Last time, I talked about the more plot oriented elements of Bravely Second, but now let’s get to the meat: the (new) job classes. For semi-completionists like me (i.e. I beat all the sidequests in Arkham Knight, but hell if I was going to spend 10+ hours collecting Riddler trophies, true ending be damned), collecting all the jobs is half the fun of playing. And that includes the ones you level halfway on one character and never use again. Here, I’ll go through all the new job classes for Bravely Second and how (and if) I used them.
Before I start, I’m just going to admit that I wasn’t terribly impressed with the new job offerings. All the conventional jobs were used in the original, so the designers had to stretch here. But there are still a few worth using even for the end game.
The Wizard uses what are basically low-MP cost Black Magic spells (though they don’t actually count as Black Magic for the purpose of modifiers and other such rigmarole) that default target all enemies, but can be modified to do various other things like target all the same type of monster or due damage over time. The problem is that modifying a spell costs a Brave Point and most of the modifications are too situational to be of much use. However, I did find the Dart modifier–which attacks a single enemy right at the beginning of the turn regardless of speed and unlike some mods doesn’t cost much MP–pretty useful, and the class is pretty serviceable for the time you have it at the beginning of the game, so I can’t count this one as a failure. It’s definitely one of the better early-game jobs.
A melee class that was so convoluted I barely used it after I got some other options. Basically, the Charioteer shows a C-rank proficiency with every weapon, but each time you attack the rank goes up. This doesn’t seem to have much point, seeing as every other melee class has a default S-rank. The class can also throw weapons (and you can get them back at the end of the battle), but when you get the class early in the game you won’t really have any extra weapons just sitting in your inventory as you’re constantly strapped for pg. The Charioteer does have some good support skills, like +20% physical damage and ones that let you equip an extra weapon if your head and body armor slots (though at a 50% damage reduction), once you get them, it’s better to pair them with a better class. I’ve heard that using the Ninja’s Dual Wielding gives you full damage with at least the helmet-equipped weapon (I guess it’s in your teeth like Zoro from One Piece), but I honestly never tried it since I wasn’t struggling to get enough damage without sacrificing defense.
A sword-wielding melee class that can enter different stances to boost attack, defense, or agility, and can do an attack that adds more damage from each stance. However, using an attack from one stance shifts you to the other, so you need to go back and forth between them–if you’ve played Final Fantasy XIV, I think the Pugilist class does something similar. Admittedly, it’s a bit complicated, but it’s definitely one of the more useful new jobs in the early game. But by the time you can level it up to the skill that puts you in the offensive Blazing Wolf stance at the start of your turn (so you can take all four turns instead of three, one of the major drawbacks), you’ll probably have moved on to classes with more damage potential for a melee class like the Ninja or Pirate. This is a recurring problem with these new classes—they often can’t compete with the old ones.
A healing (only) class with a default skill called Good Measure that raises the effect of spells cast twice in a row—but also collapses them into one cast that costs two BP and, as far as I could tell, doesn’t offer much of an improvement over just casting the same spell twice. The main problem with the Bishop is that, for all its healing power, it has no offensive spells, and since you can get the Red Mage around the same time (which has both), you won’t have much incentive to use it. Since it’s healing is percentage-based, it can be a viable option for a dedicated healer, but it’s hard to give it the edge over the White Mage that can do almost all the same healing and has Wind and Light-based attack spells.
Another magic class with no offensive spells, focusing on buffing and defensive magic. While not especially useful for grinding normal monsters, this class can buff speed and physical and magic defense; reflect and nullify elemental magic; and boost magic damage with particular elemental spells. The issue is that the Performer job does everything but the elemental stuff better because it targets the whole party. But for plenty of boss fights, the Elemental Barrier spell that nullifies all elemental damage for four turns is extremely useful, especially when paired with the Black Mage’s support skill Group-Cast-All that lets you use it on the whole party.
