Rinoalover
Video Game Nerd
*I looked through about 6 pages of the FFXIII forum and didn't find a thread like this. I really don't like Necroing old threads so... Sorry if this is a repeat..*
I'm just wondering what everyone's favourite role is, and if you really lie more then one then go ahead and tell us about them too.
Oh, and I'm also curious as to what your favourite ability/skill is with each of the roles too.
Here are my favourite to least favourite and why. (Sorry about the colours!)
I'm just wondering what everyone's favourite role is, and if you really lie more then one then go ahead and tell us about them too.

Oh, and I'm also curious as to what your favourite ability/skill is with each of the roles too.
Here are my favourite to least favourite and why. (Sorry about the colours!)
1. Saboteur: I LOVE the Saboteur role. The debuffs are amazing, especially when they are used in conjunction with buffs from a Synergist. Curse, slow, poison, deprotect and deshell are all amazing in my opinion. I don't care much for pain, fog and daze. xP With Faith + En-Weakness they can actually do decent damage... not amazing but good for non-damage dealers. Jinx is pretty awesome as well.
Favorite Ability: Imperil. I LOVE this spell. It's almost too good. Lower the enemies elemental resistance, making them weak to ones that are usually normal against them? That's sick.
2. Commando: Damage, pure and simple. I just run around and mainly use 3 commandos, I obviously switch in ravagers for more powerful enemies and bosses but most normal enemies fall quickly with three commandos plowing through them. With en-spells on and a few good buffs they completely decimate staggered enemies and bosses. <3 Yay. The Commando also has some pretty impressive passive abilities.
Favourite Ability: Launch, Ruin or Blitz. Depending on the character. Launch for everyone who learns it, Blitz for Sazh and Ruin for Vanille/Hope.
3. Synergist: Buffs are awesome. IMO Bravery/Faith > Protect/Shell. The damage increase is actually quite amazing, and the faster you kill the enemies the less you get hurt. When you combine these with the en-spells (which beat out the bar-spells in usefulness for a few reasons) you almost make it completely useless to use a ravager. Also, Haste and Boon. =o
Favourite Ability: Vigilance. I LOVE vigilance, especially when it is used with curse. I hate being flinched/losing an action and Vigilance is said to increase the rate at which status ailments actually stick so... <3
4. Medic: Aaa, the healer. I usually love the healer class/character but in this game medic, while useful, is incredible annoying. Some characters (like Lightning and Hope) start-up casting is to slow sometimes for healing, and before you get more ATB with Vanille/Hope all they really do is CURA. Not Cure+Cura just Cura... I don't know why they set up the medic this way, but they usually heal to much, or not enough. It was kind of unbalanced. <3 anyway. ^^
Favourite Ability: Curasa. When you are dieing there is nothing better. <3
5. Sentinel: The tank. Needed badly post-game but never used during the first half of the game. They are useful when you need to be safe early on, before post game, but I don't like some of the abilities and the fact that I lose a damage dealer... Anyway. I hate, HATE Mediguard. It is pretty much useless in my book. Steelguard is way better, so that's one of the reasons why I probably don't like sentinels much beyond the fact that they divert damage, because of Fang. Madiguard, Mediguard, Mediguard... it barely reduces the damage she takes and hardly healers her in comparison to the damage she takes. Anyway, I know they are damage sponge and that is their point. But I never found them very useful during the main course of the game, thusly it is placed in #5. <3 post-game though.
Favourite Ability: Steelguard. Taking less and less damage everytime you get hit, and eventually -Blocking- all damage is just too good to pass up. <3 Many of their passives are good too.
6. Ravager: Beyond putting up the chain gauge I don't enjoy using ravagers. I actually kind of dislike them. They are only strong when the enemy is weak against an element, damage which can be beaten easily with en-spells and I don't see the point in having one out at all times. Like, once I stagger a boss/powerful enemy and boost the % a bit more I usually switch to 3 commandos. The damage the ravager does is usually low, and while they can raise the chain gauge to increase the damage the rest of group does, with en-weakness on and buffs commandos don't really need so much %. Especially late game. I also don't really see the point in higher level spells. they barely do anymore damage, and while they hit an area I usually opt for a Commando's blitz. Oh and I hate when a character does: spell-attack-spell-attack-spell. It's too slow. Dx
Favourite Ability: Thunder and Fire. thunder is the fastest spell and most enemies are weak against fire. That's all.