FF5 Solo Cannoneer Part I
Nov. 14th, 2014 04:44 amThis was the first variant playthrough I decided to do, having joined the Realms Beyond forum simply for the sake of reporting on it. I was curious as to how the Solo Cannoneer would play out. T-Hawk wrote in the preamble to Merlin the Red Mage's playthrough that they were unsure what to do about the Cannoneer's ammo requirement. See, you only get the ammunition required for it when you properly unlock the job, which ordinarily happens after turning in all four tablets at the end of the third world. Since no one else had done it, I figured I'd see for myself exactly how the class would do, stripped of one of its commands for most of the game.
Though there's no use worrying about it too much anyway - given that their !Combine skill comes later on. It's the last ability that they unlock. They have two other abilities, the omnipresent !Open Fire, and the aptly-named EXP Up.
I saw a mini report written in the thread somewhere, but it was quite small and didn't really go into much detail. With a fellow by the name of English Language having done and documented solo Oracle, I decided to experience the other class the two GBA ones that had not been gone over by anyone on the challenge sites for myself.
The Cannoneer look like pirate captains. It was tempting to just use Faris for this task, but I figured this being my first solo, I'd rather not futz around with trying to do Antlion with underleveled characters. I figured to name my soloist after Captain Jean-Luc Picard. Because why not? Nothing else, besides Kirk and Captain Murasa from Touhou, really came to immediate mind. My skill with names is hit-and-miss (see: my completely forgetting about Hook)

Stat-wise, Cannoneer is a somewhat average class. Strength is about the same as Red Mage (+9 vs. +8), a +6 in Agility and Vitality, and a +4 in Magic. It gets knives and swords for weapons, and is also capable of equipping shields, Like the Chemist, it can equip both light and casting armor. The job command of this class is Open Fire. Let's see what it can do for us.

Well then. That's something. So this command is akin to !Dance or !Oath, in where there are four possible outcomes. Each of these does heavy physical damage. Here's the lowdown from the GBA Algorithms guide.
- Odds / Status \ "Att-Def"
- 104/256 / Blind \ 115
- 62 /256 | Poison \ 115
- 60 /256 | Confusion \ 175
- 30 /256 | Insta-Death \ 215 (kills undead)
This means...something? I'm not exactly sure what damage formula it uses. 2E is possible. Whatever the case may be with these, the gist of it is, these are very potent attacks, each of which sets a status on the enemy if possible.

I took Picard up to about level 10 before taking on Karlabos, by fighting the monsters in the Torna Canal who were of no threat to him (another reason why I didn't just use Faris). The fight with the lobster was trivial, as he was wasted by a pair of Open Fires. If I had gotten a death shot, that would've done it in one.
During the ship graveyard, I learned the consequences of going into a dungeon solo with too few potions. I didn't bother to shop before leaving Tule, not being used to doing solo runs of this game and with healing off the zero damage taken while grinding up being completely unnecessary. Therefore, Picard ended up having to make a few tactical retreats. Well, it's a learning process I guess.

Siren and Magisa were both shot up, the former dying in two blasts and the latter in one. In-between, I rectified the problem I had before by buying a full stock of 99 Potions. This made the North Mountain more a hiking trip than anything else.

Picard managed to retrieve the Elf Mantle from the Walse Castle basement!! Open Fire at its finest could do enough to take out a Jackanapes in a single hit. He only had to face two. He blew away the first, and with the cape protecting him from attacks, managed to ran from the second. It took a few tries before the deathshot showed up, but the first time it did so, I succeeded in retreating from the second encounter without being killed.

It finally hit me in the tower to send Picard to the back, as Open Fire is not subject to row. He'd been fighting in the front, and his melee attack was essentially pointless when that attack completely outclassed it. I also picked up a habit of blowing away the most dangerous enemies first in battles, however much "most dangerous" qualified as.

