Speaking of job system FFs...!
Final Fantasy Dimensions - Twilight part 3
Back to Dusk again. Shops upgrade with Level 7 spells and some new gear. I buy all the L7 black spells. Comet and Quake are both significant improvements in ST and MT damage, though in a cruel twist of fate neither ends up useful in this dungeon. Death is the new status attack though and it is a good time. As in the previous Light dungeon I mostly run Black Mage here since its stats manage to just be good enough and it has an answer to everything in the dungeon.
Mysidia Caverns:
-Caterchipillars: Sometimes use Slow which is annoying. Vulnerable to Break. Mid-high priority.
-Brains: Can use Constrict for paralyse (Gold-Spun Hat blocks it) or Osmose. Vulnerable to Break.
-Desmodontidae: Bats. They can drain for some light damage or occasionally use silence (which is rare but super-annoying, so I do eventually use my accessory to block it, losing some durability). Vulnerable to Break.
-Black Lizards: They hit things. Immune to Break and bulky enough to take a Comet, but vulnerable to Death.
-Zombie Dragons: Hit hard. (Dark Breath does over 1200.) Vulnerable to Break.
-Alchemists: Hit hard with Thundaga. Can take a hit from Comet, immune to Break. Vulnerable to Death.
-Mythril Golems: Benign but bulky. Tornado then poke.
-Gorgimeras: Damaging and bulky. Tornado then poke works. Sometimes they spawn behind another enemy in the back row which is helpful since a lot of their bruising is physical.
I try to run Quake but it takes at least 3 shots to down almost everything (and misses bats) so it's not really worth it. Comet similarly doesn't matter because it can't secure any OHKOs. The Break/Death/Tornado show carves through everything nicely, though, and Stop/Osmose still exists to make sure I don't run out of MP.
Protector (14 resets)
This is it, the final boss of the light path, the guardian of the Light Crystal, the first boss of the game on steroids. He's not too bad normally but he's a real jerk here. 46000 HP is a solid total. He can physical twice for around 700 per swing to the back row (Protect helps), or Thwack for a bit more than that to everyone. He'll often add MT Roar (chance of stun) before Thwack. And he can cast Holy, which does anywhere from 2500 (Red Mage) to 3200 (physical jobs). Reasonable offence but nothing we can't handle.
Below half HP he starts using Soul Despair at periodic intervals, which is MT HP-1. Now fortunately he'll never use Holy the turn right after this, just physicals or turnskips, so that's a big help. Unfortunately it's still hard to heal up fast enough. Also at this point, Holy Breath replaces Thwack, which is about 1800 MT magic damage, and it can still be used after Roar in the same way. He'll also upgrade his double physical to sometimes include Right Arms, which hit about half again as hard.
"Okay," you say, "That sounds pretty competent, but I'm not seeing 14 resets." Yeah, well. The real problem: he sometimes counters magic with Brain Crush. I've seen Brain Crush before, Lufenian Souls used it in the previous Alba dungeon as a death counter. It inflicts confuse and berserk. Alba can block berserk at this point. Dusk... can not. Berserk is absolutely, 100% fatal. Since this is not a short fight, thus, magic is not an option. Including, sadly, Sylph. So we have to do this with physicals, and we have to do it by healing either with white magic or X-Potions. And Soul Despair ensres there will be plenty of healing.
At this point I have a brainwave. Holy is the main problem. How about... Reflect? A quick test later leaves me with a big surprise: Holy isn't reflectable in this game! Flare is, most white magic is. Just not Holy for some reason. Either they wanted the spell to be a bit more badass, or they wanted to make this boss a bit harder to shut down. Anyway without a working Reflect, white mage setups aren't very appealing here. My damage is just too low, and I don't have a good way to restore MP with Osmose potentially countered. I could grind to get White Magic 6 (for Haste/Shell/Regen) on a better job, but that's a crazy amount of AP at this point since I don't have any investment in White Mage yet.
This leaves a physical setup chugging X-Potions, which heal for 2000. The best physical setup is unquestionably Jump: it allows me to be in the back row and do full damage, and the time in the air doesn't matter. A quick trial run shows promise as I reach the limit phase on the first try even with a terribly out-of-date weapon.
So I walk out of the dungeon levelling Warrior (for Counter) and Dragoon (for general JL), running Black Magic 5 as my secondary. Break and Tornado are still effective as always, though not having a turn 1 option for enemies I used Death against hurts, as does losing out on blockers. So things get a bit harder now, but fortunately I better know how to deal with and prioritise the enemies, so it's not too bad. I restock on Hi-Potions and buy an Enhancer (best sword/spear available at this point). I take a few more stabs at the fight but still can't win, once because I run out of my supply of 20 X-Potions. So I go out again and by more X-Potions, and also level Dragoon up to JL 10 for a third slot in the process. Both of these ultimately prove unnecessary on the winning run, but improving my odds and having slightly higher stats helps.
Protect is valuable in this fight. The best option is either to run Auto-Protect, or to use another accessory (Dragon Armlet is the best, 2 Spd and a def/eva boost) and cast Protect manually on occasion. HP+20% feels worth not having Red Magic available for sure, but once I hit JL 10 I try to run both. However, needing to recast Protect obviously is some loss of efficiency, and surprisingly, so is what just having Red Magic on my menu does to my timing. See, after using Item one or more times, I want to pick Jump as quickly as possible. If Red Magic is set as a secondary, it forces me to scroll to see Jump, and that splitsecond if valuable. If Red Magic isn't there, Jump will be immediately visible in the top slot after using Item, so I can pick it immediately. This time ends up being worth quite a bit. So my final setup is actually to run no secondary at all, just Dragoon with HP+20%, Counter, and... INT+20% because it has a tiny effect on Holy's damage and really I have nothing better for that third slot, which makes me feel guilty for getting it.
Strategy? Jump. Use X-Potions if my HP drops below 3200, stop if my HP rises above 5400 (I have 7400). Soul Despair will be used after my 10th Jump; anticipate that and no need to heal before it. Use my only Elixir after the first Soul Despair, otherwise use two X-Potions. Hope to be in the air when Soul Despair is used again. If Roar hits, Jumping IMMEDIATELY is helpful since I can barely get that off before his next turn, and then he'll get two turns while I'm in the air. When possible, try to mess with his timing so that he'll get two turns while I'm in the air generally, though this is risky. Pray for as few Holys as possible; fuck that move.
On the winning run I use a mere 14 X-Potions due to having some good luck with his AI and dodging the worst moves while in the air. Go me.
Dusk Level 81 (reached boss at 78)
Black Mage L14
Red Mage L13
Dragoon L10 (reached boss at 6)
Warrior L5
Summoner L4
Bard L2
Monk L1