So… MC's old FFT drafts for hypothetical single-player-class-limited playthroughs vaguely came up again in IRC recently, and plus, in LoL, it's Worlds season, so catching up on some ESPORTS drafts there. I did a little mini WAXF draft on the side, so… a completely hypothetical Bravely Default draft! (No, BD is a long enough game that hell no to ACTUALLY PLAYING one of these.) BD does have the nice property that there's some notable synergy / anti-synergy in classes, so it's not quite "go to your in-game rankings thread and draft top to bottom."
Completely arbitrary rules:
* Everybody gets JL1-10 of Freelancer for free. (No dopey worries about getting locked out entirely in C0-C1 from not enough early picks there, or about missing general quality-of-life passives like being reminded of how many treasure chests are around.) You have to draft Freelancer if you want the JL11-13 stuff though, i.e. C5-8 Freelancer.
* No bans, but the last two picks go undrafted, so you aren't entirely guaranteed your pick of the chaff. Everybody will get 11 classes this way.
* I'm assuming that you're allowed to turn off encounters for boss runs. (Some of the MP-slurping classes get much worse if you don't, and classes like Valkyrie shoot up in value.) I'm still assuming that a team that has major random woes is less impressive, though.
1A: Okay. For first pick, there are basically four reasonable options IMO:
* White Mage: Early class. Invaluable MT healing for any boss fight that goes slow (which, against some HP sponge enemies like Braev, matters), better revival than Phoenix Downs. Even has some okay-if-MP-inefficient offense. Resist Water for Rusalka.
* Dark Knight: The strongest class in the game? But it's C5 & beyond only, and C0-C4 are no joke.
* Spiritmaster: Makes WM much better, but more importantly, elemental cheezing outright wins some tough battles for free (the Dragons), and makes a number of battles considerably more sane, especially for enemies that give you an elemental weakness (Bugzilla, Victor & Victoria / Ominas refights).
* Black Mage: Not at the same power tier as the above three, but it is an early class, and it's extremely good vs. Orthos (EDIT: and Heinkel). It also unlocks C5+ mage builds with Pierce M. Def.
Let's not kid ourselves, though. The pick is gonna be White Mage.
A: White Mage
1B: Well, looking at the above set of 4 classes, we get 2 and hand over the other.
Black Mage & Spiritmaster: Sure, go ahead and have the two best classes (DK & WM)!
Black Mage & Dark Knight: Sure, go ahead and have the WM / Spiritmaster combo!
Spiritmaster & Dark Knight: Sure, go ahead and snipe Knight / Black Mage, and subject me to some sort of horrible Monk/Thief/Freelancer challenge in C0 / C1!
None of these options are attractive. That said, I think the DK / BM combo is the best; mass BMs can blitz out early bosses and is good for dealing with Orthos sans white magic, and DK gives the late-game kick required.
A: White Mage
B: Dark Knight, Black Mage
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2A: Well… Spiritmaster, obviously. A lot of options otherwise, but Knight & Pirate come to mind. Knight is offense early and a super-tank late that will synergize well with healing. Pirate is better, but also C3. Since we're missing out on magic offense, I'm thinking the Pirate debuff train is gonna be more important than usual. So let's do that.
A: White Mage, Spiritmaster, Pirate
B: Dark Knight, Black Mage
2B: B has to start thinking about potential hatedrafts of good revival / stalling. B also wants some more C1-C2 classes since all Black Mages tends to be very binary for bosses; either they blitz them out with offense or die horribly, and Rusalka is gonna be REALLY INTENSE with no WM. BMs also have MP woes, so it's gonna make randoms annoying. Knight is early and is also really good for Team A, so take that, I think.
A: White Mage, Spiritmaster, Pirate
B: Dark Knight, Black Mage, Knight, Salve-Maker
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3A: I think A needs to grudgingly take Monk since Knight got sniped so that team A has some semblance of offense in C0/C1. There's some potential hatedrafts A can do since B is stalling on mages & Spell Fencer, but… eh, going back to things this team wants, Performer fits well the "buff/debuff/heal/smash" strat. So take that.
