What would be the most efficient party setup?
When I say party setup I mean jobs.
Start a new game because everything has instantly become trivial.
Final Fantasy XII: International Zodiac Job System Maps-
Well I thought you wouldn't even need healers as any job with darkga can insta heal all your party because of the gendarme (must be darkga cause other elemental spells are blocked) and it would be cool to see something different like a bunch of black mages actually making a solid party with curative spells; I'm tired of the same monk: vaan and fran:red mage setups really.
What kind of lores/magic/jobs would benefit a party with 6 TT and 6 Gendarmes? Oh come on give a try and help me I'm really determined to do this you would lend me a hand here... aren't you guys tired of commenting on the same "Party advice" topics over and over and over and over again only to see nothing new?
You're basically asking what changes if you're practically invincible and have top-end melee offense on all characters, no?
Status effects remain unchanged, so white mage retains considerable utility, as do the full remedy jobs, Archer, Hunter, and Machinist. Among those, archer and hunter appear to me still to outclass machinist via Focus, if nothing else. However, if you don't pick up some job with inherent ranged capabilities, you and any flyer will find yourself in a stalemate pre-telekinesis, so mind.
Time mage, having 3 Swiftness and full strength armor, looks better with this fully capable offense and less significant squishability, but he still has no focus either.
Black mage and red mage still hold a place insofar as their multi-target magic may possibly kill multiple enemies faster than you can one shot each of them in turn. I suppose that depends on the situation and the number of enemies, though: if you like, perhaps you can one shot groups of three enemies in one round of turns with your Trangos, but three at three turns is your top speed, I think. I considered whether you might like just a red mage to cover all your magicking, but probably you'd want Esuna on him, and the opportunity cost to get that is the now much more attractive heavy archer armor; compare to knight whose Esuna is the natural choice in this case, who can also get Bravery someday, and who now trumps RM in TT prowess. So if you want to have some magical offense available here, go with the specialist and BM, I say; further, since you absorb all elements, BM will cover whatever little healing you may need throughout the game.
Where machinist enjoys little comparative gain, I think the samurai suffers the greatest relative loss, as until the very end game his katanas and his offense with TT will both be outclassed by heavy armor users. Monk is similar, but retains Expose and Focus, at least.
Between the heavy armor users, knight's magical utility is noted, and then between B and U, B seems to me to hold the greater utility for offense with his breaks, though U has partial remedy lores and some black magic (which you'll remember better than the cure line for our purposes).
I'll be very interested what others have to say, but my first try follows with an notion to get anti-flyer (you may have to change to normal equipment), anti-status, Expose, some black magic healing, Libra, and as much heavy armor as possible in both parties.
Knight's magic stat needs only cover Esuna and Bravery, so one of the lower fellows' will do. The archer is the other who least needs magic, so whoever is not a knight can go there. While Basch is still better than Balthier behind the bow (on the occasion that you need it), I preferred to give the upper party Libra via knight Basch; after all, paired with a BM and basically invulnerable to the odd flyer anyway, the extra seconds Balthier spends loosing arrows strike me as negligible.
The other placements seem to me to matter less. Ashe's magic makes the strongest time mage, for whatever time magic's now worth (tm is worth armor, spell utility relatively unchanged by TT and Gendarme, anti-flyer capabilities, partial item proficiency, and swiftness, and the odd decoy, I suppose), and breaker doesn't need magic but may still want to throw a handbomb at the odd flyer, so Fran's still in there. I put Vaan as BM so the BM's sword can hit a little harder while definitely maintaining high magic and mp; likewise, Penelo will be plenty strong as an uhlan, and for what little it matters her anti-flyer and group healing (before Mateus) will be that much stronger.
I believe that A-P and V-P are basically interchangable here, though if you want steal in both parties more than top time magic, switch V and A.
(must be darkga cause other elemental spells are blocked)
Could you explain this part to me?
Dark based spells are unblockable. However with Gendarme you will be healed since it absorbs all elemental damage. Take Fire for example, if you have Gendarme equipped and a monsters casts fire on you it will say "blocked". If it was Dark that was cast if would yield green numbers for damage (being healed), since Dark can not be blocked.
Hope This Helps,
Final Fantasy XII: International Zodiac Job System Maps-
Yes, I see. I did not consider that you would block your own spells. That would make sense, though; why program an exception?
I have considered this, and may we consider my point about elemental healing retracted. In this light, it is more attractive to put RM in for BM and give him Exo, but I think I would keep the BM there because I still don't think we need the RM's other spells more than we need the BM's.
I would definitely think to switch Basch into Uhlan and one of P or A in for knight, to bolster our main healer against high bosses' attacks.