Originally Posted by
Jeymz
I was wondering what are the best job combination in final fantasy tactics advance. I know some great job combination, but i want to know more.
hume:
Paladin/hunter
An example of the most basic, yet most common, job combos in the game. Combining a class with generally lackluster abilities but excellent equipment with the abilities from a highly useful, but not as well geared class. The Paladin is excellent for Humes since they get Knightswords and Heavy Armor. Unfortunately, they have fairly poor offensive stats when levelling, so they are best used as an endgame class.
Not really worth it. The Paladin only has one ability useful on this set, and that is Holy Blade, which is easily outclassed by Sidewinder and Ultima. Humes don't really have a lot of abilities that pair well with range, so if you had to choose a combo, go with Hunter/Archer.
Blue Mage pairs with just about anything (except Hunter) fairly well. They have one of the best ability lineups in the game, and in terms of damage and survivability they have the potential to slaughter everyone, including the Viera. Blue Mage/Illusionist isn't a bad setup (though it pales compared to how good it became in FFTA2 when Magic Frenzy came along), but it isn't ideal. If you are using Illusionist aabilities for the huge area, you probably aren't taking full advantage of the Blue Mage skillset. I would pair it more closely to a close combat class, and use the Blue Mage abilities for added power and flexibility.
viera:
assassin/red mage
assassin/summoner
If you are going to pair Assassin with a spell caster ability set, it is mostly to gain access to AOE spells. In which case, stick with Summoner, since it still gets healing and damage, and has a larger range.
But, honestly, I've found the best Assassin combo (and one of the best combos in the game) is Assassin/Sniper. You get access to Conceal, which works wonders with the lower accuracy moves like Rockseal and Last Breath. You also get Beso Toxico, which replaces your standard attack and negates that annoying Reflex ability. And of course Assassins are brilliant in general, with Greatbows and Ultima Masher.
Awesome combo. Dual cast and summons lets you do damage and heal at the same time. You also get decent equipment and good enough MP growth that you should be able to keep up the casting as long as you need.
Most of the Nu Mou combos work fairly well with each other in any combination. Time Mage, Black Mage, Sage, White Mage, Alchemist. Combine them in any combo and you will have a pretty good Nu Mou. Don't use Beastmasters unless you are facing monsters, of course.
Morphers are a little odd. Due to their unique setup, they don't have a huge ability to fuse smoothly with other classes. The most important bit is their support ability, which should undoubtedly be Geomancy. With the Flan in your monster bank and built up towards max stats, their version of Black Magic slaughters everything. For a second A-Ability set, pick up Alchemist, White Mage, or Sage. For healing potential.
bangaa:
templar/gladiator
templar/dragoon -i dont know about this combination. I dont even know if its good
Templar are the ideal equipment class of the Bangaa, wielding Heavy Armor and Knightswords. They are also the only class in the game that can wield more than two of the ultimate pieces of equipment at a time, due to their ability to wear hats.
Gladiator is the most common combo for it, giving the elemental spellswords and Ultima Sword (and if you combine Ultima Sword with a Templar's Spears, it can hit two enemies at once). Dragoon works well, as does Bishop, but when you have the Templar/Gladiator combo, they are a bit unnecessary.
Ah, Jugglers. So small, so deadly. Between Knife, Smile, and Ring Toss, they are some of the best manipulators in the game. No MP spells that inflict Disable, Stop, Berserk... And, of course, they can give a free turn to your slower heavy hitters. Brilliant little guys, all on their own. And Thief pairs well, so you can rob blind the people you Stop.
You got this one backwards. It's Gunner/Mog Knight. Usually, I recommend going for the heavy armor, but for the Moogles, you want to take advantage of that enormous range, and snipe characters from the other side of the battlefield with Ultima Charge. Stopshot and Charmshot are also awesome, and the elemental shots can be handy on occassion, but, really, you can wipe the enemy out before they get started with Ultima Charge, so as long as you can hang on to enough of your MP, that is all you need.