FF3 - Beat. Final boss was everyone in the back row, only the Ninja attacking by tossing Shuriken, and everyone else healing (Curaja or Elixirs) at all times. Had enough items to make it work, though I did kill the Lightning tentacle in a conventional manner before starting this and pushing her to the point where she starts using Particle Beam every turn. Yay.
Class notes:
First note, this playthrough was designed around using classes I didn't last time, so I didn't use a few useful classes. Mostly commenting on what I did use.
Warrior: I miss Warrior. Best damage in the game by a ways, and nothing else I could try ever really compared, except at certain points. This playthrough largely cemented in my mind that Warrior is the best class in the game.
Thief: Warrior trading damage (a fair bit of it) for speed and utility and is STILL the second best damage-dealer in the game. aka another class I missed a fair amount.
Monk: Meh. Godawful at first, does take off some around Goldor's Manse. I then stopped using it shortly after, but the upside didn't really look too incredible, beyond a low demand on other class' equips. Not sure what it does better than Warrior/Thief, and those two are available just as early...
Black/White/Red Mage: Well y'know. Only used them as earlygame filler this time. BM is the best because the high-level spells kick ass, and his Int kicks ass. Not like his physicals aren't good early on either, and as soon as they might start dropping, you get rods and he's the best at spamming them. Red is Black trading damage, spell charges, and speed for healing. Losing trade, especially since speed is a factor in effective job level. White is Red trading -ara spell charges for Cura spell charges and regaining BM's speed. Better fight that, although WM just sucks until rods are available.
Ranger: Probably the class I underestimated most. At first, elemental arrows seem too expensive, but he doesn't need them too much, seeing as quite a few enemies in Hein's dungeon are Holy-weak. Then Cave of Tides, against whom your innate supply of lightning arrows kicks ass, and can be suplemented if need be. Competent in Goldor's (super tank if nothing else, at this point!), destroys the midgame aquatic dungeons, then starts falling off some (mainly in the Cave of Darkness). That said, might have been interesting to keep using, for sure, as some neat new bows show up and Barrage becomes more and more usable. Overall, yeah, Ninja level speed and decent damage is a good mix. A bit costly to use but not as bad as it first appears.
Geomancer, Knight: Didn't use, sadly in Geo's case.
Scholar: Boss-killer class. Game-best Int + double damage on attack items = KABOOM. Yeah, I two-rounded Kraken thanks to this dude, and he did a number on Hein and Garuda too. These are not scrubby or frail bosses. Against randoms you are stuck between completely inept damage or completely inept durability (awful Vit/Mind/armour combo) depending on row choice, but their boss-killing should remain awesome well into lategame. Particularly if you can farm the Flare/Holy items, I haven't checked. Works best with a Thief but decent regardless. Scholar equips save it against randoms during its early going, but after that... at least they are healing batteries.
Bard: Well, hmm. Bard's main thing is initiative Attack Up. This is a notable damage increase to the rest of your party. Pretty cool. Unfortunately a third fighter is probably better. Bard may be a bit cheaper than a third fighter, granted. That's pretty much all Bard is good for in randoms, though uh, FREE 11% MT HEALING AW YEAH is an option. Bosses, the Defence Up song is also good, and the All Damage Song down should be quite badass against the final boss. Pretty durable class too, decent Vit/Mind and back row. Can not do damage ever. Overall, I dunno how good the class is, but at least it's different.
Viking: Tanky tank tank. FF3 made sure to give you some proactive tanks, and none takes it further than Viking. Where Knight is mediocre on offence, Viking is fucking pathetic. Don't try to pretend otherwise. Awful speed, bad damage. So yeah, most of the time you're better off pretending its offence is no better than Bards, strapping on some shields, and using Provoke. Initiative defence drop is already probably better than its damage, and it distracts big, bruising physical enemies very well. Behemoths? Yeah, those dudes are bad enough to rescue the president, but a back row, shield-using Viking Provoking them = they fail. Provoke even works on bosses, too, which is sweet. Granted, against most other things I'd rate another damage-dealer higher, but Viking is a neat idea pulled off, and deserved props for that.
