Bravely Second- Chapter 3. Soon to get the Exorcist class, which I'm excited to play around with. Current setup:
Tomahawk w/ Catmancy- Tomahawk is the Sword Fencer replacement class and it's brutal. An S in Gun on a class with fantastic attack skills is a win. I gave her Multitask to help her tear through things even better. It's...technically time I should be switching out of this class hunting for more skills, but the sheer damage means I probably won't for at least a while.
Ninja 1 w/ Miscellany for Randoms/Fencer or Tomahawk for Bosses- Going for the evasion+draw fire combo. Only 1 Job Level to go!
Ninja 2 w/ Holy Magic- Same as above. Holy Magic is cool since it lets even a physical class be a relatively competent healer (just a good way to do any MT healing for 1 BP; Using Spellcraft to give him the MT healing option)
Black Mage w/ Astrology and Spellcraft- Only mage at the moment. I'm going for Ignore Magic Defense, although since Black Mage has better damage spells than Wizard to use with Dart, I might stay in a little longer (Poor Wizard needed a final spell that did more damage and cost more MP. I hope the curve doesn't go up so much that it trails off in DL terms by endgame because it's so awesome). Truth be told, unlike BD 1, I haven't felt the need to get much use out of anti-elemental spells yet. I suppose lack of needing to fight the same elementally based bosses so many times comes into play and I guess that in this equivalent point in BD, Spiritmaster hadn't been obtained yet.
I need to play with Patissier more, so one of the Ninjas will likely go there (likely the one that was more magic oriented).
All the mage classes seem like they all come with really expensive skills that I would like to stack together. It would be absurd in power, but I wish that the game would do something crazy like double the amount of skills you could equip for say the final dungeon and bosses (but make them even more evil to balance). Just imagine the ability to stack some of these:
Full Charge Support 1 Doubles the potency of offensive magic when HP is at full capacity.
Ventriloquism Support 3 Spellcraft abilities will also affect any magic cast by allies during the same turn. (This skill would kind of tempt me into making all 4 PCs mages, depending on the exact mechanics).
Good Measure Support 2 Spell cast in succession against the target will vastly increase in potency. (Although this may not stack with spellcraft)
Brevity Support 3 Grants a 50% chance of any single spell being cast having the effect of the same spell cast twice. (Betting this does stack with spellcraft)
Epic Group-Cast Support 2 The damage dealt and the amount of recovery do not decline when group-casting magic. (Alternate to Spellcraft)
Pierce Magic Defense Support 3 Ignore the target's Magic Defense when dealing magic damage.
Group-Cast All Support 2 Enable group-casting even for normally non-group-cast magic. However, this does not apply to magic
targeting yourself. (Spellcraft replacement, but I bet it doesn't stack with Spellcraft which would be insanely useful).
Torn between getting Pirate or Performer. Astrologian can do what Performer does...at the cost of an extra 1 BP and the BP plus skills are great, but Pirate looks like there are a lot of other classes it would synthesize with really well. A Pirate/Tomahawk mixed with Auto Undo would be an absolute terror, unleashing elemental Amped Strikes and then returning to full MP the next turn (granted, that would be bit of a grind since Auto Undo is Exorcist' final skill (and sounds extremely evil in a duel)) but...that L10 skill on Performer (MT Attack/Magic Boost) is so nice and Pirate's stat downs have a replacement with Patissier. This is definitely the toughest choice yet. I'm leaning towards Performer just because I think I would like to try that all mage team once I get all the parts to it, but I'm not sure.