Garula was hit with a confuse shot, and proceeded to take no further action. A quirk/oversight in action. Confusion works by having the monster select attacks from its !Control list to use, with enemies and allies reversed in targeting. No attacks in the control menu = the enemy does nothing while confused. The next blast finished off the freaky elephant/mammoth.

The Combine command uses mixing ingredients and drinks as some of its ammo. That means that these Chemist materials have a use later on. Much much later on. I got the Mythril Sword I'm probably not going to use because Open Fire is ridiculous as Picard's cheap item in Karnak. I suited him up in the best of the armor he could equip after the festivities in the castle, and sent him into the Steamship.

Open Fire is unblockable, so Flash from the Crew Dust was a non-issue. Much like the rest of the dungeon.

Liquid Flame I thought was going to be the first troublesome boss. However, I found all of its forms were vulnerable to Confuse, and luck happened to be on my side - it just kept showing up and reconfusing the boss. Had to drink a Hi-Potion in order to avoid a potentially fatal Fira, but that was about all.
Picard had more than enough firepower to loot all the chests in Karnak, including the chests I had no use for. I switched him to the front row as well, using the Mythril Sword I guess I am using after all to save animation time against lone Cur Nakks and Gigases if they weren't killed in one hit. Not that it was needed, as I escaped with 4 minutes left on the clock anyway.

I fought Iron Claw for the novelty of it. Three shots blew him away.

Level 20 before the Ancient Library is a bad idea. I could've easily grinded up to avoid the threat of Level 5 Death from the Page 64s...but I charged in anyway and just ran from everything, believing that Picard could easily defeat the two bosses waiting within. The encounters here are awful in their EXP and Gil payout anyway, and take ages to complete.

Ifrit ate two Open Fires, the second of which was instant death. He vanished from the battlefield, and gave his speech when he wasn't there.

Byblos proved a bit trickier, but was by no means a roadblock boss like it is for many solos. I had Picard equip the Knife so that Confusion would not be an issue. Losing the Guardian Dagger's weapon block might be a bad thing...but Byblos is vulnerable to blind. And with Open Fire around, using a weaker weapon means nothing.
After a few tries, I got winning results. The Open Fires were Death, Blind, and Poison - the latter of which he is vulnerable to as well and turned out to be very important. This combination of attacks did 2000 damage, and with that last shot he finally decided to Protected up. The counter-Drains just barely edged out the damage from the weaker Open Fire attacks at this point, but with poison status on him, I could just sit back and watch his life bleed away.

Sandworm took way more blasts than average for bosses, but is otherwise not worth writing about. Picard got his class's second ability after the battle. EXP Up does exactly what it says on the tin, and is certain to reduce the amount of grinding I need to do! Assuming I need to do any grinding.

I got cocky on Crayclaw and just tried to shoot him to death, hoping for an eventual killshot. That never came, but thanks to evasion and his repeated use of Tailscrew, he didn't manage the kill.
Adamantoise was gibbed by a deathshot, which was good, because the weaker attacks were only doing in the neighborhood of 230~ damage. Luckily, even if that never came, it was hit with a darkness attack (another boss who's vulnerable to blinding) and rendered nearly helpless as it proceeded to miss almost all of its attacks.

Then came the Ronka Ruins defense systems. Unfortunately for the Rocket Launchers, Open Fire is not used when confused. Defeating them was as trivial as equipping the Knife and blasting them to bits. Unfortunately for the Flameguns, I rerolled every encounter into Rocket Launchers. Who needs a Flame Ring?

Picard then had to deal with Sol Cannon. Even after all this, I'm still not sure what the exact formula for Open Fire is, but I'll tell you what it doesn't involve: base stats. Sol Cannon learned this lesson the hard way, as Picard was hit with the aging missiles, and proceeded not to care, blasting him with his cannon, alternating it with Elixirs every other turn, until he ran out of Elixirs and died. Whoops?