Dragoon: Really helps a lot against Garuda, didn't use otherwise, this playthrough.
Dark Knight: Uh. Well, pre-Cave of Darkness, they are... a slower, less durable Warrior with lower Job Levels, and no Advance. Can you spell failure? I hope so. Darkside is at least a nice option, being a reasonably damaging MT attack, but all that does is make them a Geomancer wannabe. Granted, a Geo wannabe was nice enough in a few areas. Then come Dark Swords / Genji equips which make its speed less bad. Obviously good in Cave of Darkness, then outclassed by half a dozen other physical classes afterwards. It's worth noting Ninja outdamaged my used-since-Water-crystal DK as soon as she came out of class sickness, despite the Job Level deficit. Bad sign.
Evoker: Didn't use.
Black Belt: Sucks sucks sucks. At first glance, seems like it might be okay, but the damage is just bad. Bleh weapons for an endgame class ensures it's behind lots of other options. Game-worst magical durability, physical is okay but definitely not great. Extra HP doesn't help. It might help if you switched to another job, but chances are you are better off gaining JLs in said job (even if you aren't, uh yeah, competence difference in the meantime is stark). If Black Belt was still a Water job, then the HP growth would see a benefit, since it's not like Earth jobs would be losing out on JLs anyway if you go for Black Belt instead of something actually good. That'd still be a suspect, project-y choice though. As is, LVP.
Warlock: Hey, it's the FF3 status class. Note that there's only one, unlike in FF3o. And it's not nearly as good. Still, Warp is pretty darned accurate, and knocking off one enemy with non-fail speed's not a bad idea. It stops working much in the final dungeon, but Breakga keeps going, downing enemies with as much as 30k HP or so. Then Breakga stops working in Dark World, and Warlock is saddened. Besides that, Thundaga is decent offence in Lake Dohr, Flare is okay but fundamentally not great damage against endgame bosses, and he's mediocre otherwise, with remarkably bad magic durabilty for a mage class.
Ninja: Thief Jr. How depressing. Is there another FF we can slap that label on Ninja? Probably not. That said, damage/speed combo is still decent, if only #3 at best. And Shuriken's a nice pickup for the final boss, since that damage is definitely above everything except Advance.
Summoner: MT around the time multi-enemy parties start getting rare, and not very fast. Didn't use this time, but on the whole I think I preferred Warlock.
Sage: So very slow. Good for virtually nothing in randoms, although Aeroga's somewhat okay. Bosses? Yeah. Sage mainly exists to chuck Curaga/Curaja every turn against tough bosses lategame, and honestly until Cloud of Darkness it's damn good at this, since it always goes last! Also can use Haste and the likes. It has a use, certainly, even if I gnashed my teeth at it more than once against the final.
Devout: Is better against Cloud of Darkness, due to always going before Particle Beam. I remember Sage (the poster) once claiming PB could go first, but in some five fights I've never seen her outspeed a Warlock/Devout with it. I'm sure it can happen, but it's still way more reliable than Sage (the class). Of course, the best solution is totally to use both for the final boss, which largely covers your bases completely. Also, only using one makes Arise pretty bad since you can't afford the lost turn of MT healing, but with both, you are set. Otherwise... oh, randoms? Comparable to Sage overall, maybe a bit ahead. Bit less damage, but it's actually relevant more often. In fact if you're using one of the slower physical classes for some reason (Monk? BK?) it can reliably Haste said fighter up, which would be very nice indeed. Not that I ever have, but it's there!
Overall... mm. I'm actually pretty impressed with the quirky classes; feel they pulled off their quirks well without being too over- or underpowered. If it weren't for Warrior/Thief feeling like the dominate other physical jobs, FF3DS class balance would be pretty sexy.