@MSG Commander
Can you share everybody's stats at Level 40 in their original form (un-altered, non-enhanced by equipment/fruits/seeds etc)?
Also share their weapons & armors. If you can screenshoot their status/equipment screen, it may be easier for you than typing everything. I'll see what I can recommend or suggest in detail although I haven't play this game yet.
I'll share on your questions below, which I will specify and address under 2 umbrella sections:
1. Characters' Role Identification & Allocation
2. Party Setup and Strategy
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Here's the methodology for Role Identification & Allocation, Party Setup and Strategy:
1. Identification of roles and/or classes for each character:
A. Physical Attacker (Fighters, Knights, Berserkers, Tanks etc)
Equipment: Typically Swords, Spears, Bows, Guns, Daggers, Shields, Light/Heavy Armor
Stats: High on MaxHP, Str or Phy and Attack power, Vit and Physical Def. Low on Int or Mag, Magic Atk power and Magic Def
Skills: Mostly physical attack skills, with a few low to mid level heal, cure, offensive and/or defensive buffs (Atk Up is offensive buff, Def Up is defensive buff). May have 1 or 2 magic attack skills mixed in.
B. Magic Attacker (Black Mage, Sorcerer, Wizard etc)
Equipment: Typically Staffs, Wands, Whips
Stats: High on MaxMP, Int or Mag and Magic Atk power. Low on Physical Atk power and Physical Def
Skills: Heavily leaning towards Magic Attack skills such as Fireball, Freeze, Meteor etc. May have 1 or 2 Support skills mixed in.
C. Support/Healer (White Mage, Cleric, Priest etc)
Equipment: Typically Wands and Staff. May be equipped with Bows (eg. Rosa from FFIV) or Guns.
Stats: Int or Mag and Magic Atk power higher than Physical Attackers, but may be lower than Magic Attackers. Same for MaxMP, but MaxHP is in between Physical and Magic Attackers.
Skills: Leaning heavily towards heals, cures, buffs, debuffs, revives and sometimes have 1 or 2 Holy Magic Attack skills near endgame. May have 1 or 2 Black Magic skills thrown in during early game.
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2. Party setup and Strategy:
Depending on your play style and game mechanism, you can formulate your party and strategy in 1 of the ways below, assuming there are 3 characters:
A. Balanced and focused
1x Pure Physical Attacker, 1x Pure Magic Attacker, 1x Pure Support/Healer
B. Balanced, with role redundancies built in:
This party setup has characters mastering 1 of each generic class and 1 more secondary role/class to cover/assist in times of need
(eg when Support/Healer is KO'ed, either Physical or Magic Attacker can fill in the role temporarily)
This is also the starting point of
Hybrid-Classes and party setup.
1x Physical Attacker (main) + Support/Healing (secondary/sub)
1x Magic Attacker (main) + Support/Healing (secondary/sub)
1x Support/Healing (main) + Magic Attack (secondary/sub)
In table form:
Role / Char |
Char #1 |
Char #2 |
Char #3 |
Physical |
[center]X[/center] |
|
[center]X[/center] |
Support/Healer |
[center]X[/center] |
[center]X[/center] |
|
Magic Attacker |
|
[center]X[/center] |
[center]X[/center] |
C. Full Hybrid, with role redundancies built in
This party setup has all your characters mastering the 3 generic (physical, magic & support/heal) classes and have skills for all the 3 roles. You are free to play in any way you like, subjected to your play style, characters' equipment and monsters' attack patterns.
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By just reading your OP and quick research on the classes only, I'll go for God of Battle + Sage + God Hand classes for all my characters. It's the 3-class Full Hybrid party setup as shared above, so we can freely dish out Physical, Magical and Support/Heal skills. I think that covers almost every aspect of Physical Attack, Magical Attack, Support/Healing and HP Regen. I'll skip the classes and routes leading to Assassin and Ancient King, unless normal monsters and bosses dish out status effects often, which Ancient King's passive resistance skill helps. Plus, if there are accessories which can increase status effect resistance or even nullify ailments, then Ancient King class is redundant.