Woah, thread's still alive!
Allright, I've been on a EO hyatus for a few months, was busy with stuff.
I've picked up the game again, finished the third labyrinth and killed the fire lizard. Started messing with the fourth land, got into the lab, etc etc. My party is now 40 and I am seriously considering retiring them all, because frankly, it feels like it doesn't exactly work. I mean, sure I'm killing stuff and progressing, but it feels kludgy, more about bruteforce than really understanding the game.
My front row is a F/D (I don't know how I feel about dancer, the evasion is nice sure, but feels wasted?), L/R (this one I like for the elemental damage, although I don't feel like I am getting all I could out of the links), D/N (on full time support mode, barely contributes to party damage), R/M (my main source of damage alongside the land and emergency revives) and a S/R (yeah I don't know...).
What I do is fortress it up, have the dance on full time support to keep the fortress alive while the land and the rune do the real damage, mostly elemental. The sniper... he's there just for the binds really, his damage output is meh.
My issue is that the linksnecht does good damage but I dont really get much from the team links, that the dancer is too busy healing to do anything but a few swings here and there and that the sniper is just binding, which i feel an arcanist would do a better job at.
My plan would be to switch to a F/?, N/?, D/?, R/? and either S/A if I can get it to work or go A/M to free up the dancer for a more offensive approach. I've also thought off replacing the F/? for a L/F, with a N and offensive D I guess I could get more out of the links.
Thoughts?
I'm a big fan of Fortress (and Dancer is a good sub) but the thing is the rest of your party doesn't *really* need it. Landsharks are pretty durable, as are dancers (with Fan Dance, if you also use defensive/healing dances). Back row is safer in general and Snipers aren't in paper armor like magic classes.
Before I go into more detail, I would say now that I think L/F would be a bit of a waste in the long run but it might work for now. If you are used to needing the F's protection skills, then you don't really gain anything by going L/F because your L will be too busy doing F skills to get any good setups for strong links. If it's a matter of wanting to use the L later, you can use them to fill the role of defence for the party, but IMO a F/D using taunt and then bonking things is gonna be a better defender who can still plink out some damage (because auto-taunt frees up turns).
The other thing about Landsharks is that if you're doing a linker party they're great for wrecking FOE/Boss enemies but they require too much setup and SP to "feel" effective against waves of normal encounters (at least from my experience--I cleared whole game with FNDRM party and then made another party that included a L to try them out). One nice thing about this game is you can beat the story with almost any party, with the right amount of patience, but a lot of what gets thrown around as "optimal" party or class builds doesn't really apply until like level 70+ builds with enough skill points to really shine.
Dancer in your party there is honestly not a good pick as anything outside of a stungun or healer. Since your party doesn't leverage high physical attack power, your dancer can't contribute with one of their best skills, Attack Tango (I mean, you could do front row of L D S and have F R in back but ehhh...). I mean, it's testament to how awesome and versatile Dancers are that they can keep your party going as a healer, but you're right that they're going to be very busy doing that.
I'm not a fan of Snipers in EOIV but they do work really well with Landsharks with skills like Squall Volley. R is a bad sub for S; at least consider sub Arcanist (for Ailment Boost + TP Return) or sub B for better damage support skills.
Retiring now is not a terrible idea BUT it's worth pointing out that 40 is where you get to the last tier of skills and classes start really getting closer to their full strength (well, by level 50 anyway, when you have some points invested into the Master skills).
If you DON'T want to retire you can improve your party with redoing subclasses by Resting.
Keep F/D. Make sure to get Refresh Waltz and Freedom Waltz to help your D out, max Fan Dance ASAP and consider Sword and Mist dance for down the road.
L/R is probably OK to keep as is; R is not a bad sub for the extra link damage and TP skills. If you feel that links are not good for normal encounters and are plenty good for tougher stuff, consider changing to a sub like N or B for better non-link damage options (mainly N's dual wield and Follow Trace for double skill activation, B's Charge and Defiance) to kill normals with less setup without giving up links completely.
Your D is going to remain your primary healer with this kind of group so drop the N sub in favor of M (emergency skills, healing mastery) or A (primarily bracing walk). Pure stungun D is what gets the most out of N sub, or a support/melee/stun D, not a healer D.
If your R has points in M skills that are anything besides Patch Up and TP boost, take them out and invest them in R skills to do more damage. Bushi makes a good sub for R (Blood Surge) if you're comfortable with the additional healing burden.
Lastly, for the S, going A sub can get you Ailment Boost for binding shots to land better but B sub gets Charge, Power Boost, Defiance, and, if you want, Blood Surge which can give you massive damage with a couple turns of setup. N gets dual wield and Follow Trace which will help kill normal enemies quicker. If no one else in your party takes A sub, I'd consider going S/A mainly so at least someone has Bracing Walk.
If you DO want to retire, well...
Keep F/D, as above; retire if you want for the minor retire bonus, otherwise consider a Rest for skillpoint reallocation.
Replace S with M/A or A/M to be your primary healer (many swear by A/M but I had no problems with M/A--binds are less reliable but heals are better--but A/M should be fine especially with a F/D to help mitigate party damage).
Replace D with N/A. You will be amazed at how easy normal encounters become with max rank Auto-Spread and Venom Throw. Sub A recommended for N for this stage of the game for Ailment Boost and TP Return. You will be able to kill normal encounters for hours before going back to town. Later, you can consider B sub (my main party's N was A sub until level 99, then went B sub... her damage record so far is about 4500 damage per hit Swift Edge with a Follow Trace proc while Blood Surge was active, so about 40,000 damage in one hit, except nothing in the game can even survive that much damage except un-chem-nerfed postgame final boss).
You can keep the L because you can still do good linking with R's Galvanic Rune and N's Swift Edge
but N has like the best AGI in the game so if you're not already used to doing it your L will probably need to be using Vanguard to act before N.
Keep R, they are good, but consider changing sub.
OR
You could keep D and change it to a damage/stun/buff D instead of a healing D. In this case, the N takes the L's place instead of the D's place. Then your D can use Attack Tango and Trick Samba to buff your N's damage up a whole lot. You can stay D/N and make sure Fan Dance and Sword Dance are maxed for good stunlock action. Forge extra Stun proc chance on your D's weapons (double daggers is good). If you want your D to "do" damage not just enhance the N's damage, well, you could sub B, I guess. My main party's D is D/N as a stunner/buffer but I did damage forges for her...she doesn't hit that hard but all those buffed Sword Dance proc crits can add up to a couple thousand per turn with endgame gear.
Whatever you do, some general tips:
Make sure someone has /A if no one is A main. Bracing Walk is too good to pass up unless you're really OK with healing between every battle and going back to town often.
A durable front line, or a 2-man front line, probably doesn't need a F at all. F is all about basically doing no damage so that you can have everyone else shed defence for more offence. Like, Ns are a great example of this...my N can only do the kind of damage she does because the F is there to keep her from dying in one or two hits.
Grab skill calc and try out some different builds to see if you come across other combos you like. Hope that helps.
Edit: One other thing... Fan Dance and Speed Boost do not stack for evasion; in fact Speed Boost *replaces* Fan Dance's evasion bonus with an inferior bonus. If you take Fan Dance, do not put points in Speed Boost (for D/N or N/D). For F/D, max Fan Dance. For N/anything, you'll want the hit rate boost from N's own Speed Boost for Swift Edge.