Thought I'd talk about my team in EQ4. I had some more wiggle room with what was viable since it was easy mode and I got lost often enough to be slightly over-leveled on top of it.
Fortress(Sub-Bushi), Landy[Sub-Nightseeker), Dancer (Sub-Archer)
Runemaster (Sub-Fortress), Medic (Sub-Arcanist)
The Runemaster was made to work in conjuction with the landy and dancer to form the core strategy for the team. I'm sure other people who've played EQ4 know what I'm talking about. I also made sure it had MP that pretty much never ran out, because I'm lazy. Subclass was purely for bonus SP.
The Landy is mostly meant to capitalize on all the elemental junk, The stuff I took from Nightseeker was a chance of attacking twice in a row and making her move first in my turn order via her own statistics.
Dancer mostly just buffed and did her followup attacks. Would occasionally heal but Medic really had all that covered well enough. I got Archer purely because I thought it fit thematically and just got the ability that prevents wild encounters from occurring for a certain amount of time. Had a couple of skills that could help out that core landy strategy from Archer too if I needed them too.
Medic with specific Arcanist abilities was amazing. Via a combination of healing a certain amount after every battle, and slowly healing as I walked through the dungeons, I was at full health for basically every single random encounter and never needed any items. Auto-Heal and occasionally Auto-Revive also were extremely generous to me, and I had her learn Tame Ground. This was all very desirable since I'm lazy.
Fortress ended up different from what I imagined. By the time they got the Bushi subclass doing so made them ridiculous self-sufficient. I again relied on luck and only used Taunt/Auto-Taunt to prevent my teammates from being hit. She took hits and hit back pretty hard, and healed and recovered sp efficiently. Basically, if the rest of my party died to mooks because I did something stupid like press a wrong button, or got really unlucky, she could take care of any threat all by herself, given enough patience and careful treading. Or at the very least give me additional turns in which I could run away. [I read of a post game build for Fortress/Bushi that could solo Dragons, actually. Sounded super legit.]
I constantly hear from everyone that binds are vital, and I'm sure they are for people who aren't playing on Baby mode like I was. But I was playing on Baby mode, so I used none. :B
I chose these five characters because I thought they were cute, primarily. The Landy and Fortress were the ones in the cover art, as was the Medic. The Runemsater is the red haired chick and the Dancer is that pink haired chick. If I played again, I'd make it a point too use the five classes I didn't use this time. No other reasoning is good enough to convince me to do otherwise with my new game +.