I've gotten to the 4th area and decided to drop links on my land and remove my fortress from my party so I could add a sniper and keep my Nightseeker.
It's been alright so far but now my dancer feels pretty useless besides providing a bit of support healing and a couple buffs...might have to replace her soon. Hopefully I won't need to bring the fort back.
Yeah, I would side with scy on this one. Recently I rested my team (around level 62 now) and redid all their skills and I'm tearing through everything with the chase setup.
My team:
Fortress / Land - opens combat by power breaking/mind breaking the main enemy, then buffing the team's phys/elemental defense. Also has Swordbreaker from Land. Uses maxed bolt attack when I have nothing better to do, or to trigger a Dancer chase.
Land / Runemaster - opens combat with Vanguard followed by the link boost followed by three turns of elemental link skills. That is his sole purpose in life and he does it very well. Has TP and element boosting Runemaster abilities.
Dancer / Nightseeker - opens combat with Attack Tango followed by Chase Samba, then does normal attacks alongside the Land's links. Maxed Fan Dance, multi-hit and stun hit skills. Has Nightseeker solely for dual attacks, though I'm working up to the cloak-at-start-of-battle ability.
Sniper / Arcanist - binds. Everything related to binding maxed, all his main damage tree completely ignored. Arcanist is for the skill that boosts bind rate, TP regen and some of their nifty abilities like avoiding status effects for the line.
Medic / Arcanist - heals. Lays down a poison circle when not healing. Not a super effective character in most battles but I need someone who can do what she does. Auto-heals and auto-revives maxed, and has some of the nifty Arcanist abilities too like removing built up status resistance.
This team just works super well.