So...to recap, the banned classes so far are...
1. Calculator
2. Summoner
3. Wizard
4. Chemist
5. Squire
6. Ninja
7. Time Mage
8. Samurai
9. Lancer
10. Priest
So what do things look like now?
One thing I want to talk a little about is unique roles. Monk is now the only class with revival left; does that mean they'll be centralizing; that everyone will need to have Punch Art secondary? Well...not necessarily, in the same way that Haste from Time Mage wasn't centralizing even though every party wants it; you don't need it on every character. Similarly, Monk is some of the only healing--is this centralizing? Well...no, because it's mostly self-healing due to 0 vertical tolerance and range 1 on a 3-move class; and as far as self-healing goes it needs to compete with Life Drain from Oracle. As far as healing others...Bard makes a decent claim at being better than Monk with Life Song (and Life Song is really not that good). Ice healing setups also provide some competition, although also not very good competition.
Earlygame: Knight and Archer are pretty top tier here. I guess Thief has the best skillset with Steal Heart?
Midgame: With all the other strong midgame options gone, Geomancer starts standing out from the crowd for Elemental with Chapter 2 mage equips. The only decent competition for that is like...Mediator with Charge+3, which deals slightly more damage (54) at a decent range bonus, but never statuses and never hits AoE. Oracle is gamebreaking in a small number of situations (Silence Song against mages; Life Drain against Queklain) and stick damage is now the gamebest damage. You can get Move+2 if you don't care about having a skillset, but ehh....
Lategame: I've already written about Monk reaching 140ish Earth Slash damage with Attack Up and PA boosting. What I didn't do a good job of exploring was optimized gun setups. Mithral Gun + Attack Up + Charge+4 = 128 damage. Oracles are good, and still crush a few specific battles, but aren't dominant; their physical damage slips. Dancers are...good, I'm not quite sure how good probably similar to Oracles in that they status one, maybe two people per turn? Move+2 is cool, but a lot of the best setups don't really need it--like guns and dancers.
Endgame: You know, the more I think about it, elemental guns are ridiculous. Not the best damage or anything, but close enough. Combine with Equip Shield elemental shields for the best healing. And Mediators have other selling points here, like they can invite Hydras and breed Tiamats. That's going to be better than most of the human setups with the remaining legal classes. (There's a slim possibility for something like Cockatrice in Chapter 3, too).
Yeah, so...guns. They keep pace with Earth Slash, except their range is way, way, more practical. And Mediators can do other stuff too.
1. Calculator
2. Summoner
3. Wizard
4. Chemist
5. Squire
6. Ninja
7. Time Mage
8. Samurai
9. Lancer
10. Priest
11. Mediator
_____________________________
Now what?
Earlygame still favours classes that become irrelevant fast so can't really centralize anything. Well...except maybe Archer. With guns gone we should probably actually take bows seriously.
Earlygame: bows are range. It's like a 4 WP bow, so like...24 damage, or 36 with a charge.
Midgame: 6 WP bow, and a bit of boosting equipment, so 42 damage, or 60 with a charge.
Lategame: 8 WP bow, and a bunch of boosting equipment, so 72 damage, or 96 with a charge.
Endgame: 10 WP bow, and about the same amount of boosting equipment, but higher stats, so 110 damage, or 140 with a charge. There's also the super-Crossbow, that's like...150 damage, 180 with a charge.
Granted, these don't use Attack Up like I did for guns, which would be a 33% bonus, but Archers probably want Concentrate anyway, what with longbows having extra accuracy penalties.
And...yeah, honestly, I'll take Earth Slash. Especially with bows not fixing Earth Slashes big weakness (can't reach enemies above you).
Anyway...Midgame is looking more and more dominant for Elemental Geomancer because Chapter 2 mage equips are just that good, but like Knight from earlygame it...just doesn't go anywhere. Oracle is still gamebest midgame damage, of course.
Lategame the strong classes are Oracle, Dancer, Monk.
Endgame is...probably dominated by Oracle, who turns into Batman. Excalibur Knight with Yin Yang, and boosted Brave/Faith sounds like the easy single best unit. No other class makes particularly good use of Excalibur Knight (Monk hates the loss of PA and loss of Attack Up. Dancer doesn't care about the speed bonus, but might hop into Knight just for the HP).
