Sep. 17th, 2024

There were still some achievements to knock out in FFR before the next version update, coming back to it after half a year's break. One of them was to do a solo on Renaissance Mode. Two of the new classes stood out that would be simple enough and could earn me achievements at the same time: Lancer and Blue Mage. Because I didn't fancy hunting for IronGOL during a solo run to get the achievement for learning all Blue Magic, Lancer it is!

The Lancer is as simple a class as it gets. It has one command to keep track of: JUMP. This takes the character out of battle for a turn and executes an attack with one less hit than a normal FIGHT, where all hits are critical and (from observation with the numbers) with heightened attack. It then inflicts Fatigued status, which prevents it from being used consecutively (and probably lowers evasion). Were I to promote it to Dragoon, it would notably gain SUPER JUMP to hit all enemies in the battle at once. This makes solo Dragoon the easiest in the game even (especially) on New Game+. Other than that, it is very comparable to the Fighter: its SAIVL growths are one-to-one identical except for not getting as many strong HP ups or MDef, and wears heavy armor; although the Opal equipment remains exclusive to Knight. They also cannot equip a shield: even the ProCape is off-limits to them! In that sense, they're actually more comparable to the Black Belt/Monk: a wrecking ball, not a tank.


Everyone calls their Lancers Kain. I wanted something different. Aranea from FF15 came to mind, but really. A guy who jumps on others as his primary means of offense? It's a him!


A fun aspect about solos that Ozmo implemented into 2.0 with the ability to choose empty slots: you get alternate dialog acknowledging that you're not playing with a full party. It ranges from just changing to a non-plural form to funny to straight-up mean, especially the fountain and well quotes.


GARLAND is still a fraud, by the way: a JUMP and an attack knocked him down. At level 2. Sara was very ungrateful to the solo.


Mario ran into the dreaded double OGRE encounter on the way to Pravoka. And he won: a JUMP for each of them, and he survived long enough to do so. Got him a nice chunk of experience. The PIRATEs were laughable with a heavily armored high HP character.

I grinded cash with KYZOKU resets before heading into the Marsh Cave, not for just supplies, but for a Silver Spear. This costs 4500 gold and sports 25/15/3.5 offensive stats. It's basically a Silver Sword for the Lancer. Funnily enough, this would get replaced by a slightly better weapon on B3 of the Earth Cave, but it was far better than any other weapon available now. This brought Mario to level 5.


By going into Marsh Cave from a hard reset, I could get an ideal encounter draw for traversing the cave: there was only two encounters with stunning undead, starting with a ZOMBIE/GHOUL mix at the start of the cave. It was very surmountable, either with luck or fighting them. It was the WIZARDs that were problematic. Here you can see a flaw of JUMP in action: it can miss! I believe it effectively performs an attack with 32 less hit%. Needless to say, this encounter got scuffed despite rolling the minimal draw of two. The ones with four of the fish-things were especially rude: they all moved before Mario, reducing him to critical health before he could do anything.

It was my fourth attempt at them that made it through: a three-pack. The first one fell easily enough, and I had Mario attack the second. However, they reduced him to critical health at this point, so it was completely up to turn order! He landed...and the WIZARD did not move! One more turn, a FIGHT...he goes first! CROWN claimed. I had him mostly run throughout the cave both in and out, but he fought a SCORPION group on the way out; there weren't that many and they were simply too dangerous to leave to simple run chance. Similarly, I had him JUMP on a CRAWL on the way out instead of just running.


On the other hand, ASTOS was a first try fight. Mario went before the RUB, and his JUMP hit. That was the end of it right there.

After doing errands with the KEY, it was off to the Earth Cave. This is one of the biggest obstacles for a solo character, and I actually feel it's worse than the Ice Cave sometimes. It's longer and you're lower leveled for it. As I was clearing out the top two floors, Mario hit level 14. This bumped him up to three hits, or two if he was JUMPing. The damage spike was even more noticeable than it would be for a standard character (except Monk): there were times when he was failing to one-shot BULLs just before this. Now? They were being overkilled.


Here's the Arcane Spear. It has 26/20/3.5 offenses, and is effective on Magic Beasts - known better as magical in AstralEsper's mechanics FAQ. This was going to be Mario's weapon for a while: the next upgrade in Crescent is only better by one point of power, and the next direct upgrade is way off in Mirage Tower. Actually, the ones on the northern continent may be Dragoon exclusive! Guess we'll see.