The speed disadvantage could've been overcome with more of them, but I simply chose to deal with the problem with Magic Evade, much like the solo Red Mages did. Remember, the Cannoneer can equip casting armor. A single Confuse or Death blast would destroy a Launcher. Without the speed drop from their rockets to worry about, this was less draining on Elixir resources.
The game was seemingly doing everything it could to make my life miserable, however. Open Fire just kept giving me darkness and poison shots, which was mildly irritating. A Coral Sword slash did more damage than either, but not enough to justify using it when the confusion and death shots did so much more. Picard used 6 Elixirs in the fight, but got it done. So with neither ring in hand, the starship captain made his way into the floating fortress.
The encounters in the ruins went okay. Not easy, but by no means difficult either. Picard retreated from fights I didn't feel were worth fighting, which primarily consisted of larger groups of enemies.

Archeoaevis. With a Golden Shield, Main Gauche, and Elf Mantle, Picard was well-protected from the physicals. His cannon tore through the fossilized dragon's five forms with ease. The final form of the boss landed a Maelstrom, but it was too little too late. Picard won this encounter on the first try.
I thought about sticking around for more encounters after this to take advantage of their massive EXP output, but I had run out of potions by this point. Could've backtracked out of the ruins, got back on the airship, and returned I suppose, but didn't feel like it. And with a job this strong, who really needs EXP?

The Purobolos were dealt with in the standard (painful) way for characters who can't target more than one opponent at once: blast down their HP with a single Open Fire and hope for the best. The deathshot would unfortunately trigger the same self-revival quirk as Lucius. The poison shot was interesting - they're vulnerable to the status, and if they died from it, they did not do their death counter.
Eventually, everything lined up, and I was down to three as above. Picard weakened the two that were not poisoned. There were three left as shown above. One of them blew up shortly after I took that picture, the one eventually died from poison, and then the last one went boom after a few more rounds of combat. That was finally it. Never want to do that again, dear lord.

Titan was easy as always, after he didn't use Earth Shaker on round 2. Which he did three times in a row. No need to mess around with Elixirs. In my rush, I neglected to heal for Manticore, but landed a death shot. Better to be lucky than good, as they say.

So far, it appears as though the Cannoneer is an extremely powerful class even without access to its Combine ability. Partially because of the sheer power of Open Fire and partially because of my playstyle, I blasted through the first world in under four hours. Will the easy times last through World 2? Guess we'll have to wait and see.
Next | Index
Though there's no use worrying about it too much anyway - given that their !Combine skill comes later on. It's the last ability that they unlock. They have two other abilities, the omnipresent !Open Fire, and the aptly-named EXP Up.
I saw a mini report written in the thread somewhere, but it was quite small and didn't really go into much detail. With a fellow by the name of English Language having done and documented solo Oracle, I decided to experience the other class the two GBA ones that had not been gone over by anyone on the challenge sites for myself.
The Cannoneer look like pirate captains. It was tempting to just use Faris for this task, but I figured this being my first solo, I'd rather not futz around with trying to do Antlion with underleveled characters. I figured to name my soloist after Captain Jean-Luc Picard. Because why not? Nothing else, besides Kirk and Captain Murasa from Touhou, really came to immediate mind. My skill with names is hit-and-miss (see: my completely forgetting about Hook)

Stat-wise, Cannoneer is a somewhat average class. Strength is about the same as Red Mage (+9 vs. +8), a +6 in Agility and Vitality, and a +4 in Magic. It gets knives and swords for weapons, and is also capable of equipping shields, Like the Chemist, it can equip both light and casting armor. The job command of this class is Open Fire. Let's see what it can do for us.

Well then. That's something. So this command is akin to !Dance or !Oath, in where there are four possible outcomes. Each of these does heavy physical damage. Here's the lowdown from the GBA Algorithms guide.
- Odds / Status \ "Att-Def"
- 104/256 / Blind \ 115
- 62 /256 | Poison \ 115
- 60 /256 | Confusion \ 175
- 30 /256 | Insta-Death \ 215 (kills undead)
This means...something? I'm not exactly sure what damage formula it uses. 2E is possible. Whatever the case may be with these, the gist of it is, these are very potent attacks, each of which sets a status on the enemy if possible.