It's looking like Oracle, but let's pause and talk about some R/S/M, first. Move+2 is still completely rocking face. There aren't a lot of situations where you wouldn't use it. Dancer doesn't really need it, but also gets most of the way there just from unlocking Dancer so probably gets it anyway. They might also consider Fly, though, as it can break some fights to fly where the enemies can't reach and dance. Oracle might get Move-MP-Up instead--it's cheaper for them--but they're certainly the only setup that gives a damn about MP healing. Move+3 exists, and might go into some endgame setups because 6300 JP is a lot to play with (it's only like...2000 JP to unlock and grab Move+3).
Support abilities: Attack Up is starting to get pretty centralizing, although it does have competition from Concentrate for non-Monk builds. But...there's also Defense Up as similarly very good, and if you have an Oracle on the team (which you should) then everyone gets Defense Up automatically. Hm, that's probably fine for now.
Reaction abilities...Arrow Guard and Counter Flood are two that catch my eye now as actually quite good because they give the middle finger to enemy Archers. Hammedo is the highest quality reaction, but a huge investment; not before endgame and not through spillover. HP Restore is solid.
Hm, the only really centralizing one of these is Move+2.
I should also mention Monks: they've generally got game-best damage...even long-range their damage is noteworthy. High damage is something you really want to take out bosses...but I mean, Oracles with Life Drain are still in-play so high damage is not yet the prioirty. (And Oracle is pretty scary for damage, too). Long range is good against standard enemies, but so is status (and long range + status is Dancer...).
Okay, so...let's narrow this down a little; what are the long-term setups that might be targetted?
Oracle Knight w/ Excalibur
Yin Yang Magic
Hammedo/whatever
Defence Up (makes more sense if you're planning to YYM more than attack)
Move-MP Up/Move+2 (I think MP probably wins here, because Haste means you can keep up with movement, and you can always Pray Faith yourself when out of range, and Knight is not a super-high MP class--in fact you might even consider Reflect Mail which gives you major MP woes.
Defencive Dancer
Defence Up
Move HP-Up
P-Bag
etc
(Could be a variety of classes; Monk for Revive, Oracle for the ability to whip out damage via sticks and Life Drain, Knight or Geomancer for equipment--notably the more HP you have the better regen and Move HP-Up become so Knight and Geo are quite solid here).
Monk
Yin Yang Magic
Hammedo/whatever
Attack Up
Move+2
You know, Yin Yang Magic is considered one of Monks' best secondary options under normal circumstances. It's really the obvious secondary here. I mean, what are the other options? Elemental? Steal Heart? I mean, barring like...Equip Armor P-Bag Dance Monk, which is a totally different style of setup.
There is one other decent option, though:
Monk
Sing
(reaction, Attack Up, Move+2)
Notably, Battle Song is pretty good on a team with a bunch of Monks. The big downside, of course, is that just the act of unlocking Bard provides a lot of bad PA growth.
Another setup:
Mime
In...a format where Dance and Sing aren't jokes, where the best movement ability is Move+2, where there aren't any great reaction abilities that you'd be missing out on, Mime is...worth a look. They tend to be solid with Monk abilities too. Still have the worst HP in the game, the worst movement (when everyone else has Move+2), no reaction ability, and a lower PA mult than Monk before we consider equipment.
So...hmm, I don't have any major conclusions from the above analysis, other than Move+2 doesn't seem opressively centralizing, when YYM and Dance both go for something else, and it's wasted on a Mime. Hmm...what's the best mook-clearing? I'm...inclined to say Dance right now; Punch Art just gets thwarted by some maps, YYM is really good, but doesn't have the same range and range can just break some fights. What's the best boss smashing? Life Drain. Not especially close.
The one weird thing is how much the metagame is generally tipped towards physical, which means Dance is in some ways going to be an atypical setup, because it means female, and Yin-Yang is in some ways going to be an atypical setup, because it means high faith.
