Enjoying your posts explaining the way your party works, Scott!
Really this game is about building an engine and throwing it against ever increasing and changing challenges. I love the game design at work here. The classes are just clearly meticulously wrought to fulfill different roles in different ways, and it’s up to you to assemble a crew that works together. They’ve done a fantastic job of both allowing for and shattering the traditional DPS-Tank-Healer-CC paradigm. Different classes can fill different aspects of those roles in varying situations, without forcing them to commit to those skills at the expense of others. You certainly can’t have everything you want, but somehow, you get what you need :)
In my group’s case, it works like this:
I open up with an array of status ailments. Nightseeker blinds, Harbinger paralyzes, Ninja sleeps, Arcanist paralyzes. I’m looking here to knock out enemy actions and set up afflictions for the rest of the battle. After that, I look to do damage, healing and debuffing with my Magus, and debuffing or adding to DPS with the Harbinger as appropriate. The Ninja starts damaging and, why not, goes for some leg binds too. I paid the four points that let her hit with full force from the back row.
Still thinking about whether it works well enough. Tweaking here and there. I have nothing like 100 damage to both lines, though! That’s amazing!