anyone got a good action setting setup? not sure what to choose or do for that
There are dozens if not hundreds of viable builds, though the tools you have available depend on how far along you are and how slutty you are. In a virgin run you're not going to have a lot of human fluids so you'll have to make do with only the skills native to your current class and maybe one or two others, so think hard before you unlock anything to make sure they're things you can't do without. In a whore run, the way you're
probably playing, you can unlock every skill from every class and mix and match as you please.
First decision is whether you're going to be using primarily magic, meaning you want to be a mage or a ninja, or primarily brute force, meaning you want to be a warrior or swordsmaster. Knight and Adventurer can do either one, or even both, but if you try to mix and match you'll be less effective at both.
I think your first slot should usually be some sort of powerful healing, on a 'hp is less than x%' trigger. Saint Heal (from the knight) is usually the best if you're playing as a high-magic class since it applies your whole MATK to healing, non-magic builds should try to get as high of base HP as possible and then Refresh (from the warrior) since the amount that heals depends on your maximum. Generally you don't want to spend your limited action setting lines on removing status conditions from yourself, since you would need to put in a different instruction for every one of them. You can put in a line or two specifically to counter whatever boss is giving you trouble at the time (remembering that your build also needs to beat everything
before that boss), but in general you can ignore status effects until your hp drops below your healing trigger, and then Saint or Refresh will remove most of them as a free bonus.
Lots of people will tell you that your first or second shot should be dedicated to a 'if enemy charges, defend' because a charged attack does more than double damage and can end your whole run if you're not careful. Personally I don't bother, and just set my healing triggers high enough that unless something goes wrong my heath never goes low enough to get one-shotted.
Everything after that depends on what strategy you're using at the moment but there's a few good rules of thumb.
Figure out what a single good primary source of damage is going to be, and focus on that. A knight can get by (until the hundredth floor anyway) on tanking super hard and dealing little scratches with low ATK sword strikes, but generally you want to pick some skill or combo that does lots of damage, and then max out whatever it relies on. As a Swordsman you might just spam basic attacks, but with lots of stances buffing those and
huge ATK score. As a Ninja you might have minimal direct damage, but make sure that the enemy is continually poisoned and either burning or frozen. As a Mage you probably want to crank your MATK through the roof until ordinary enemies go down in a single spell and bosses don't last long enough to take advantage of your lack of defenses. Experiment with it, and every time you get a new skill try to think about a strategy that could be based around it. The fast speed and auto-battles mean you can test out a new build very quickly and see its strengths and flaws in actual combat without wasting much time or any resources.
Buffs and debuffs usually work better if the trigger condition is based on current status rather than timing, for example if I want to be Strong all the time for a 50% increase to my physical stats, it's better to say 'if self is not +defense, Strong' than to say something like 'Strong every 8 turns'. Buffs (and debuffs) stay on between fights, so if you program Vera to boost her stats on the first round of combat you're wasting time and mana in every fight, when she could have done 7/8 of those without it. Debuffs (poison, burn, freeze) are great when applied to the enemy, but the spells that produce them have lower base damage, so again you want to set triggers like 'if enemy is not on fire then Flare' instead of treating them like normal attacks.
Doing nothing is better than doing something you're bad at. A Mage for example should never actually hit something with their staff. Taking the Defend action reduces incoming damage by 80%, so when you "waste" a turn you force your enemy to also mostly waste it, and regeneration continues as normal so you'll probably get enough MP back for what you actually want to be doing. An ordinary attack with low physical stats on the other hand accomplishes nothing, and probably leaves you injured.
Vampiric regeneration is nice. Whether it's the Drain Touch spell or the Sun sword stance, you're not going to get nearly as many HP back as you would from a dedicated healing effect, but you can do it for cheap while also making progress toward defeating your enemy. Try not to rely on it for an emergency assist though, unless you're restricted to skills from one class and don't have any dedicated healing; treat it as a way to avoid getting low enough to need a real healing spell instead.
Skills that cost potions or oils are things you should try to avoid relying on, because you'll run out in a long dungeon crawl. They exist either as emergency measures (a mage using a mana potion after running entirely out of MP in a boss fight, or a swordsman whose HP went down too fast and too far for their normal methods to keep them alive), or if you're doing the Adventurer Only challenge run.
When selecting class and equipment, most of the time you want to pay more attention to things that are granted on levelup than to things that are simply added. The Reinforcement Team dungeon amenity means you're almost never going to be fighting at level 1, which means that a '+3 Def Growth' is worth anywhere from 30 to 90 points of defense depending on how far along you are, and thus much more valuable than the +40 def item you might hypothetically be replacing. By the same token, anything your current class has zero growth in is something that you will always be bad at, unless you wear gear specialized in making up for your weakness rather than enhancing your strengths. There's a few times you'll have to fight at level one, and you might want to re-equip appropriately right before those fights, but they're rare.
Oh, and remember that magical effects always hit, meaning that accuracy is worthless to mages, but it's important to physical attacks (whether the simple attack command, or skills that inflict physical damage).
If your build isn't working, like if you're relying on status effects against a boss who's constantly clearing them, or you messed up a trigger and caught yourself in a loop of uselessness, just hit the escape orb and reconfigure. It costs you nothing except increasing your dungeon exploration count, and that only matters if you're trying for achievements or the third ending, neither of which should be a concern on your first playthrough.