Of course, Earth Cave B3 is actual hell. Stunning undead are in tons of encounters. Despite this, my first death here came courtesy of WIZARDs. It was a four pack, turn order was bad, and a missed JUMP sealed Mario's fate. The VAMPIRE is a problem too: the first time i got there, he just used DAZZLE and went right into massive physicals.

There's only three ways around this for most characters. One, smash your head against the wall until it works. I did this for a bit, then I got an undead ambush on the way back that gave me no chance. Two, grind to boost magic defense. Boring. I actually hadn't gone out of my way to grind levels at all so far (the cash grind was something different!). Third is to game the encounter table. It's entirely deterministic: a table of 256 encounters. I tried this before with my solo Thief on Classic, failing because FFR wasn't true to the NES encounter table. But it's fixed now.

I was bored. So yes, I seriously went in on encounter 186. It was worth a shot. This gave me ten battles to get through the floor, defeat VAMPIRE, and get out. Long story short: it worked. Game gave little leeway with the encounters though. It was only because they stopped coming at the very end that I was able to make it through.


As part of restocking, I purchased the Steel Armor. This is normally something you should never ever do in a casual playthrough. The boost it gives over Iron Armor is absolutely not worth the price tag. Instead of buying this for 45000G, you could spend 48000G on six level 5 spells for your mages. Or, spend it on anything else besides a piece of equipment that will be obsoleted in Gurgu or the Ice Cave. In a solo, however? Yeah, the defense boost is worth it.

One nice thing that lined up here from that earlier stunt: I was now in the encounter 216-225 range, another fantastic stretch with no stunning undead or COCTRICEs to deal with. It was a leisurely stroll through the floor as a result. When I reached the stairs to B4, I was on encounter 224. This would give me three to make it through B4 before killer encounters showed up. Only thing to do was march forward.

The encounters went WIZARD, WIZARD, TROLLs...and I was not close to the stairs at this point. So I tried a creative strategy: switching to Silver Armor to try to increase evade with its lesser weight. It turned out not to be necessary, because Mario got through that floor without further encounters. The ones on B5 were safe, so that brought him to LICH.


The game tried to give me a massive heart attack by having the boneman open with a physical attack that paralyzed! Luckily, Mario instantly recovered and took an ICE2. Then he jumped up and did 388 damage!! LICH moved before him on the landing turn...


...and then Mario moved after with a fight, settling things. Phew! And all this at level 16. Dragoon NG+ may be pretty infamous amongst the FFR community for being an easy solo, but Lancer is no slouch itself.

With that out of the way, I made my way over to Crescent Lake to pick up the CANOE. There was another equipment upgrade here, the Platnum Spear. However, it was only a single point of power stronger than the Arcane Spear, so I stuck with what I had for now.

Of the three midgame dungeons, I settled on Gurgu Volcano first for a few different reasons. One, it was easy, which would allow Mario to gain some levels along the way. Two, I could get a free Silver Helmet and Silver Gauntlet here for a small defensive upgrade. And more importantly, the Flame Armor would add an extra safety net in the Ice Cave.


It was very smooth sailing through the volcano. I beat the Red D on B5 without incident, hitting level 20 in the process, then moved onto KARY. The best thing about JUMP is that critical hits partly ignore defense: they're effectively the sum of two identical attacks where one does not factor it in (the formula is specifically (A...2A) + (A...2A - D, both A values are the same). The fiends in particular have a lot; the snakelady here has 50, for example. JUMP just says "screw that" and smashes them into a fine mist.

With the Flame Armor, I was able to sell back the Steel Armor. I went ahead and bought Platnum Spear at this point. No reason not to.


Ordeals was the next stop here. The Zeus Gauntlet has a good chance of wiping groups of COCTRICEs, providing yet another safety net for the Ice Cave. There were some other useful items here. The encounters in here were very tame; I had all of one (ZomBULLs) throughout the maze room. Only a MEDUSA group in the last room was any dangerous, and Mario escaped from it. I got the Gold Bracelet, Heal Staff, and Zeus Gauntlet here, avoided getting stunned by a Zombie D, and got out first try.

Also, this bears repeating: empty slots work as item banks. So you're not handicapping yourself by not using corpses instead. Speaking of, since Mario could never equip a shield, he was not handicapping himself by putting Zeus there despite not being able to equip it. Well, there is one special slot for Dragoons, but a Lancer would not be getting it.

