Original Message:   I find the archer better, especially for a Light Path party.
The archer has access to Light Path magic, which means he can use that invaluable spell Paralyze (you don't need a top-line hitter if your opponent can't hit back), and he's just about adequate as a disarmer if you can find a moderate booster item.

My preferred Light Path party is Archer, Paladin, Cleric & Sorcerer, and for Dark Path, I swap the Paladin for another Sorcerer. That way, all four characters can use mirrored path magics. I don't use Knights in this game.

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