That said, towards the lategame/endgame, every unit that doesn't have terrible faith should know Life Drain; it's an inexpensive 350 JP--no reason not to get it with everyone--and it crushes some fights that...none of the remaining classes handle particularly well (like Dyceamelk, which nobody else can really reach on his high platform). And in general, no matter what your class, a dip into Yin Yang for something cheap like Paralyze or Silence Song will up your versatility a lot. What secondaries pre Dance-Sing would you take over this? Punch Art is ok, but Punch Art costs a lot of JP, and if you're sinking a lot of JP into PA, why aren't you a dedicated Monk? (I guess there's an argument for Punch Art Archer because of bows). Elemental is ok, but the damage is poor outside of Geo, so it's mostly status, where YYM will do better. Steal Heart is worse than YYM due to being singletarget, and having poor accuracy.
So...it seems like there's a bit of a Phoenix-Down-lite scenario here, where everyone, regardless of tech path, probably has YYM secondary for a lot of the game, because it's cheap and effective regardless of stats. That sounds OP! Note that this hasn't been an issue until recently, what with Talk Skill providing an alternative (and a tempting alternative at that--one where you can run like...20 faith which is more attractive to the generally physical metagame).
1. Calculator
2. Summoner
3. Wizard
4. Chemist
5. Squire
6. Ninja
7. Time Mage
8. Samurai
9. Lancer
10. Priest
11. Mediator
12. Oracle
_____________________________
So...support abilities; Attack Up is becoming kind-of a big deal. Well...it's a big deal for Monk, anyway. Other classes would probably settle for Concentrate. Dancer naturally gravitates to Equip Armor given Defence Up is off the table.
In the absense of Oracle, the boss-smash role now falls on Monk. Or...Geomancer is also solid for the run-up-and-smash. Or, specifically for zodiacs and not human bosses, Speed Break Archers might be worth a look. Particularly against all the bosses where bows have much more range than Punch Art (Zalera, Altima). That...yeah, sounds more effective than killing Zalera with bow damage; 10 hits to kill either way, but you start doubleturning before he's speed-dead. On the other hand, he has support, so dropping his HP to 0 means his support can't hit you anymore so...ehhh. Probably worth-it against Altima, though. Adramelk...hmm...actually screw speed break against him: block petrify and Magic Break him twice. That I'm pretty sure is more effective than a damage blitz. Hashmallum...if you can catch him charging, Monk damage will be fantastic, but Monks can't wear Thief Hats so that's actually non-trivial if he doesn't pull out Meteor. Decent Magic Break candidate, though: Magic Break + Black Costume; now he's got like...only Slow and physical attacks.
Even against someone like Rofel, who is more of the "get lots of damage and win"...there's now a good argument for Weapon Break Rofel, and Dance to nuke his support.
Wow, suddenly Knight is relevant and...while not quite centralizing (it's just a good alternative) it does make a class seem non-centralizing. How the hell did that happen?
Well boss smashing has a bit of a meta to it, what about mook-smashing? Dancer. Seriously, Dancer. Holy crap nothing is close to Dancer mook-smash right now.
1. Calculator
2. Summoner
3. Wizard
4. Chemist
5. Squire
6. Ninja
7. Time Mage
8. Samurai
9. Lancer
10. Priest
11. Mediator
12. Oracle
13. Dancer
_____________________________
So...Dancer going suddenly breaks things in several ways--like everyone wants Move+2, there aren't really any setups now that care about Move-HP-Up. But the big one to me is that...Punch Art is basically the only skillset. Yes, other skillsets are passable, maybe even have strong niche moments like Elemental in Chapter 2 or Battle Skill against bosses. But Punch Art is pretty much it for general purpose bring this into any fight skills. I guess Sing is kinda cool too, but the main reason to use Sing is excellent PA buffs for Punch Art.
1. Calculator
2. Summoner
3. Wizard
4. Chemist
5. Squire
6. Ninja
7. Time Mage
8. Samurai
9. Lancer
10. Priest
11. Mediator
12. Oracle
13. Dancer
14. Monk
_____________________________
With Monk gone, suddenly I need damage numbers for Elemental, because this might become very relevant.
Midgame: 6ish PA, 5ish MA, use +2 PA, +3 MA equips. 40 damage
Lategame: 7ish PA, 5ish MA, use +3 PA, +3 MA equips. 48 damage
Endgame: 10ish PA, 7ish MA, use uhh...+2 PA, +7 MA equips. 98 damage
So...consistently less than uncharged longbow shots with Concentrate from a character wearing high-HP speed boosting gear instead of like...Wizard Robe Twist Headband in Chapter 4. Not that Archer is completely dominant here--Elemental can status and multitarget, and geos get a damn good melee attack. Geo melees don't completely leave other classes in the dust, though--Knight is...worse, overall, but better at some points in the game like Chapter 1 and...actually I'm not sure about Chapter 4; they're competitive in Chapter 4 anyway. Actually, they're competitive in Chapter 2, too--not enough PA boosting for Geos to really get an advantage.
