So after years of doing fiestas I wanted to try an in-depth look at this. What I'm going to do is take a look at how every job does, SCC-style, against every required boss. Why SCC? While cross-classing is interesting, it makes thing more difficult to rate, and hey some fiesta modes (earlygame with anything but FF1-style, much of the game with Upgrade) resembles an SCC. Why required bosses? Because they're the only things you have to fight. Anything else can be avoided either by luck or choice, by escaping or just not doing them. At first you might think "but this will underrate status-using jobs" but it's FF5 so it probably won't. Maybe Bard some, we'll see. I may try to incorporate randoms at some later point, but bosses give me enough to chew for now.
Some ground rules for ranking:
-Beating a boss more easily and more reliably matters. Obviously, this rewards simple strategies which kill the boss quickly. It also means that if one job has to count HP carefully and one doesn't, that matters.
-Being able to beat a boss at a lower level matters, to some extent. I'm not assuming a LLG here, but I am going to try to consider a few levels on each side of what I consider "normal" (see Tonfa's boss stat topic
here for a rough gauge of normalcy and a good reference in general).
-Beating a boss while consuming fewer resources matters (in particular: phoenix downs, ethers, elixirs, rare mix ingredients, rod breaking).
-The investment needed to beat this boss matters, though less than the above. This is the price of buying any needed equipment and spells. It's usually not too big a deal; I will consider it more highly if this boss is the only reason to make that investment, or if the investment is very expensive (e.g. world 1 flame rings). This also includes things like time spent gathering blue spells.
I am not putting a heavy emphasis on beating things quickly for speed’s sake, except insofar as faster wins are frequently safer and easier. This is not a speedrun analysis.
Weighting all this isn't an exact science. Anyway, on with the show. I expect (and encourage!) different takes on rankings as such.
KarlabosKarlabos can paralyze, inflict HP-1 with Tailscrew, or hit for weaksauce damage. Potions let someone survive a hit after a poke so there's no real danger of losing.
Black Mage can reliably two-round, and sometimes even one-round. Monk will two- or three-round, depending on luck. Knight is probably more of a four-round. Thief is worse still, the Dagger-user is similar to Knight but the Knife users will kinda suck, so probably 5-6 turns. Blue Mage either one-rounds with Goblin Punch if they're Level 5, or has sub-Knight damage with Aero... but they also have Vampire which fully heals its user and does damage. Hard to say.
White Mage has hideous damage, probably kills in 9 or 10 turns of solid attacking, yuck. But on the other hand, unlike Knight/Thief, they won't likely have to use any potions, because Cure should last long enough to heal up anyone hit by Tailscrew (or who falls to low enough HP to need it anyway).
1. Black Mage
2. Monk
3. Blue Mage
4. White Mage
5. Knight
6. Thief
There's room to quibble here. You could argue Blue Mage lower because they're the only one who needs any out-of-the-way effort against this easy foe (though not below Thief, since magicless Blue Mage is comparable to them at worst), or quibble the relative costs of the weapons/spells they need to function against this boss. (This could push Monk up slightly.) But this feels right.
SirenSiren can actually win with her damage occasionally. She shifts between a physical-weak form and a magic-weak form after taking three actions in each, while being highly resistant to the other. Everyone can damage the magic-weak form with potions since it's undead, but they're not great offence or anything. She starts in the physical-weak form which matters!
Monk can punch her in the face and will usually kill her before she transforms (unless she uses Haste + Protect). If they let her transform then hopefully they can finish her off with a few potions, but they'd really rather not. Actually, they can probably use Focus to outrace Protect, even.
Knight probably won't be so lucky. Still, at worst, they can spam Guard against her undead form, since it's all physical. Thief, meanwhile, just has to kinda suck. Their offence will be VERY bad if they didn't get some rare-drop daggers from skeletons; if they got three, they're actually about knight-level now!
Blue Mage hits both defences well (Goblin Punch, Aero) and can hang in the back row and have Vampire against form 1. They're fine. Again, their only downside is whatever you dock them for needing these spells.
Black Mage kinda sits and stares blankly at the first form, but it shouldn't kill them (sleep is somewhat annoying, but they can poke each other to heal it). Once the undead form appears they can blow it up with fire from the back row in two rounds. There's a chance they may have to use a potion I guess.
White Mage is similar to Black Mage except their Cure offence is way lower than Black Mage's Fire. They can Cure each other at least! They also have a Flail so one of them can kiinda damage form 1 but not really.
