Hopefully part two is a better game. The first one had a lot of great potential with the class system, but they ruined it with magic users outside of support being useless compared to literally any attack class and most classes and skills not worth using. For example, you use one class to max out your parties AP, you have no reason to use any other combination of skills that do the same but lesser effect.
Here's a link to the class that maxes out your characters BP. I never see people taking advantage of this class. It wasn't even in the first Gamefaqs guide until I messaged the creator and told the guy he should add it to his guide. The video isn't meant to show off the other classes, showing that you can use four turns for every character every turn(you can use 4BP turn one and 7BP every other turn.) https://www.youtube.com/watch?v=8mI8sR7NZ5k
Though if you do want a good magic user, Monk with Natural Talent, no equipment, and Phantom Weapon will give you the best spell caster in the game, taking 9999 with Fire, Bolt, Ice, and Quake. Comet is non elemental and takes 9999. You can also pair a monk with Natural Talent to any melee fighter class and have the most powerful attacks, maxing out damage even with Bravely Second easily. Or using a Spiritmaster Brave x 4 Adaptation on every party member and having restoring 9999 health 9999 damage on all enemies every turn x 4 even with low leverage with Monk/Dark Knight. Rage, Dark Nebula, Rage, Dark Nebula is how my Monk/Dark Knights are set up in the party with a Spiritmaster/Merchant.