A: White Mage, Spiritmaster, Pirate, Monk, Performer
B: Dark Knight, Black Mage, Knight, Salve-Maker
3B: Okay, B has stalled long enough at grabbing Spell Fencer. Late game DKs are notably worse without Drain Sword, especially if B ends up running a bunch since they lack other healing, so pick that up. B doesn't really need much more lategame classes, so… maybe Red Mage? Use that for healing / revival in C3 at least and pretend to have a more normal run there, maybe even C4, before switching to Medication DKs & magic.
A: White Mage, Spiritmaster, Pirate, Monk, Performer
B: Dark Knight, Black Mage, Knight, Salve-Maker, Spell Fencer, Red Mage
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4A: Well, White Mages healing Monks is very one-dimensional for the early game, but the other options left are just… uninspiring. Thief has some nice Speed boosting passives? Ranger has Targeting for Braev / other heavy Default users? There's also sniping Time Mage, which while not great lategame without BMs, might still be useful for Gaia Gear earth magic. Vampire offers a lategame carry and redundant Pirate support, and Templar has Default Guard and can be a psuedo-Knight. I'm thinking the TM snipe (hey, magic damage that's better than WM's crappy wind in C2-C3) and Templar are the way to go here (Default Guard is useful on stally teams).
4B: Well losing TM is too bad, but eh, that just means going more all-in on lategame Dark Knights rather than Pierce M. Def Meteors. I'm thinking that the worse healing means that dopey Ninja immunity stratz are a bit better, as well as maybe Kairi onto Knights? Vampire also looks tempting with no Pirate for a lategame source of debuffs, and super level 4 magic better than Dark if you get the right wandering Norende beasties to go with Pierce M. Def.
A: White Mage, Spiritmaster, Pirate, Monk, Performer, Time Mage, Templar
B: Dark Knight, Black Mage, Knight, Salve-Maker, Spell Fencer, Red Mage, Ninja, Vampire
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5A: Getting to cleanup now. Sure take Thief. Maybe Valkyrie as well? More random clearing in late C2/C3. This makes me feel bad about missing out on Vampire, since it's strictly better than Valk later on, but oh well.
5B: Well if we have Ninja, might as well take Swordmaster as well for that silliness. Also pick up Arcanist for Fenrir statusing bosses hype since we have Black Mage, although by the time this really comes online, we could also be running some sort of 3x Dark Knight party.
A: White Mage, Spiritmaster, Pirate, Monk, Performer, Time Mage, Templar, Thief, Valkyrie
B: Dark Knight, Black Mage, Knight, Salve-Maker, Spell Fencer, Red Mage, Ninja, Vampire, Swordmaster, Arcanist
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6A: I guess dopey Freelancer Mimic tricks can do some cool stuff with this set (Time Mage Slow World passives, etc.). And sure, Merchant for some efficient money grinding and maybe Low Leverage if we get really desperate.
6B: Well none of Ranger, Summoner, or Conjurer are that important. I could actually be convinced by CONJURER on Team A, with healing and potential MP woes, but not team B where we have Salve-Maker. Summoner I guess, it's good for refights of Rusalka! Ranger isn't even a bad class, it just doesn't have tons of synergy and the only boss fight I'd hype their skillset on is Braev really. They're just consistently okay, while something that was usually terrible but occasionally great would be more useful for this kind of challenge.
A: White Mage, Spiritmaster, Pirate, Monk, Performer, Time Mage, Templar, Thief, Valkyrie, Freelancer (Greater), Merchant
B: Dark Knight, Black Mage, Knight, Salve-Maker, Spell Fencer, Red Mage, Ninja, Vampire, Swordmaster, Arcanist, Summoner
Unused: Ranger, Conjurer
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I think A "wins" here with a very reliable stallfest featuring buffs, debuffs, healing, revival, and a bunch of good defensive passives (Angelic Ward, Default Guard, Speed +20%, etc.). Orthos will be exciting, but the early game isn't THAT rocky, and they can sustain through a lot of fights.
Team B was kinda stuck by not being able to get WM, so they do make a good show of having hyper-offense teams that can just kill quickly and maybe only use the occasional choice revival, or Widen Area potion. The gang of Drain Swording BK's with Rise from the Dead and See You In Hell is still a solid strat, though it might run into trouble for some of C7/C8's more brutal Asterisk team-up fights. Early game will be exciting but if you don't have WM, having BM is the next best option IMO for maybe not needing it. And if you're really bored, some bosses can just get plain Utsusemi cheeze'd out, so there's always that for avoiding the need for good MT healing.