Skillsets...Elemental, Charge, Sing, and Battle Skill all have serious applications, with...I guess Sing being the strongest? A Cheer Song Archer Squad certainly sounds nasty.
Supports...with Monk gone, Attack Up vs Concentrate feels less one-sided, because no one set exclusively favours one or the other; might switch depending on the fight.
Reaction abilities...Arrow Guard and Counter Flood; they're both good.
Movement: Move+2. Such a big deal when your only available classes are like...Knight and Geomancer. Dominant in the midgame and lategame, with Move+3 providing some competition in the endgame. It's not like you're missing out on skills by bee-lining to Move+2 either; most Knight/Archer/Geo skills are fairly inexpensive; the only thing you might miss out on is bee-lineing to Bard.
Anything else Thief does? Hmm...well...Poach is fairly useless for these classes due to the lack of Invitation, but you can and probably do attempt to steal Meliadoul's Chantage (one female is not a big reduction of damage early on, especially when longbows and elemental are often going to be the damage of choice). And...for all that on paper Steal is the least standout of these skillsets, Steal Heart is probably going to spend quite a bit of time in the secondary slot. It adds more variety to Archers than Elemental, and except in a small number of fights it outclasses Battle Skill on Archer. On Geomancers, in the fights before their physical becomes good, it fits their game-plan better than Charge. No reason not to learn it, either; it doesn't cost a lot of JP.
1. Calculator
2. Summoner
3. Wizard
4. Chemist
5. Squire
6. Ninja
7. Time Mage
8. Samurai
9. Lancer
10. Priest
11. Mediator
12. Oracle
13. Dancer
14. Monk
15. Thief
_____________________________
So, what now?
Earlygame: Knight and Archer fill different roles.
Midgame: Archer and Geomancer both have powerful ranged attacks. Melee attacks kind-of suck (dealing not much more than the ranged attacks). Concentrate is gettable; Attack Up is...just out of reach JP-wise (and that's even assuming you hop into Geo and don't learn a single elemental).
Lategame: Archer damage continues to improve; Geomancer range stays stagnant, but melee spikes way up to like...110 before Attack Up, 140 after Attack Up. Hm, right, swords are still kinda bad. Bows don't match that on their own, but bow+Charge ends up in a similar ballpark. (To be fair, Geos can use charge too). The first Ice Healing comes online, with Ice Bow into Ice Shield. At the same time, Bard: it's a thing. Cheer Song is...really good at this point in the game, actually (more or less speed+1 to entire party as it goes off twice a turn, which...you'll gain back the turn you spent on it fairly quickly, and that's assuming you could have spent that turn on something more productive). As an added bonus, speed-based weapons are kind-of awesome right now. Harp Bard deals like...78 damage (parasitic). Harp Bard with Charge+4 deals like...130 damage (parasitic). BattleSkill Archer is kicking around somewhere, while the game obliges by providing zero fights where Battle Skill is worth using.
Endgame: Ice Healing goes into overdrive, with both Knight and Geo having high damage ice physicals, and nearly every class having access to shields (Bard only with Equip Shield, Mime...lol Mime). Harp Bard damage doesn't change at all--still 78, and Charge+4 to 130 or so; you could mix in Attack Up I guess. Geo physicals are oh...210 with Rune Blade before Attack Up and assuming Thief Hat. (238 with Twist Headband instead of Thief). Black Robe Ice Brand Knights are 221 (plus randocast Ice 2 damage) but they don't get Thief Hat. Alternatively, Excalibur deals 210; 231 with a bit of brave boosting. All of these numbers are without Attack Up.
Ice Healing, if it's the path of choice, has some interesting consequences. Like...it increases the value of Concentrate to avoid dodging the healing. It also makes Arrow Guard the obvious choice over Counter Flood, because it doesn't stop Ice Healing (and because Elemental only deals non-garbage damage if you're using Rune Blade Ageis Shield). It also raises the value of Sing--partially because Sing takes away your dodge, but also because if you can keep a party alive while Singing Cheer Song for five turns, then you just...win.
