The Oracle is not a strong class at all; if my report suggested otherwise, I failed in the writeup. I would think the whole part about "needed to farm up a dozen Light Staff drops" and "needed to use an Elixir every other turn to reset MP total" would have conveyed that. Anyway, next class:
Time Mage
Overall Ranking: 14/26 [Tier 3, Rank 6]
Innate Command: Time magic
Stats: Strength -5, Agility +2, Vitality: -3, Magic Power +24
Equipment: Daggers, Rods, Staffs, Light Armor set
Abilities: !Time 1 (10 ABP), !Time 2 (20 ABP), !Time 3 (30 ABP), !Time 4 (50 ABP), !Time 5 (70 ABP), !Time 6 (100 ABP), Equip Rod (250 ABP)
Total ABP to Master: 530 points
The Time Mage is my favorite class that I've ever done for a solo game in FF5. The Dimensional magic that Time Mages employ makes them the king of buffs and debuffs in this game, controlling the battlefield through various indirect forms of attack. The Haste and Slow spells alone are arguably the best two spells in the game, and mastery of this pair is enough to make the Time Mage a formidable opponent all on their own. I wrote in my solo Time Mage report that the first world has to be done with little more than Haste and Slow... and that pair was plenty to get the job done. Haste lets the player take twice as many actions as normal, while Slow similarly reduces the enemy to half speed. Stack them together and even normally fearsome opponents like Byblos wither away into helplessness. Speed is everythinig in FF5, and with enough of an advantage in it the player can work miracles.
There are plenty of other useful Dimensional spells beyond Haste and Slow. Regen is a cheap way to get health back in fights, and I used it constantly with my solo Time Mage because battles tended to be extended affairs. Float comes in handy against Titan and Catastrophe, while Old takes down Omniscient's speed and regeneration. The Demi and Quarter spells will remove huge chunks of enemy health, and they work against more bosses than one would think, most notably Byblos, the Crystal seals, and some of the Archaeoavis forms. Void (locks out magic usage) and Reset (restart battles over again from the beginning) are weird spells that were not continued in future Final Fantasy games, largely due to their abusive potential. One of the weaknesses of Dimensional magic is the lack of direct damage spells, with the only two candidates being Comet and Meteor. Both of them roll a random number between 50 and 200, then multiply that number by the spell's multiplier (M = 8 for Comet, M = 14 for Meteor). Meteor is much stronger since it carries out that calculation four times in a row, at the tradeoff of costing a hefty 42 MP. The damage from the four Meteor hits is also applied randomly to enemies, which can be awkward in situations where the player wants targeted damage. Both spells deal damage completely indepedent of character level or Magic Power stat, handy against monsters packing Sonic Wave / Dischord. Finally, the unique Quick spell grants two consecutive free actions to the Time Mage immediately after casting, with Quick/Meteor/Meteor being the standard lategame max damage combo. I found that this would do roughly 10,000 damage when used against most foes, although the magic point cost was astronomical for anything other than boss fights. (77 MP for Quick plus 42 MP per Meteor adds up to 161 MP per combo - consider equipping a Gold Hairpin!) It's an unusual group of spells with a lot of fun applications over the course of a solo run.
As much as I love this class, the Time Mage is a slow and plodding warrior prior to gaining access to Meteor near the end of the game. The class has a low Strength value, and melee attacks with daggers don't impress the monsters very much. That's not to say that a Time Mage is necessarily threatened very much though, even as a solo character with miniscule Vitality. In most boss fights, my Time Mage would stack the Haste/Slow/Regen buffs and quickly reach a state where he was unkillable, particularly with the Healing Staff on hand for endless self-healing. However, it took an extended time to defeat anything that had the Heavy flag in the code and couldn't be hit with Demi/Quarter. I wrote down that it took about 180 rounds of combat to defeat the Adamantium turtle at 11 damage per attack, which isn't an experience I would want to inflict on anyone else. Slow and steady won that race... eventually. While the Time Mage does have an answer for nearly all situations, I can't describe this in good faith as anything resembling a power class.
One of the advantages of the Time Mage is the ability to equip staffs as well as rods and the standard daggers. The Healing Staff provides the most useful such example in this category, and my solo Time Mage never had to use a single healing item for the rest of the first world after grabbing it in Tycoon Castle. Access to the Chicken Knife, Assassin Dagger, Wizard Rod, Wonder Rod, and Sage Staff provides decent flexibility in the latter stages of the game. However, the Time Mage still can't use a shield and remains stuck with the Light armor set common to most mages. No Bone Mail for this class either. Other weaknesses of the class come in the beginning and ending stages of the game. Like the Summoner, the Time Mage is forced to make it through the first three dungeons without any spells on a class with terrible Strength and Vitality. Defeating Karlabos and Siren with a dagger and a bucket full of Elixirs is not a fun task. The Time Mage's lack of direct damage also forces some rod and staff breaking at times, necessary to get past the Puroboros and Exdeath at the end of the first and second worlds respectively. And even though it pains me to admit it, the Time Mage struggles to deal with the final Neo Exdeath fight. There's no defense against White Hole in the Tree phase of the battle, and the untargetable nature of Meteor makes it unreliable against the four parts in the second phase. I was forced to have my solo Time Mage move into the front row and hack away with the Chicken Knife, which required nearly a dozen retries until I could get everything to line up correctly.
Therefore the Time Mage can't be classified as one of the truly powerful jobs in FF5. I have it grouped in with most of the other mage classes in the "average" tier, a great and fun class that suffers from some noticeable weaknesses. This was most similar to my Iron Fists variant group from the original Final Fantasy, a setup with low offensive power that made a living through defense and buffing abilities. That group didn't have the Quick and Meteor spells to play around with at the end of the game though.
