i haven't found i necessary to have a 'leader'. It really doesn't matter which char. is highlighted as you wander around, each situation automatically responds to the highest-skill char anyway.
I am fond of parties of 3, my favorite so far has been Mook Ranger, Mook Gadgeteer, who i switch to Fighter at L12, and a Bard, usually Felpurr (for Speed), who also switches to Fighter.
For me the requirements that MUST be met by my parties are:
=One really fast char who casts Haste. (the others don't need to invest much in Speed that way)
=These spells for survival--Element Shield, Magic Screen, Soul Shield, Silence, Missile Shield and Armorplate.
=Stealth. With the above-named party, everyone spends one level (L4, usually) as Rogues to develop Stealth (+10 AC).
=Lots of damage, both at range and in melee. (that's why i pick Mooks--the Giants' Swords are the best removers in the game. They're not the ONLY extended-range swords, there's X-Cal, but it's 2-handed and slower. And once they're Fighters, they can use Tripleshot X-Bows, which remove targets really fast.)
=Alchemy. If you have a Ranger, Ninja, Bishop or Alchemist, they can bankroll your party by mixing potions.
It is possible to have all these things with a Solo, but one char has to hit so many more times that battles become ridiculously long, esp if you have to keep breaking off to restore Mana.
If you really wanna rock, just start with a Mook Fighter in the place of the Ranger and add a Bishop for a total of four.
(i played something close to that last time, they walked through much of the game, now my challenge is to make it without a Bishop or Faerie Ninja...)
You can also swap the Mook Ranger for a Faerie Ninja, but only if you know where to search to find the hidden stuff until your Gad gets the Searchlight...
|