Time to take up all of this page!
FF5 Four Job Fiesta - Knight/Berserker/Ninja/Dragoon: Complete!
World 3
Antlion is a putz. I put him to sleep with the Slumber Sword then throw stuff at him so I get his valuable Cottage.
Pyramid is annoying, but less so now that, for the first time, I realised that you can get the Brave Blade before coming here. A mix of scrolls and physicals takes care of things here well enough. Melusine gets put to sleep then Fire Scrolls tossed at her before she can barrier-change; with only three PCs, I have no Berserker who would screw this strategy up!
Lenna rejoins. I get the Holy Lance, Sasuke Katana, and Rune Axe as my first three weapons since I don't need Excalibur too badly due to having the Brave Blade. I then go to Mirage and get the Thief Knife (ends up not being useful), Mirage Vest, and four Hermes Sandals. Of course I also want my Assassin Dagger and Excalibur so I head to the Wind Shrine next.
Auto-Haste smash everything. Not much to say here. Wendigo is a stupid boss, I don't bother trying to slowly sleep-hax him and instead bludgeon him with ST each attack having roughly a 25% chance to connect. So he effectively he has 80k HP. I still never need to heal because dude, get some offence. In addition to the aforementioned two weapons, I pick up the Masamune since I can throw that. (None of the other weapons can be thrown.)
At this point I am faced with a decision. I can go beat the game now (possibly with a little cash grinding so I have more Fuma Shuriken, which are quite pricy). This is probably the objective right idea. There's little else of value to me in the various other quests available. But y'know what? Grinding (which is a possibility due to my current levels/fuma stock) is boring, so I decide I'd rather go seek out the Titan Axe to make my Berserker have MAXIMUM POWER, as well as a second Aegis Shield which helps a little in certain fights. The problem is, I need to do Fork Tower.
I send my Berserker and Ninja to the physical side, and the Knight and Dragoon to the magical. Obviously the physical half is a joke (it's possible I should have done it with one PC, even). Magic half has enemies who counter with horrifying things if I use physicals. Unfortunately they all get OHKOed by the 2H Brave Blade so no issue there. The problem is Omniscient.
Omniscient (1 reset): Setup is 2H Brave Blade Knight and Dual-wield Dragoon with two Mage Mashers. Okay so he counters everything I can do with Return. He has a whole lot of status weaknesses, but the only one I can exploit is Silence. Silence helps! Unfortunately my only way of inflicting it is the Mage Masher, which has about an 18% chance to land silence against his MEvade. Two of them means I have about a one third chance. Silence lasts long enough for one additional attack from the person who inflicted it, and of course two attacks from the other PC. So basically, I have to hope I inflict Silence first turn, and then at least every other turn thereafter. Omniscient has innate Protect/Shell so his durability is actually pretty solid (effective ~34k) so it takes six turns of Knight attacks (since Dragoon does almost nothing) followed by a finisher. So I need to silence him at least three times (turns 1, 3, and 5), probably more. In theory this should happen something like 5% of the time but it takes me way more than 20 tries (granted, most of those attempts are just silence failing turn 1 which takes just a few seconds). Kinda boring!
My one actual reset is because the first time, when I was going for the kill, he became unsilenced right before he died and used a L3 spell which was actually barely a OHKO, then his death counter Flare won him the fight. Kinda WTF and fluky given the tiny window he was unsilenced. (He only uses L3 spells at low HP.) Second time there was no such issue, though I equipped an elemental shield to go with my Diamond Helm just to be safe.
Getting the sub unlocks Istory Falls which was my actual goal. As mentioned, the prize here is the Titan Axe, along with a second Aegis Shield. Nothing else really matters and the dungeon is again easy. I bash Levithan's face in taking care not to hit him with Two Swords much because of the danger of doublecounters.