I took Picard up to about level 10 before taking on Karlabos, by fighting the monsters in the Torna Canal who were of no threat to him (another reason why I didn't just use Faris). The fight with the lobster was trivial, as he was wasted by a pair of Open Fires. If I had gotten a death shot, that would've done it in one.
During the ship graveyard, I learned the consequences of going into a dungeon solo with too few potions. I didn't bother to shop before leaving Tule, not being used to doing solo runs of this game and with healing off the zero damage taken while grinding up being completely unnecessary. Therefore, Picard ended up having to make a few tactical retreats. Well, it's a learning process I guess.


Siren and Magisa were both shot up, the former dying in two blasts and the latter in one. In-between, I rectified the problem I had before by buying a full stock of 99 Potions. This made the North Mountain more a hiking trip than anything else.

Picard managed to retrieve the Elf Mantle from the Walse Castle basement!! Open Fire at its finest could do enough to take out a Jackanapes in a single hit. He only had to face two. He blew away the first, and with the cape protecting him from attacks, managed to ran from the second. It took a few tries before the deathshot showed up, but the first time it did so, I succeeded in retreating from the second encounter without being killed.

It finally hit me in the tower to send Picard to the back, as Open Fire is not subject to row. He'd been fighting in the front, and his melee attack was essentially pointless when that attack completely outclassed it. I also picked up a habit of blowing away the most dangerous enemies first in battles, however much "most dangerous" qualified as.

Garula was hit with a confuse shot, and proceeded to take no further action. A quirk/oversight in action. Confusion works by having the monster select attacks from its !Control list to use, with enemies and allies reversed in targeting. No attacks in the control menu = the enemy does nothing while confused. The next blast finished off the freaky elephant/mammoth.

The Combine command uses mixing ingredients and drinks as some of its ammo. That means that these Chemist materials have a use later on. Much much later on. I got the Mythril Sword I'm probably not going to use because Open Fire is ridiculous as Picard's cheap item in Karnak. I suited him up in the best of the armor he could equip after the festivities in the castle, and sent him into the Steamship.

Open Fire is unblockable, so Flash from the Crew Dust was a non-issue. Much like the rest of the dungeon.

Liquid Flame I thought was going to be the first troublesome boss. However, I found all of its forms were vulnerable to Confuse, and luck happened to be on my side - it just kept showing up and reconfusing the boss. Had to drink a Hi-Potion in order to avoid a potentially fatal Fira, but that was about all.
Picard had more than enough firepower to loot all the chests in Karnak, including the chests I had no use for. I switched him to the front row as well, using the Mythril Sword I guess I am using after all to save animation time against lone Cur Nakks and Gigases if they weren't killed in one hit. Not that it was needed, as I escaped with 4 minutes left on the clock anyway.

I fought Iron Claw for the novelty of it. Three shots blew him away.

Level 20 before the Ancient Library is a bad idea. I could've easily grinded up to avoid the threat of Level 5 Death from the Page 64s...but I charged in anyway and just ran from everything, believing that Picard could easily defeat the two bosses waiting within. The encounters here are awful in their EXP and Gil payout anyway, and take ages to complete.

Ifrit ate two Open Fires, the second of which was instant death. He vanished from the battlefield, and gave his speech when he wasn't there.

Byblos proved a bit trickier, but was by no means a roadblock boss like it is for many solos. I had Picard equip the Knife so that Confusion would not be an issue. Losing the Guardian Dagger's weapon block might be a bad thing...but Byblos is vulnerable to blind. And with Open Fire around, using a weaker weapon means nothing.
After a few tries, I got winning results. The Open Fires were Death, Blind, and Poison - the latter of which he is vulnerable to as well and turned out to be very important. This combination of attacks did 2000 damage, and with that last shot he finally decided to Protected up. The counter-Drains just barely edged out the damage from the weaker Open Fire attacks at this point, but with poison status on him, I could just sit back and watch his life bleed away.