Time Mage
Overall Ranking: 14/26 [Tier 3, Rank 6]
Innate Command: Time magic
Stats: Strength -5, Agility +2, Vitality: -3, Magic Power +24
Equipment: Daggers, Rods, Staffs, Light Armor set
Abilities: !Time 1 (10 ABP), !Time 2 (20 ABP), !Time 3 (30 ABP), !Time 4 (50 ABP), !Time 5 (70 ABP), !Time 6 (100 ABP), Equip Rod (250 ABP)
Total ABP to Master: 530 points
The Time Mage is my favorite class that I've ever done for a solo game in FF5. The Dimensional magic that Time Mages employ makes them the king of buffs and debuffs in this game, controlling the battlefield through various indirect forms of attack. The Haste and Slow spells alone are arguably the best two spells in the game, and mastery of this pair is enough to make the Time Mage a formidable opponent all on their own. I wrote in my solo Time Mage report that the first world has to be done with little more than Haste and Slow... and that pair was plenty to get the job done. Haste lets the player take twice as many actions as normal, while Slow similarly reduces the enemy to half speed. Stack them together and even normally fearsome opponents like Byblos wither away into helplessness. Speed is everythinig in FF5, and with enough of an advantage in it the player can work miracles.
There are plenty of other useful Dimensional spells beyond Haste and Slow. Regen is a cheap way to get health back in fights, and I used it constantly with my solo Time Mage because battles tended to be extended affairs. Float comes in handy against Titan and Catastrophe, while Old takes down Omniscient's speed and regeneration. The Demi and Quarter spells will remove huge chunks of enemy health, and they work against more bosses than one would think, most notably Byblos, the Crystal seals, and some of the Archaeoavis forms. Void (locks out magic usage) and Reset (restart battles over again from the beginning) are weird spells that were not continued in future Final Fantasy games, largely due to their abusive potential. One of the weaknesses of Dimensional magic is the lack of direct damage spells, with the only two candidates being Comet and Meteor. Both of them roll a random number between 50 and 200, then multiply that number by the spell's multiplier (M = 8 for Comet, M = 14 for Meteor). Meteor is much stronger since it carries out that calculation four times in a row, at the tradeoff of costing a hefty 42 MP. The damage from the four Meteor hits is also applied randomly to enemies, which can be awkward in situations where the player wants targeted damage. Both spells deal damage completely indepedent of character level or Magic Power stat, handy against monsters packing Sonic Wave / Dischord. Finally, the unique Quick spell grants two consecutive free actions to the Time Mage immediately after casting, with Quick/Meteor/Meteor being the standard lategame max damage combo. I found that this would do roughly 10,000 damage when used against most foes, although the magic point cost was astronomical for anything other than boss fights. (77 MP for Quick plus 42 MP per Meteor adds up to 161 MP per combo - consider equipping a Gold Hairpin!) It's an unusual group of spells with a lot of fun applications over the course of a solo run.
As much as I love this class, the Time Mage is a slow and plodding warrior prior to gaining access to Meteor near the end of the game. The class has a low Strength value, and melee attacks with daggers don't impress the monsters very much. That's not to say that a Time Mage is necessarily threatened very much though, even as a solo character with miniscule Vitality. In most boss fights, my Time Mage would stack the Haste/Slow/Regen buffs and quickly reach a state where he was unkillable, particularly with the Healing Staff on hand for endless self-healing. However, it took an extended time to defeat anything that had the Heavy flag in the code and couldn't be hit with Demi/Quarter. I wrote down that it took about 180 rounds of combat to defeat the Adamantium turtle at 11 damage per attack, which isn't an experience I would want to inflict on anyone else. Slow and steady won that race... eventually. While the Time Mage does have an answer for nearly all situations, I can't describe this in good faith as anything resembling a power class.
One of the advantages of the Time Mage is the ability to equip staffs as well as rods and the standard daggers. The Healing Staff provides the most useful such example in this category, and my solo Time Mage never had to use a single healing item for the rest of the first world after grabbing it in Tycoon Castle. Access to the Chicken Knife, Assassin Dagger, Wizard Rod, Wonder Rod, and Sage Staff provides decent flexibility in the latter stages of the game. However, the Time Mage still can't use a shield and remains stuck with the Light armor set common to most mages. No Bone Mail for this class either. Other weaknesses of the class come in the beginning and ending stages of the game. Like the Summoner, the Time Mage is forced to make it through the first three dungeons without any spells on a class with terrible Strength and Vitality. Defeating Karlabos and Siren with a dagger and a bucket full of Elixirs is not a fun task. The Time Mage's lack of direct damage also forces some rod and staff breaking at times, necessary to get past the Puroboros and Exdeath at the end of the first and second worlds respectively. And even though it pains me to admit it, the Time Mage struggles to deal with the final Neo Exdeath fight. There's no defense against White Hole in the Tree phase of the battle, and the untargetable nature of Meteor makes it unreliable against the four parts in the second phase. I was forced to have my solo Time Mage move into the front row and hack away with the Chicken Knife, which required nearly a dozen retries until I could get everything to line up correctly.
Therefore the Time Mage can't be classified as one of the truly powerful jobs in FF5. I have it grouped in with most of the other mage classes in the "average" tier, a great and fun class that suffers from some noticeable weaknesses. This was most similar to my Iron Fists variant group from the original Final Fantasy, a setup with low offensive power that made a living through defense and buffing abilities. That group didn't have the Quick and Meteor spells to play around with at the end of the game though.