But the Ice Cave is next, and I have a lot to say about it, so we'll page break here.

Next | Index
So now for the big one. I gamed the encounter table once. Can I do it again in the Ice Cave? Not really. B1 has a COCTRICE/MUMMY mix in slots 3 and 4, and undead in slots 6 and 7. Doable. But B2 is laughably impossible to game: slots 1, 2, 4, and 6 are some combination of IMAGEs and WRAITHs. 3 is SORCERERs, 5 is MAGEs. Only slots 7 and 8 are safe, being a FrGIANT/FrWOLF mix and Frost Ds respectively. As you might expect, there's no string of those in the encounter table, let alone any convenient for two rooms. As for B3, MAGEs are in slot 2, WRAITHs are in slot 3, and SORCERERs are in slot 4. The best you can do is be aware of what's coming, and get as high MDef (grinding) as possible.

So nothing to do but go ahead.

Attempt 1: First encounter is WIZARDs. Zeus them down. Second verse, same as the first. Down the stairs. Next is six IMAGEs. I think I'm on encounter 29 here? Of course the first attack stunned. They could barely hurt Mario, so it was a question of whether he would be able to break out and run. He got two run attempts which failed. He eventually did after like five minutes, being down to 170 health. Very lucky there. Next was WRAITHs - yup, encounter 30. He got right out of there on the first turn. So now that I know where I am, I can potentially avoid some of the bigger nasties. Didn't matter because the next undead encounter right before the hole killed him.


Attempt 2: WRAITHs which I ran from. COCTRICE/MUMMY group which got fried. Then a FrGIANT below! Nice! Thanked it with a JUMP. Then a nine mix of IMAGE/WRAITHs. Which I somehow escaped from. I ran into MAGEs in the tiny room and somehow survived that too. Next is a slot 7: safe to make it through the hole room since that's, again, a FrGIANT/FrWOLF. Gained a level from it and onto the undead spike. Eight enemies. Mario ran after the first swing. Slot 1: R.BONES. I made it upstairs before the next encounter, WRAITHs. It's a COCTRICE/MUMMY mix upstairs and I got a chance to strike first. The EYE used XXXX then died. Undead spike part 2: a nine mix.


This time, Mario was not so lucky. Broke out twice, but re-stunned once and failed to run the second time.

You get the idea from here on how encounter counting works. So from here on out, it's just what killed me and anything interesting.

Attempt 3: Dead to COCTRICE turn order.
Attempt 4: MAGEs on the floor below.
Attempt 5: COCTRICE turn order. It even got a crit. Rude.
Attempt 6: WRAITHs right away.
Attempt 7: Again.
Attempt 8: COCTRICE turn order.
Attempt 9: WRAITHs. Can't even make it through the first room anymore!
Attempt 10: A SORCERER mix was coming up on B2. I was right at the entrance, so I had a choice: risk it, or risk a COCTRICE/MUMMY group above. I went ahead because there were a chance of less, pulled the full three and died right away.
Attempt 11: Chance to strike first against WRAITHs, eat it! SORCERERs were coming up again. This time, Mario ran right away. Then died to the WRAITHs in the next encounter.
Attempt 12: No I am not sitting through a nine undead encounter that stunned right away, go to hell.
Attempt 13: Two IMAGEs on B2! I went for the throat here, feeling it was the better play. They indeed died. Still, got killed by WRAITHs in the hole room.


Mario has 55 MDef. That means every undead attack is a slightly rigged coinflip in his favor as to whether or not he resists the paralyze, bird stone, or brain suck. He gains 2 per level, so it would be a lot of grinding I hadn't really needed to do yet to try to stack the odds in any appreciable fashion. And as I said, sometimes it was better to fight and kill rather than to try the run. Especially solo SORCERERs: a close to 100% chance of escape (over its corpse) if Mario gets to move vs a less than 100% chance.

Attempt 14: WRAITHs room 1.
Attempt 15: COCTRICEs room 1.
Attempt 16: COCTRICEs room 1.
Attempt 17: WRAITHs room 2.
Attempt 18: Two COCTRICEs survived Zeus room 1 and of course they'd yet to move.
Attempt 19: WRAITHs room 2.
Attempt 20: Undead spike rolled eight. Very dead.

Mmm. I'll cave in and grind some levels after the hundredth attempt. That seems the breaking point of "okay I tried but even I have limits".