This takes us to the final dungeon! The first three areas are largely owned by my high-offence setup (Berserk Ninja, 2S Dragoon, 2H Berserker, 2H Knight) and holding down A, although tossing Fire Scrolls does prove a more efficient way to deal with the forest (not a big deal either way). Calofisteri is unimpressive although stalls things out a bit with her defence and draining. The caves are a bit scarier because Great Dragons have a MT 3HKO Earthquake counter to non-magic, so I take them out with high-powered Brave Sword hits. Achelons are also annoying due to defence, evade, and countering with Evil Eye sometimes (stone). Water Scrolls take them out, and Jump is also somewhat effective, though nothing is perfect really. Patiently waiting for the Knight or Berserker to hit them is also an option for counter avoidance. Finally, there is Apanda, who counters with both Protect and Drain to annoy me, but ultimately has no real chance.
Sky area is notable for evasive ninjas, who I deal with by hoping for luck and/or 2HKOing with Jump. At least they occasionally drop Fumas. The other enemy here is easy. In the castle, again, most enemies are easy, with the exception of the hard-hitting Iron Giant. They counter basic physicals in a nasty fashion, but not Jump or Water Scrolls, so using those is helpful, as is setting Image and other anti-physical tricks. For the bosses here, Catastrophe I blitz before he can finish his MT 2HKO of the party, Halicarnassus is a joke, and...
Twintania (1 reset): Okay so Twintania has two problems he presents. One is that he counters physicals with Tidal Wave (low MT 2HKO) one third of the time. The other is that, on his eighth turn (after a two-turn charge time), he uses Giga Flare which is 3000 MT and kills my party. Neither of these are an issue in normal gameplay due to Shell, and alone, neither of them would be a problem for my team. His other turns are pretty scrubby, but the counters prevent me from blitzing and stalling for too long is bad news. While I could possibly still pull this off with Fumas and Elixirs for speed I decide to try and hold onto those and try my other strategy: Death from the Assassin Dagger and Death Scythe, which has about a 30% chance of landing per swing.
I lose once because it just isn't my playthrough to get lucky with randomcasts in boss fights. Also, I didn't know this before, but Twintania goes up to psycho speed during his two turn charge time, so even by ninja only gets two shots with the Assassin Dagger though I was expecting more. The Berserker only gets one shot with the axe (I had unhasted him so that he didn't trigger to many counters). On the second attempt, I make some tweaks: ninja with equip axe and the Death Scythe, Dragoon with Assassin Dagger, kill the Berserker right away, and this enables me to see no counters and get at least four shots of Death in. This time, the fourth and final one connects.
Into the final area! King Behemoth rips me apart with counters and then I have a bad experience with a Crystal Dragon. Neither threatens to kill me but they do start burning my Phoenix Downs, which I really didn't stock up on enough before the final dungeon. So I grudgingly leave to stock up and come back (my levels are pretty low anyway). This proves a mistake because (a) I never fight another King Behemoth or Crystal Dragon, (b) all the other final dungeon enemies are wusses by comparison, (c) I hardly need any Phoenix Downs against the last two bosses as it turns out (one each). But eh, couldn't have known that.
I steal the Genji Shield from Gilgamesh which I don't care about (Aegis is better). Other randoms get taken out by various things, but I adopt a pretty defensive setup (Ninja with Image, Dragoon in back row using Jump, Berserker in back row using the long-range Thor's Hammer) which helps well enough. Against Necrophobe, I use the Magic Lamp twice so that Odin will be first out in the final battle (the attack summons it creates are weak as hell, but they're kinda competent against Necrophobe's four targets). He's easy enough to blast from there though I do need to watch out for his decent damage. Gilgamesh shows up, I try to get the Genji Armour which I would actually maybe care about, but fail.
So, the final battle! Team looks like this:
Krile: Ninja w/ Equip Shield, Sasuke Knife/Aegis Shield
Lenna: Knight w/ Two Hands, Brave Blade
Bartz: Berserker w/ Two Hands, Thor Hammer
Faris: Dragoon w/ Throw, Main Gauche/Aegis Shield
Only Lenna in front row, Hermes Sandals for everyone obviously.
