I definitely will be replaying it soon, but I agree, a few days off is in order. I only hope my work schedule and other extra-curricular stuff will allow me the time.
I've basically kept the same set-up for most of the game - I'm now tying up loose ends before hitting the Bahamut. In my party I have the following basic set-ups:
Thief/Tank/Party Leader (Vaan, Penelo)
Heavy Hitter (Basch, Ashe)
Ranged Fighter (Balthier, Fran)
Vaan and Penelo equip a sword/dagger and shield. Basche and Ashe equip 2H weapons and Balthier and Fran equip ranged weapons. I rotate each pairing so that the character at the lower level runs with the party.
All of the characters have the basic healing and quick-kill Gambits:
Self: <10% MP - Charge
Ally: Any - Raise
Ally: <20% HP - Curaga
Ally: <40% HP - Cura
Foe: HP = Critical - Attack
Ally: Any - Esuna
Penelo and Vaan have the following (and are equipped with Thiefs cuffs). They (ideally) attempt at least one steal from each mob, then go for the mob with the lowest HP. They only go for each mob once because the Heavy Hitters should knock each foe off 100% health after the steal:
Foe: HP = 100% - Steal
Foe: Flying = Flare (or another damage spell or Telekinesis)
Foe: Lowest HP - Attack
Ashe and Basch will run around and stop the Thief from redundantly stealing, then go for the enemy with the lowest HP. They also make sure that the party has Protect between fights.
Foe: Flying = Flare (or another damage spell or Telekinesis)
Foe: HP = 100% - Attack
Foe: Lowest HP - Attack
Ally: Any - Protectga
Balthier and Fran hang back and are usually the ones to bail the party out if they get in a mess. They also keep Libra and Shell up, and haste anyone who gets slowed.
Ally: Slow - Haste
Foe: Lowest HP - Attack
Ally: Any - Shellga
Self: Libra
Which leaves plenty of gambit slots for 'situational gambits'. For example, if lots of enemies are using a specific status effect, you can put in a cheaper healing spell above the Esuna gambit. Having Chronos Tear and Cleanse gambits helps where enemies use those status efects.
Using that rough set-up, I finished Ridorana in the high 30s, if I recall correctly.
I kept all of my characters in specific classes, but mostly because I didn't want every character to play exactly the same. It's personal preference and there are benefits to both, but it's up to you. Neither is really better than the other.Originally Posted by -N-
There aren't that many that are really useful, but you'll want telekinesis, steal and charge for sure.Originally Posted by -N-
I have each character master two types. Again, I didn't want them all playing the same. Same deal for armour.Originally Posted by -N-
I only used three the whole game. At the end the others were so low in level that the best they could do is try to revive everyone else before getting slaughtered if my main party died. Only happened once or twice, but I didn't want to take the time to level six characters for the whole game.Originally Posted by -N-
Like I said before, not really better or worse. I prefer classes since it gives some variety to the characters. I hate having jack of all trades characters. It just makes things boring for me. But when you white mage gets killed by a boss and you're scrambling to heal them before someone else gets killed it's pretty exciting. And since I focused on three characters, I didn't get enough license points throughout the game to do any more of the license board than necessary to complete their self imposed class abilities. I think that sort of helped me stick to it. I could have had characters who could do a little of everything, or excel with certain magicks and weapons. I found the latter worked best for me.Originally Posted by -N-