1. Monk
2. Black Mage
3. White Mage
4. Blue Mage
5. Knight
6. Thief
Not really certain here either. Only Knight/Thief are in any danger of losing and it's still not great, and nobody should really spend too many resources. I swapped White/Blue from Karlabos because white's offence is somewhat better here, but that's one that could go either way.
Magissa and ForzaMagissa uses L1 spells on odd-numbered turns, not very strong. On even-numbered turns, her damage is better, including a 1/3 risk of Drain which can potentially OHKO and also heals her a bunch. When below 46% HP, she'll use a turn to summon Forza, placing herself in the back row; Forza hits for 2HKO damage to the front row and is a little bulkier than the frail Magissa. It's possible to bypass this limit summon.
One can't really do better than Monk here. They use Focus and kill Magissa before her second turn, the end.
Knights can dodge the summon if they're crafty about their damage, but it's easy to accidentally hit her into the limit turn 1 then have trouble finishing her off before her next turn which could be drain. Guard/Cover combo annihilates Forza once they have Magissa down, though.
Thief... poor Thief, they're bad here. Gonna be seeing that limit, Drain is scary, Forza is scary since they want to be in the front row for their damage... last again.
White Mage has a bunch of cool tricks here, but the damage is wretched (like 30HKO Forza with their one Flail). Still, they can kinda lock down Magissa with Silence and Protect + back row mostly deals with Forza. That said, this fight has more potential to go south for them than the previous, since Silence doesn't stop Magissa's Aero, and if she breaks out of it at a bad time Drain could OHKO.
Blue Mage and Black Mage both can break a frost rod to instantly end this fight if they deem it an adequate threat. (Said rod is semi-hidden, reasonably valuable, and it's the only one they get for this + the next boss, so score this as you will.) Still, Black Mage is pretty good here anyway because they can put Forza to sleep. Magissa's Drain is a concern for sure but honestly their damage to Magissa is good enough they may well not see it. Blue Mage is the same, 4x Aero should first knock her into the limit then kill her, and they can recover with Vampire from there, or use Flash if they got it (requires using an ether). Feels like less of a total lockdown than sleep, though.
1. Monk
2. Black Mage
3. Blue Mage
4. Knight
5. White Mage
6. Thief
GarulaAbove 2/3 HP he's a wuss. Below, he can counter every hit twice with physicals, some of which add Sap.
Blue Mage can turn him into a frog, lol. Yes, he can change himself back. No, this isn't saving him from four people who can spam it right back in his face. They can also blind him. Or break that frost rod if they really want.
Black Mage can break that frost rod as well and probably want to. Otherwise, they'll trigger a bunch of counters. At least they're in the back row? Might want to just cast Blizzard with that one Frost Rod. On average they'll probably have to use a few potions to be safe.
Knight can totally shut Garula down. Equipping the max def possible at this point (requires King Tycoon's helmet) will null his damage. So will Guard spam while covering at least one low-HP ally. Sap can still go through this so there might be one or two potions needed but it's pretty safe.
White Mage hangs out in the back row with Protect making the counters pretty weak and only attacks with the Flail. Slow, but works and requires no resources beyond the relatively inexpensive spells.
Monk faces a slight problem here: dual attacks (including their punches) trigger two counters. So, four counters, here. On a front row class. Uh oh! Good news, though, they have Counter, and counters don't trigger counters. It takes some time since counter is 50% but it's pretty safe, they probably won't need to heal. Especially since they Focus can finish by taking off about the last quarter of his HP. Heck, they can probably use that to withstand the counters and win, it's just riskier.
Thief as always has the worst hand here, even if they snag one or more Mithril Knife steals from this dungeon. Front row weapons, need to trigger lots of counters, need to burn lots of potions.
1. Blue Mage
2. Black Mage
3. Monk
4. White Mage
5. Knight
6. Thief
Jobs by average rank, so far:
1t. Black Mage 1.75
1t. Monk 1.75
3. Blue Mage 2.75
4. White Mage 4
5. Knight 4.5
6. Thief 6
Looking at this, my first thought based on personal experience is that Knight and WM probably should swap, which suggests that maybe I should reward speed more. Some of this is just how much easier a time Knight has with randoms at this point, and that does matter because it allows them to gain exp/gil far more easily. I may revisit this ranking system. Am I rewarding WM's safety too much? The rest of the order intuitively looks right to me, as someone who has done every single one of these "SCCs".