Personally, I prefer a gladiator, though I still use a 4-person party for the Co-op de Graces and to avoid 15-minute long battles due to Confusion/Paralysis Fuddle-lock. If you want to solo as paladin, I agree for the most part with Shaddow about the way to go with them; however, consider spending some time in gladiator, mage, and ranger/sage/luminary.
At Guts lv. 22, Gladiators learn Double Up, a 0-MP skill which sharply boosts attack power (like casting Oomph) at the cost of slightly decreasing defense (like a single dose of Sap); the defensive drop can be countered by casting Buff, either before Double Up or after. Guts Lv. 55 grants a permant strength boost of 30, and Double-Edged Slash (Guts Lv. 42; Deals heavy damage to an enemy, but also damages the user) and Blind Man's Biff (Guts Lv. 68; looks cool and delivers a lot of damage, but still unsure of the specifics) make great all-or-nothing attacks.
At Spellcraft Lv. 46, Mages learn the Focus Pocus ability, which acts as an MP-Regen for seven turns, restoring 3 MP each time. This skill can cut down quite a bit on Magic Water/Sage's Elixir/Elfin Elixir costs, at least until the higher levels where the Paladin's MP pool begins growing faster.
Rangers, Sages, and Luminaries/Superstars can all access Boomerangs, which, except for the ultimate skill Gigathrow, and Firebird Throw (Boomerang Lv. 58; Randomly attacks a number of enemies multiple times), hit all enemies on the field (instead of just the group, like whips), with slightly decreasing damage (the leftmost enemy receives the most damage, while the second receives a bit less; the third down the line receives a bit less than the second enemy, and so on). Crosscutter Throw (Boomerang Lv. 3) hits the first enemy a second time after hitting the others first. Power Throw (Lv. 7) removes the decreasing damage amounts that the boomerang has, hitting all enemies for roughly the same damage. Ooze Bruiser (Lv. 22, deals more damage to slime-type enemies) and Firebird Throw I don't much bother with, and Metalicker (Lv. 88) is like spending a few MP to hit all enemies with Metal Slash (I've also never seen it do 1 point of damage; it always seems to do 2 points). Starburst Throw (Boomerang Lv. 42; Showers all enemies with burning light) is easily one of the most broken skills in the game when in the hands of a class with high attack power like Warrior, Gladiator, or Martial Artist, and even more so when used in combination with Double Up, Oomph, or a high Tension level (plus, it's got an awesome animation).
Since my idea of a "Best Class" is heavily based in the skills, techniques, and abilities I can access, consider these as well:
Thunder Thrust (Spear Lv. 58): Either fails absolutely, or delivers critical damage to the target.
Counter Wait (Staff Ultimate Skill): Puts the user into a counterattack stance.
Rake'N'Break (Claw Lv. 88): Deals damage, and removes all of the target's special status effects
Hallowed Arrow (Bow Lv. 88): Deals damage and restores a bit of MP
Multifists (Fisticuffs Lv. 58): Deals four hits of physical damage. Costs 0-MP
Miracle Moon (Fisticuffs Ultimate Skill): Damages all Enemies while restoring the user's HP
Morale Masher (Courage Lv. 70): Attacks and lowers/Removes the enemy's built up tension
Attack Attacker (Courage Lv. 100): Attacks and lowers the target's attack power.
Divination (Faith Lv. 8): Like the Church's Divination, except you can use it anywhere
Alma Mater (Faith Lv. 70): Protects the user from OHKO skills
Mens Sana (Focus Lv. 32): Removes all negative Status Effects from the user
Feel the Burn (Guts Lv. 100): Causes the user's Tension to go up from taking damage
Jack's Knack (Enlightenment Lv. 10): Allows you to change vocations anywhere (Get This!)
Disruptive Wave (Enlightenment Lv. 42): Removes all magical effects from all enemies.
Twocus Pocus (Enlightenment/Sage Ultimate): Makes it possible to doublecast spells.
Hope this helps.
- 11 years ago