Anyway, Exdeath is a little imposing since White Hole, if it hits, is annoying, and the first form has some really good damage when beaten up. Fortunately I get lucky and White Hole misses (two Aegis Shields means the odds of this are quite good, since stone immunity shuts the attack down). Other than that it is just a matter of stepping on the gas pedal once I think he's low on HP, so Fumas come out to play then. Don't really want to see Meteor, even though I'd survive it.
Neo Exdeath shows up. I immediately spam the Magic Lamp; Odin destroys the mage part, Golem sets up his physical wall. Shoat misses unfortunately, and the other two effects aren't too useful or notable. Then, I start attacking with the knight and tossing everything I am not using (Excalibur, Holy Lance, Rune Axe, etc.) at Neo Exdeath. I make a casual effort to blitz the Almagest part but I am not successful; fortunately it misses the only person it could OHKO so it's just a matter of using three Elixirs. I switch targets at this point to the Grand Cross part, and discover something hilarious. He has a three-turn charge time for Grand Cross above half health, and a two-turn charge time below half. I drop him below half health right before Grand Cross would go off and on his next turn he... starts charging again using the "better" charge time. *facepalm* He doesn't live to resolve that one. From there on I just try to balance out damage against the last two parts. I face another Almagest but again it's not a big deal, and thanks to far superior speed I'm able to easily take out the final target when the second to last falls (I generally go after whichever part I think is closest to getting the next turn towards the end).
And that, as they say, is that. Final levels ranged from 37 to 39.
Overview of jobs!
Knight: Second year in a row running Knight. Still very effective at what they do. Swords are powerful weapons (elements, status, and the raw power of Brave Blade), they have good durability, and Two Hands makes both them and many other fighter jobs better. You can even switch on a shield mid-battle with Two Hands, it is great. Guard/Cover is occasionally quite handy. On this playthrough I never used their other abilities, except for Equip Shield on my Ninja in the final battle.
Berserker: The legend. You can't direct their attacks, you can't stop them from triggering counters, and they're slow (though admittedly durable). Hooray! I was very lucky that I drew them alongside Knight, which doubles their damage at least. They have three things going for them: the Death Scythe is a nifty way to ID various things (including bosses), they cut through defence pretty nicely, and their Berserk ability is one of the few ways to significantly buff the offensive output of a Ninja (Great after you get Twin Lance in particular). Still terrible overall of course.
Ninja: Though they're fragile and Dual-Wield isn't as good as Two Hands on fiesta (no Freelancer to benefit from it, double counters suck sometimes), still MVP overall. Their melee damage was solid and didn't need a support ability (though Berserk could push it up if need be), but more to the point they have Throw, which greatly increased my team's ability to deal with multiple enemies, evasion, and exploit elemental weaknesses. Also while Dual-Wield isn't a great ability, it does save...
Dragoon: Well kinda. So Dragoon sucks, we know this. I mean I -guess- it's better than Berserker but ugh. Can't set Two Hands, spears are terrible outside the Holy Lance, and even Dual-Wield drives this problem home as there are no other good spears to dual-wield with, so Dragoon gets stuck with the Assassin Dagger and its lack of bonus to jump. (Yes, I'm aware Dragon Lances are a rare steal I can access with the Thief Knife. I don't care.) Basically, Dragoon is almost always setting either Throw or Dual-Wield and trying to be a crappy Ninja with better durability, much like how on my last Fiesta run Dragoon was always pretending to be a Time Mage. Whoopee. Only real plus is that Jump ignores evade (and row), so it's useful for that sometimes.
Fun fun. Obviously much harder than my last run since even though Ranger -> Ninja is a significant upgrade, going from the broken of Time Mage to the suck of Berserker is too big a hit. If I do it again I hope I don't get both Knight and Dragoon a third time. No mages is a bit of a drag but at least Throw offers some skillset options. Will do "hard mode" next time, I think.