Not sure about Priest > Chemist. They may have more MA and Holy, but Items require no charge and have 100% accuracy.
Well, this is sort of a complex thing to think over if you get into it. First off, Chemist contributions early onare quite huge, since one chemist essentially allows your whole team the basic necessities of potions and phoenix downs, so early on they allow you to be perfectly safe. Priests while being inferior to Wizards are still a good choice just to have so it can possibly teach the team Cure so you don't have to even waste money on potions since you just have a team that can network Cure heal. That, and Priest has actual magic as to allow better use of Wizard spells than Chemist, of whom only have guns really late in to retaliate with.
Still, it's a surprisingly close call when you give it thought.
I don't think Calculator should be that low. It's not like you need to get every single ability for Math Skill to be useful.
Have you actually ever tried to use a Calculator in efficient play?
1. Their stats are awful in every sense of the word.
2. No good weapon or armor choices.
3. You need to purchase 3 of their expensive-ass abilities so they have a basic semblence of actual function, and even then it's an incredibly situational function of which may only end up backfiring since it means abilities will hurt allies as well.
4. The damage they do with magic is pitiful, and this sucks considering that the entire time you have to use them you basically only have the choice of magic.
5. By the time you finally buy all of their shit to make them as powerful as they can possibly be, it most likely is stupid late in the game, and most likely will not make up for the turns they lost us with their horrible assness.
Calcs are right where they deserve to be.
Do you think we could have two lists, one with monsters and one without? Also, do you have any plans to add the unique playable classes like Holy Knight or Engineer?
Unique classes aren't up already?
In my experience, I've played with Wizards and they've been the single biggest contribution to my low turncounts. Basically by the end of Part 1, my wizard was at level 12 while the rest of my team were levels 5-8. That's how good they are.
I have to wonder if our turncounts are similar, cause those levels seem...High.
For knights, they're your best tanks early on
Surviving early on is hardly an issue when everyone on your team can easily have Items with Potions. Hell, you have 2 NPCs whom you can equip Potion on, they'll be more than happy to heal you. Hell, if I want survivability early on, I'd probably want more ranged attackers. You're not in much danger if you kill them before they reach you, and you got 2 NPCs being good enough distractions already.
and your best damage dealers.
Correction. Mages are the best damage dealers. Blow for blow, I'd also take Monk over them.
They have bad move, but you can equip Battle Boots and Move +1 on them and they'll be pretty good.
This movement can be copied by combat untis in general like the Monk. Also, having 6 Move (+1 Battle Boots, +1 from Squire ability) increases survivability as well, since it means you can outrun any melee unit if you're in danger and need to retreat.
They also have robes and their magic isn't bad, so they can make passable backup mages if you need them for some odd reason.
While I would find additional MP silly, I don't actually mind the idea of a Knight having some magic packing, simply because it means he can be a higmove tank who can do some slight AoE damage, being a distraction until the real cannons come in.
Part 4, they get Knightswords to use which is nice.
Their competition is Agrias and Orlandu. That's gonna be a hard argument.
Edited by Grandkitty, 27 June 2011 - 05:40 PM.