And then there's Move+3. It's...well, it's gone from "usually not worth it--you can get something almost as good" to pretty much the only movement ability. (Well...no, Jump+1 is worth using, it's just...Archer has better skills so you won't usually get it until mid-lategame). I can't really picture a credible endgame setup that doesn't benefit a lot from Move+3. Bard stat growth be damned; we're talking about +3 movement for classes that care a lot about positioning. The counterargument would be the "calc effect"--that you need to be temporarily weak to grind for it, which well...I haven't put a lot of thought into how unlocking Bard works now (propositions? Can you use the class only until you've completed the JP requirements and not in difficult fights?) but Bard itself is fine--look at Charge Harp in lategame--it has a legitimate claim at being the best setup.
Wow, we seem to be careening towards Bard being the class to ban. Hm, is there no counterargument to this--no argument that maybe you shouldn't go Bard?
Actually...there kind of is. While Cheer Song pays for itself reasonably quickly, early turns are just worth more than later turns, because you can die, enemies can die. Instead of sitting around singing, why don't you blitz the enemy with your choice of Attack Up/Concentrate and Longbows? Or, in the case of some zodiacs, blitz them with Battle Skill? While boosting your speed improves your turn ratio, killing enemies also increases your turn ratio, because dead enemies get fewer turns. And blitzing has a lot of heavy JP requirements. You want to be able to switch everyone to Counter Flood Elemental focused Geomancers against physical walls like Elmdor and Rofel. If you're going to battle skill blitz a boss, you need everyone to learn the relevant break (as Battle Skill is bad if not stacked). You want Attack Up and Concentrate and Arrow Guard and Speed Save (switching depending on the fight). You want all the relevant Charges. This adds up to almost the 6300 JP alotment. (Relevant charges is 1000 JP or so; relevant Battle Skills is 500-1000 JP depending on if you put any value into Weapon Break; relevant Elementals is probably also 500-1000 JP or so; Support abilities is another 1000ish JP; Reaction abilities...the full suite is 1500 JP). So...4500-5500 JP if you want to be able to switch your party to laser-focus down each fight. Going Bard, getting a few songs and Move+3 is like...3000 JP. You would need to cut corners for Move+3 if you wanted to keep an adaptable team. It's still a tempting option, being freaking Move+3, but not mandatory, especially when Archer strategy is often "shoot, take one step back to manipulate AI into taking one step forward, and repeat".
So, ok, if it's not Bard, then which class? Probably Archer. Charge is just the "slap this on everything" skillset--Geos and Bards use it; Knight probably prefers Geomancy, but will sometimes consider Charge if, say, the plan is "smash with Excalibur". Battle Skill, when it gets used, obviously leans on the Archer class giving it range and accuracy. The best plan for smashing mooks is honestly probably bows at most points--better ranged damage than Elemental by a good margin. Arrow Guard is a huge swing in some fights--I can't really imagine not learning it. While you'll switch between Concentrate and Attack Up depending on the fight, Concentrate will probably be favoured in most fights just because everyone's using Charge (and this goes back to something Elfboy wrote years ago--charged damage moves + inaccuracy is a bad combination, because you can't predict how many attacks you need to lock on to a high priority target to make sure they'll end up dead. Like...on a Wizard SCC, if someone has a 25% dodge mantle, do you hit them with two spells? Three? Four?).
To be honest, a lot of stuff feels centralizing to a degree with this few classes. Like...I can't imagine not learning Attack Up for, say, Velius. But the obvious correct Velius setup is longbows with Attack Up. Which class gets the credit--Geo or Archer? Or, for instance, let's say the best way to beat Wiegraf is Geomancer (for the Chameleon Robe) with Equip Crossbow (to avoid counters and deal more than Elemental, particularly with Charge) oh and Speed Save as it's the most relevant reaction. Again, which class gets credit? Geo class, with three Archer abilities....