The name alone should tell you they were running out of ideas with this—but basically, this replaces the Vampire job class from Bravely Default (one of the few Asterisks from the last game you can’t get this time around) as the Blue Mage type class that uses enemy attacks. But instead of MP, you summon a little feline companion and feed him (or her) a certain kind of fish to cast the spell. You get fish either by buying it from the Adventurer, with new fish unlocking as you rebuild Fort Lune (this game’s equivalent of Norende from Default), or as spoils from battles. I had the same problem I always have with Blue Mage classes—it’s a pain to track down the enemies to learn the spells, and few of them are really even useful compared to conventional spells. Not to mention that getting the fish, which are not cheap or easy to get at the point you get this Asterisk, is just another layer of hassle you don’t really have to go through to beat the game.
A gun-using class with an emphasis on breaking through defense. I didn’t, in all honesty, get much use out of this class—once you have Dual Wield from the Ninja class, two-handed weapons like the gun lose a lot of their luster, and most enemies with a high defense are better handled by attacking their magical weakness. There is a spell to pierce Default, but most enemies don’t use Default at all, including most bosses. The only skill I found useful from the Hawkeye was the one that adds elemental damage to physical attacks—but again, it always seemed like just doing a normal elemental attack would be more effective.
A whimsical but surprisingly effective debuffing class. Like with the Catmancer, you’ll need to either buy items—cakes instead of fish—or get them from battle to use these abilities, but by the time you get this Asterisk, Fort Lune should be pretty well along and you should have a decent amount of pg in reserve. In addition to status attacks (that I never used) the Patissier can lower defense and attacks by 50%, more than any other class, as well as give enemies without elemental weaknesses new ones for a few turns. Absolutely indispensable in boss fights, and one of the few new job classes that isn’t overly complicated for the sake of creating something new.
A class based on the concept of undoing things—damage, losing MP or BP, and so on. Like the Patissier, this is another highly useful class among the new crop of asterisks (and one that, like the Patissier, has almost nothing to do with what its name suggests, i.e. this isn’t a class for fighting undead mobs). An Exorcist can act as both a healer and a defensive buffer by undoing damage or using Undo Action, which completely nullifies one attack of any kind, which is extremely useful for end bosses that use powerful abilities that can inflict status effects that would otherwise lead to a Game Over. The jewel of the class is Auto Undo, which completely restores health and MP at the end of each turn, allowing you to use as many powerful spells as you want without fear of running out of magic.
A heavy-armored class that can possess enemies or allies, and builds up “Spiritual Power” by taking damage, which is then used for abilities. In theory, this could be an extremely useful class—the trouble is that there’s little point possessing an enemy that you’ll just have to kill when you can just whack it with your weapon, and do it in the same turn. Then there is the Spiritual Power you need to build up like a tank in an MMO to use most of your powerful abilities—but remember, the bonus system in this game encourages you to finish off your enemies in one turn, and you’ll need to wait until the second to build up Spiritual Power unless you equip the support ability that gives you 50% by default, which isn’t really worth the slot in your set. That said, the Guardian can be useful in certain boss battles where the boss has minions, and there are some useful skills like Soul Mirror, one that reflects all physical damage on one target for three turns, that cost MP instead of Spiritual Power, so it may be worth experimenting with more than I did.
This class has high strength and intelligence, but it’s theme is a bit underwhelming—essentially, the poorly named Supremacy skill has buffs, debuffs, healing abilities, ect. that effect all enemies and allies. For example, Spring Awakening restores 10,000 HP to each side at the end of each turn, but that amount is split by four for you, and if you’re facing a boss they get it all back. I’m sure a cleverer player than I could have gotten more out of these abilities, but the usefulness seems so contextual that I didn’t think it was worth the effort. It does have a pretty sweet Default ability, Cerberus, which resets your HP, MP and even your K.O. status after every battle, but it’s only useful for grinding.
Probably the hardest class to evaluate—the Yokai class lets you summon demons to use powerful abilities like -ja level Black Magic (i.e. the most powerful) and others like Acid Breath that do heavy damage and inflict debuffs. The issue with the latter is that they cost BP instead of MP and some can’t be used on bosses. Furthermore, you have to track down and defeat each demon in a boss battle to get its powers, and they aren’t easy. The main draw of the class is the Awakening support skill, which you need to have equipped to learn every other job’s level 11 skill. Once I had Awakening, I didn’t use this one much, but in high difficulty playthroughs I imagine it would have been very useful.