Sandworm took way more blasts than average for bosses, but is otherwise not worth writing about. Picard got his class's second ability after the battle. EXP Up does exactly what it says on the tin, and is certain to reduce the amount of grinding I need to do! Assuming I need to do any grinding.

I got cocky on Crayclaw and just tried to shoot him to death, hoping for an eventual killshot. That never came, but thanks to evasion and his repeated use of Tailscrew, he didn't manage the kill.
Adamantoise was gibbed by a deathshot, which was good, because the weaker attacks were only doing in the neighborhood of 230~ damage. Luckily, even if that never came, it was hit with a darkness attack (another boss who's vulnerable to blinding) and rendered nearly helpless as it proceeded to miss almost all of its attacks.

Then came the Ronka Ruins defense systems. Unfortunately for the Rocket Launchers, Open Fire is not used when confused. Defeating them was as trivial as equipping the Knife and blasting them to bits. Unfortunately for the Flameguns, I rerolled every encounter into Rocket Launchers. Who needs a Flame Ring?

Picard then had to deal with Sol Cannon. Even after all this, I'm still not sure what the exact formula for Open Fire is, but I'll tell you what it doesn't involve: base stats. Sol Cannon learned this lesson the hard way, as Picard was hit with the aging missiles, and proceeded not to care, blasting him with his cannon, alternating it with Elixirs every other turn, until he ran out of Elixirs and died. Whoops?

The speed disadvantage could've been overcome with more of them, but I simply chose to deal with the problem with Magic Evade, much like the solo Red Mages did. Remember, the Cannoneer can equip casting armor. A single Confuse or Death blast would destroy a Launcher. Without the speed drop from their rockets to worry about, this was less draining on Elixir resources.
The game was seemingly doing everything it could to make my life miserable, however. Open Fire just kept giving me darkness and poison shots, which was mildly irritating. A Coral Sword slash did more damage than either, but not enough to justify using it when the confusion and death shots did so much more. Picard used 6 Elixirs in the fight, but got it done. So with neither ring in hand, the starship captain made his way into the floating fortress.
The encounters in the ruins went okay. Not easy, but by no means difficult either. Picard retreated from fights I didn't feel were worth fighting, which primarily consisted of larger groups of enemies.

Archeoaevis. With a Golden Shield, Main Gauche, and Elf Mantle, Picard was well-protected from the physicals. His cannon tore through the fossilized dragon's five forms with ease. The final form of the boss landed a Maelstrom, but it was too little too late. Picard won this encounter on the first try.
I thought about sticking around for more encounters after this to take advantage of their massive EXP output, but I had run out of potions by this point. Could've backtracked out of the ruins, got back on the airship, and returned I suppose, but didn't feel like it. And with a job this strong, who really needs EXP?

The Purobolos were dealt with in the standard (painful) way for characters who can't target more than one opponent at once: blast down their HP with a single Open Fire and hope for the best. The deathshot would unfortunately trigger the same self-revival quirk as Lucius. The poison shot was interesting - they're vulnerable to the status, and if they died from it, they did not do their death counter.
Eventually, everything lined up, and I was down to three as above. Picard weakened the two that were not poisoned. There were three left as shown above. One of them blew up shortly after I took that picture, the one eventually died from poison, and then the last one went boom after a few more rounds of combat. That was finally it. Never want to do that again, dear lord.

Titan was easy as always, after he didn't use Earth Shaker on round 2. Which he did three times in a row. No need to mess around with Elixirs. In my rush, I neglected to heal for Manticore, but landed a death shot. Better to be lucky than good, as they say.

So far, it appears as though the Cannoneer is an extremely powerful class even without access to its Combine ability. Partially because of the sheer power of Open Fire and partially because of my playstyle, I blasted through the first world in under four hours. Will the easy times last through World 2? Guess we'll have to wait and see.
Next | Index