We're getting to the point that this is around SCC difficulty, and just thinking about how I would tackle it...well it's story time. On the Geomancer SCC I mostly ditched the Ice Brand Ice Shield setup in favour of higher Elemental damage and counter-flood (with the exception of a small number of endurance fights). Sniping enemies from a distance more effectively, and having a reaction ability that deals with those damn enemy Archers just made things easier than having the option to use my turn for healing. Similarly, I think my priorities are going to be Arrow Guard, Counter Flood, Concentrate, Attack Up, and enough Charges and Elementals to be functional depending on what the map calls for. And I think I'd be using mostly bows over Elemental due to higher damage, but hey: there's bosses with Arrow Guard and levels like Yardow where three enemies tend to line up in a perfect Elemental formation. But overall I suspect Bow Damage is correct in 70% of fights, Elemental damage is correct in 20% of fights, 5% want melee blitz, and 5% want Battle Skill Blitz (using bows). Unlocking Bard would...not be my priority, and if I did it would maybe be one or two characters--not the entire party (For all that I haven't worked out the exact details of how unlocking will work; but my gut instinct is that it's both a short term power drop, and a long stretch where you're falling behind the party due to 1500 unspendable JP in the unlock process). I wouldn't necessarily use Bard in the "obvious" way of buff->kill, either. I'd be more inclined to blitz first, and then Life Song after half the enemy team is dead and I want to keep a couple of teammates from dropping.
Yeah, everything is being used now, basically every runthrough. But...if I had to pick one class that things seem to revolve around more heavily, it would be Archer.
1. Calculator
2. Summoner
3. Wizard
4. Chemist
5. Squire
6. Ninja
7. Time Mage
8. Samurai
9. Lancer
10. Priest
11. Mediator
12. Oracle
13. Dancer
14. Monk
15. Thief
16. Archer
_____________________________
And with Archer gone, the next to go becomes mind-numbingly obvious.
Your support ability is Attack Up. Period. Your reaction ability is Counter Flood. Err...fairly often. (Well...you might occasionally use MA-save, and might use Weapon Guard initially because you can pick it up for free, and will probably sub in one of these if you're ice healing, but CF is just so good in this field). Your secondary is Elemental. Even if you go for a Sing+Ice Healing combo, you will be in the Geomancer class. If you decide to Battle Skill...you might think about using Bard over Geomancer because of their 3 range...but they have so many downsides, like awful HP, worse movement, no shields. Bard is...still worth considering in these situations, though, because you don't have to clump up to battle skill. And...honestly if you're Battle Skilling you don't need attack up, so you could invest in Equip Armor or Equip Shield.
But Move+3 also jumps up a lot in how centralizing it is. Notably, with Archer, you didn't need Move+3 to blitz--if you want to have four people attack Velius, you just shoot him with four arrows (and happily spread out to avoid AoE). With melee classes, if you want everyone to run in and smash...you kinda need the movement. Without it, just...chances are you will only hit from two or three sides, reducing party damage.
Well...but it's not like there are no range attacks; there's still elemental, and still Harps. Can range blitz surface as a viable alternative to Attack Up? Probably not--let me cover harps first. The idea of range blitz is that the enemies run forward to the point that they'll be able to run up and attack you next turn, and then you take one step back, so the enemy AI repeats the same algorithm and takes one step forward. If the enemy is 3 movement, they stop at 4 range. If the enemy is 4 movement, they stop at 5 range. Harps have 3 range--which is damn near useless, to be honest. So...it's really just Elemental that carries the range-blitz torch. And Elemental...has times when it's competitive damage, and times when it's...just weak.
On the other hand, melee blitz is a thing. It's the way people generally play Move+2 Concentrate Ninjas. But what it reminds me of most is tank heavy strategies in Advance Wars. Basically, you keep your melee units away from the enemy...away from the enemy...away from the enemy, and then all of the sudden you smell blood, move them all into one area at once, and kill everything (hopefully still out of range of the other enemy clumps). Same idea with Zergling counterattacks in Starcraft. In turn based games like Advance Wars and FFT, though, it only works well if your threat range is higher than the enemy.
Another thing to note, I didn't go into a lot of detail on this in the Archer vs Bard discussion, but one reason Cheer Song isn't the greatest strategy when Archer was active is that you probably have a few units with Charge, and they probably don't want their speed randomly scrambled--means they can't keep in time with the enemies and hit them with a big Charge. That's no longer really the case--and in fact, in the absence of Move+3, doubleturns are another good way to do a melee blitz. (The important part is "you move in, and the enemy dies" instead of "you close the distance, hurt the front row which you can only reach with one unit, and then they surround you and hurt you back more").
