I would imagine that they’re lower than the Council.
Also, punha, if you’re going with medical skills, you’ll want a mixture of Holy Bolt and Prayer, which synergizes it. I don’t know what exact mix is optimal; check chippydip.