Top Ten Best Standard Job Classes in Final Fantasy TacticsWith several job classes in-game to utilize in Final Fantasy Tactics, there's lots of ways to customize standard units, so let's look at some really good ones. Note that I stated "standard" in the title because we're not including special job classes that special recruits have. So don't expect Holy Swordsman, Holy Knight, Divine Knight, or Dragoner here. We're looking at the normal classes in this game.
Ninjas have been one of my favorite classes throughout every Final Fantasy game, and Tactics isn't an exception to the rule. Able to duel wield and throw plus great speed is everything a ninja can do. They also have a Vanish reaction ability which is really handy.
To think that the Summoner would be an amazing job class, but it is. Trust me. In Tactics, spells can usually hit both friend and foe alike, which is why it's important to strategize when they charge. Summoners however avoid friendly fire (or enemy fire in the case of healing summons) and hit wide areas. Too bad they are somewhat slow and require loads of job points to get the best of summons.
The thing that makes the Samurai class amazing is their Draw Out technique. As long as you have the specified katana, you can use it to hit enemies instantly, with the only real cost being the chance to break the katana. And like the summoner, the Draw Out abilities distinguish friend and foe, so you don't need to worry about hitting allies.
Despite being a starting job, the Chemist might actually be the better choice of healer, as they can throw items to units who need them and they don't need charge times at all. They can also equip guns, which I love using in Tactics due to their great range. Also I consider their Maintenance passive ability to be invaluable in many battles where its possible to lose equipment.
Also known as Arithmetician, the Calculator job may actually be the single hardest one to effectively use, but its usage when done right can break the game open. Set a parameter (experience, level, height), and a number (4, 5, prime number), then a learned spell from the repetoire and bam, instant casting. Unfortunately, it doesn't distinguish friend or foe, can't be used for summon spells, and to top it off, the calculator is the slowest job in the entire game. Very hard to use but fun if used right.
To think that the usually situational Geomancer would actually be pretty decent. Having Elemental is a pretty good skill to have in most cases, as long as you're using terrain right, you can damage from afar and cause statuses. Plus they can equip axes, which is really nice. Attack UP is a good passive ability to have for fighting classes later on.
The obvious White Mage, they are usually indispensible and have all the good white magic. Save up job points for Holy so you get the best spell.
The obvious Black Mage, with all the offensive magic but very squishy. Good magic score ensures that this unit can dish out some good damage provided with the best spells available.
Time mages can be hard to use due to them being extremely squishy and not having a whole lot of really offensive magic. They do have the Demi line and if you train enough, you get Meteor. Also the Short Charge ability is fantastic.
I didn't think of the Mediator as good, as I never used the Talk Skill, but if you want the monsters in your party, the Mediator can invite them over to become allies. They also have several other abilities, some cause statuses and others take money or something. More importantly, a Mediator can equip guns. Getting enough job points to get Equip Gun so other classes can use it is one of the things I aimed for when I played FFT.