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Not for damage though. All of the percent-based attacks (Graviga etc) suffer horribly from how everything resists percentage damage due to debuffs. Diabolique's counter was especially useless because of that, sadly.
Lot of good synergies to be found. DK/Blue is a nightmare for enemy MP and lets you go hog-wild with your own; she was primary damage, primary healing, and secondary tank with all that. And Dancers are absolutely nasty if you have them dual-wielding since every hit increments the status effect. Overall, loved my time with it! Was really impressed with the Levistone, didn't realize new movement items were possible, but it was a little finicky about interactions with mount switching.
Try as I might I just couldn't make Gambler work. Maximizing their luck to make their output sufficient comes with too much sacrifice, it's easier to just run literally anything else. And that was even with a stat respec to get more luck.
Team's core classes were Dark Knight/Red Mage/Blue Mage, Dancer/Thief/Ninja/Arcanist, Bard/White Mage/Chemist/Gambler, Mystic Knight/Samurai/Paladin/Warrior. Other than Gambler, all of those worked pretty well.
Dark Knight passive "See You In Hell" does magic damage to every enemy when you die. But if you have a source of Magic Lifesteal, like the Crimson Choker, you just get right back up. And can immediately use it again and again.
It's funny but it's also kind of an invincibility cheat
It'll be resolved in 4.0. Thanks for bringing it to my attention!
The Cherry Staff, when added to the shops in Sequoia, goes into the Exotic Weapons shop instead of the Magic Weapons shop, even though it's a staff with a significant spirit boost.
What I would do is run a Thief and sub-Dragoon with Lamia's Kiss. You'll only really need Doom Spike and Backstab for dps, but that way you are just passively keeping up the Poison.
That way your Paladin/Warrior (who should keep the Black Mage covered) can keep Mind Break up (try to get Shake it Off if you can).
Then Black Mage/Arcanist with a Candle. Just spam Fire, and occasionally use Fear. When Spore Spawn pop up, Spread + Fire and Doom Spike should do most of the work. The goal there is to CC or kill them before they can Toxic Gas.
A Red Mage/White Mage can handle the rest, since the innates on Red Mage let them dualcast faster and also sustain MP.
But I was having bad sleep problems, so I'm seeing a few mistakes now. I only really had one black mage squared away, and I'd been leaning more on keeping Aero's DoT up and Vampiring some health back to take the load off my healer - and then keeping Poison up on top of that when my Thief wasn't doing that was a bit tricky. Maybe Lamia's Kiss on Arcanist/Thief...
The big issue I ran into is how many mitigation options are a one-off (per target) - one interrupt, one silence, one stop. My Paladin was making as much use of Cleansing Strike, Mind Break, and Shield Oath as he could, but just wasn't cutting it.