The important question, though, is what's better. In lategame (chapter 3) where Elemental is kinda sad, is it better to Cheer Song and give your party +1 speed on average...or is it better to just hit something with Elemental? (Because you're almost always in range to elemental something). Well...let's calculate.
Five elementals will generally take down a target.
Five people using Cheer Song will get you...well...actually...probably only 0.5 per Cheer Song because they're going to make each other too fast. So...6 or 7 speed goes up to 8.5-9.5; so around a 40% increase. With high power attacks you worry about this less, because you probably kill two enemies a turn: 6 enemies->4 enemies->2 enemies; a 50% turn advantage increase at first, 100% next, and then you win. But when you only kill one enemy a round? Suddenly it's 6 enemies->5 enemies->4 enemies->3 enemies->2 enemies->1 enemies. Suddenly your first three turn increases are 20%, 25%, 33%, and the 40% increase is...looking quite sexy.
So...it looks something like...
Earlygame: Knight!!!
Midgame: Elemental!!! Probably with Weapon Guard because it's basically free and lets you pursue other slots in Geo.
Lategame: Cheer Song! Geo's probably the class you want to be in right now, but with harps at by far their peak Bard's kinda cool too; drain harp!
Endgame: Melee Blitz, which leans on Attack Up and Move+3, with...Move+3 being the more important of the two. (Compare "Attack Up + Germinas Boots" to "Move+3 + Bracer"--and I've certainly heard Germinas Boots called "mandatory" on, say, the Knight SCC. If M+3 means four people can melee blitz instead of two then it does double damage output--better than 33% increase. Also, if you plan to Battle Skill blitz, then Move+3 and harps make it way, way more practical).
Well...I guess there is an argument for endgame should be played as range blitz, because Rune Blade makes Elemental damage good again. But...Attack Up doesn't help pure-Elemental strategies, and Move+3 does, even if range strategies don't need movement as badly.
1. Calculator
2. Summoner
3. Wizard
4. Chemist
5. Squire
6. Ninja
7. Time Mage
8. Samurai
9. Lancer
10. Priest
11. Mediator
12. Oracle
13. Dancer
14. Monk
15. Thief
16. Archer
17. Bard
_____________________________
Well then.
Earlygame: Knight
Midgame: Geomancer elemental is hax.
Lategame: Geomancer equips are hax; stupid power sleeve. Also Attack Up is hax.
Endgame: Attack Up is still hax, and so is Thief Hat. Excalibur is more hax, but there's only one.
1. Calculator
2. Summoner
3. Wizard
4. Chemist
5. Squire
6. Ninja
7. Time Mage
8. Samurai
9. Lancer
10. Priest
11. Mediator
12. Oracle
13. Dancer
14. Monk
15. Thief
16. Archer
17. Bard
18. Geomancer
_____________________________
Yeah, you thought that last one was bad?
Earlygame: Knight dominates
Midgame: Knight dominates
Lategame: Knight dominates (only due to lack of competition, because Knight in chapter 3 is claw-your-eyes-out-awful!)
Endgame: Knight probably dominates. Mime struggles because it can't wear shields.
Nevermind the issues of "I can't be bothered spending a bunch of time training in classes I'm not allowed to use". Let's say I had five characters who went straight Knight, and two more who got Mime unlocked. Would I field the Mimes? Characters with 1/2 the HP (not an exaggeration), no shield evade, no weapon guard, and no way for me to heal them? In a party that tends to win fights slowly? Characters who deal oh...33% less damage with their mimed Ice Brands due to a combination of getting job level 8 in terrible PA growth classes like Squire and Chemist, and lacking equipment like Black Robe? Which, mind you, is still better than the 50% less they deal with their fists....
Which...actually...isn't that bad. If Mime gets in position to hit an enemy who doesn't move before the Knights do, they have like...triple the melee damage of an individual Knight (all with 100% accuracy). Hopefully this enemy doesn't have Counter, but yeah. And on paper, triple the damage for half the durability is a trade I would take. And...worst case scenario you can always park the mime anywhere beside a damaged teammate; they'll mimic an ice-hit. The problem is just how much it...doesn't fit the playstyle. Take an SCC that wins very slowly. Toss them a party member with zero durability that they can't heal. You're going to get a crystalization reset half the time you try it.
