What one makes their final team with comes down to the player themself, what elements they find comfortable (like how you give me an earth and I'm happy, give me a shadow and I just 'uuuhh' and it's the opposite for many players), and on occasion the situation.
Earth, dedicated tank, can't really do any other team position due to the basis of the moveset focusing on Taunting opponents. Makes excellent use of Thorncoat, since when enemies hit it they damage themselves.
Water, works as either tank or Buffer. I can envision it being used as some kind of an attacker, but with only two elemental offensive moves it certainly isn't built for it. Focus on shielding/healing of the team (only element other than light that can heal other party members) and buffs/debuffs
Shadow, most versatile element, typically used as a tank, but can also do decently as an attacker (if a lower powered one than the two dedicated attacker elements), and has been used on things like triple-shadow survivalist teams. HP-absorbtion focus. Only element other than Earth that gets the ability to Taunt.
Light, primarily used as Healer, but can also tank. Could probably make a triple light survivalist team, but you'd better be prepared for really long fights, since they don't have the highest damage output or any enemy-debuffs. Focus is on healing, and the only element that can easily and freely heal other team members.
(Lights were used in what I think was the deliberately-longest fight on sylestia, which lasted over one million turns, that's what I call dedication and drive.)
(the lv60 Lightbringer equips are oriented towards Light Tanks- most people use Pyromancer gear for their Healers.)
Fire, a dedicated attacker element. Focus is on multi-attacking, and multiplication of force through those multi-hits, and on damaging debuffs. Not the best pick if you're going into a fight where you know there's only going to be one opponent (like Elite fights) but can do loads of damage against 3-enemy mobs. Extremely valuable to have a fully ranked one against the two Deep Cave bosses in the Lost Grove when they summon.
Major component of most experienced players' Battle Board grinding teams during seasonal festivals, which are typically light/fire/fire or even triple fire, making for rapid elimination of mobs.
Air, the other dedicated attacker element. Focus on single-target offense and damaging debuffs. Very good for fighting elites and bosses, especially when Decimate is fully ranked, which if well-handled can cut a boss fight in half. Slower at grinding against multiple-enemy mobs than fire. Invaluable against Vierna, the boss of the Dungeon of the Forsaken, since the first stage of that fight she has 'allies' where she gets stronger for each one killed (which obviously makes life a lot harder for a team with a fire pet).
Basically, experiment and see what works for you (just remember that the Tank pet goes in slot 1 of the party), and feel free to ask about equipment/proficiency setups if needed |