Original Message:   I like magic heavy parties.
For a Light Path party, I like APCS. All four characters have access to that most important of all Light Path combat spells, Paralyse, your Archer when fully developed gets expert in disarm (which with a little bit of boosting from items is enough), your cleric can cast GM Protection from Magic (protects you from "instant-death" attacks), and your sorcerer can get access to Lloyd's Beacon.

For a Dark Path party, I like ACSS. This is a little difficult to keep alive in the initial stages, but access to Dark Magic allows your 3 primary spellcasters to utilise some of the most lethal combat spells in the game. Here, as well as his disarm skills, I have found that the Archer's fighting skills add some very useful protection for the party early on in the game.

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