Although...maybe I'm thinking about this the wrong way around. What about one Excalibur Knight, four Mimes? You've now got a fast, mobile, accurate, damaging party. I mean, frailer than Ninjas. You wouldn't even consider this when Geo was still an option (Geo having Thief Hat and 4 move, which counter the fast, mobile part).
Well...ok, let's break this down:
Against Zodiac bosses: Some are made to be blitzed (Hashmallum, Velius) some are tanky (Zalera, Adramelk, Altima). The tanky ones are just going to favour Ice Healing. The blitzing ones...tend to have an additinal stipulation that speed is ultra-important to survivability because it changes whether you can be charged on. Movement is also big to hit bosses mid-charge. I would say this category leans Knight, though--more tank bosses, and Concentrate doesn't add much.
Against human assassinations: Heavily Mime--especially with a lot of them in lategame being Shrine Knights that literally can't hurt Mimes. And Elmdor...actually wait, Eldmor deals...*looks up stat topic*...160 damage; ok, Mimes aren't OHKOed--really damn close, but not OHKOed, and yeah they get through his shield and get multiple chances. Balk 1/2 are the big exceptions, in this category, where shields are just the hotness. And there's certainly some bosses with Counter (although not that many in Chapter 4). But overall these fights favours heavy-Mime compositions.
Against mooks...well...setting asside Ice Healing for a moment, there's a funny little setup I've seen advocated for the Knight SCC against mooks by a small minority: which is to say screw ice healing: Crystal Shield, Feather Mantle, Weapon Guard, Reflect Mail, mooks now can't hurt you. (We're talking 70% dodge rate to physical, reflect and low faith against magical, more than doubble Mime HP). Now it's not just double the damage vs double the HP, there's also 1/3 the damage taken. Yeah, you have no movement, but you can just let the enemies walk up to you and attack you, and then hit them back. Granted, a lot of players do dismiss this as less effective than ice healing, but it's an easier comparison to Mime parties--and frankly it...sounds better on-paper. But what about fights with mooks who have unblockable damage (like the church exterior, with gun-wielding Mediators and Summoners and Geomancers in high positions)? Surely the hardcore evade plan is weak there...? Yes it is, but...To be honest, I'm definitely not sold on Mimes in that specific map either--a bunch of game-worst HP units getting shot up from a high ground that they can't easily access; honestly what you want there is Ice Healing so that you can survive the approach. There's probably some deep dungeon fights with evasion ignoring too, but my first thought there is like...Red Chocobos, and no, you don't want to be fighting Red Chocobos with gameworst HP, 4 move, no range, and no healing. Most other monster skills are dodgeable. I mean, Tiamat isn't, but the way to beat those is Flame Shield Rubber Shoes. ...Hmm, well there's Cockatoris--but I think you're more worried about their dodgeable stuff (which rips Mimes to shreds). Their undodgeable Feather Bomb is more of a finisher. And...oh god, I just remembered that monsters all have counter--yeah, nevermind, Mime is terrible against all of them as it deals lots of light hits, each of which get countered. So...yes, mooks would seem to favour Knights.
Good hustle Mime--you actually made me pause and think, you proved to me that there's a decent number of fights where a heavy Mime composition would be ideal. But...5 Knights, 0 Mimes is still the better setup for...more than half of the endgame fights.
1. Calculator
2. Summoner
3. Wizard
4. Chemist
5. Squire
6. Ninja
7. Time Mage
8. Samurai
9. Lancer
10. Priest
11. Mediator
12. Oracle
13. Dancer
14. Monk
15. Thief
16. Archer
17. Bard
18. Geomancer
19. Knight
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Mime? Mime Mime! Mime Mime Mime Mime...Mime Mime? Miiiiiiiime.
1. Calculator
2. Summoner
3. Wizard
4. Chemist
5. Squire
6. Ninja
7. Time Mage
8. Samurai
9. Lancer
10. Priest
11. Mediator
12. Oracle
13. Dancer
14. Monk
15. Thief
16. Archer
17. Bard
18. Geomancer
19. Knight
20. Mime