Attempt 21: MAGE ambush room 2. Blanked on the encounter table for a second, could've had R.BONEs upstairs instead.
Attempt 22: SORCERERs in the hole room. It isn't exactly safer to dodge them: the small room in-between is 2-6 WRAITHs. They by contrast come in packs of 1-3; you can sometimes survive a paralyze versus a KO, but neither's pleasant.
Attempt 23: I did something creative on 2 WRAITHs/2 IMAGEs in room 2: kill the WRAITHs because the IMAGEs couldn't deal damage. Then may as well kill them too. Then same situation as above ended it.
Attempt 24: COCTRICE ambush room 1.
Attempt 25: COCTRICEs room 1.
Attempt 26: Two WRAITHs room 1.
Attempt 27: Too many COCTRICEs room 1.
Attempt 28: Eight undead room 2.
Attempt 29: Seven undead room 2.
Attempt 30: A lone SORCERER in the hole room landed a TRANCE and kill.
Attempt 31: Nine undead room 2.
Attempt 32: Dead in room 2 to undead again.
Attempt 33: Undead in hole room.


Time to change strategy: I recalled the Berserkers challenge that T-Hawk and Sullla both did (aka armorless). The former at least first tried it. So what if I tried to go for evasion? Mario would have +23% with just a Gold Bracelet on. It was worth a try to give me a little more odds.

Attempt 34: Didn't work.
Attempt 35: COCTRICEs.
Attempt 36: But the evasions never came.
Attempt 37: Undead in the hole room.
Attempt 38: Nice Frost D in room 1. Then undead room 2.
Attempt 39: COCTRICE ambush.
Attempt 40: Nine undead room 1.
Attempt 41: Too many COCTRICEs.
Attempt 42: I made it to the undead spike again finally. Nine damned undead. I flipped the game off in disgust. Then Mario moved first and ran. GrPEDE and R.BONE encounters followed.


Then this happened. That was six failed run attempts. Technically a misplay on my behalf, but screw it, executive decision: grinding from the first time I reach the undead spike after 50. Don't like having to do it, but this is even worse.

Attempt 43: Undead in room 2.
Attempt 44: Undead in room 2.
Attempt 45: SORCERERs hole room.
Attempt 46: COCTRICEs room 1.
Attempt 47: Undead in room 2. After two instant escapes.
Attempt 48: Nine undead in the spike.
Attempt 49: Two SORCERERs landed TRANCE. Then they didn't kill and got killed. Then the undead happened, again.
Attempt 50: Want to know what spite is? One COCTRICE survives Zeus, it's one that doesn't move, and it lands petrify.
Attempt 51: On the clock now. This one ended to undead in the hole room.
Attempt 52: COCTRICEs room 1.
Attempt 53: SORCERERs room 2.
Attempt 54: See attempt 50.
Attempt 55: COCTRICEs room 1.
Attempt 56: The rare nonlethal MAGE ambush after losing track of encounters in room 2 again! Was this a good omen, or did that burn a bunch of luck? I reached the undead spike, and this would not be an instant reset and off to grind because I got chance to strike first. Okay, stop and think. Next is encounter 184: slot 1, R.BONEs. I swapped the heavy armor back in and this time, Zeused their boney asses into the ground. Encounter 185: slot 4, SORCERERs. Strip, not even the Gold Bracelet. There's three: TRANCE, miss, TRANCE, miss, successful escape! Encounter 186: slot 1 again. That'll be WIZARDs up above, which I made it to. Armor goes back on and Zeus. Slot 187, slot 2: that's undead in the EYE room, MAGEs down below, and WIZARDs up on B1. The answer was obvious: pull the encounter before dropping down, hitting level 22 in the process.

HOWEVER, the encounter order from here goes 1-2-7-2-7-2-1-2. This is very dangerous. If I can survive the EYE and undead spike, I'll almost certainly have to fight one set of MAGES. So do I stall? No. Slot 7 on B1 is the same big undead mix from the spike. For that matter, slot 2 on B2, if I want to run around that tiny 1x2 strip, is an IMAGE/WRAITH mix. I have to risk it.

The EYE used XXXX and died. Okay. Switch in Gold Bracelet for the spike.


A six-pack. Paralyzed...recovered with 294! And ESCAPED!


Okay, okay, okay!! Encounter 188: R.BONEs. Chance to strike first and I'm out. Right here. And I make it upstairs before the MAGE encounter!!!


Nice glitch. But slot 2: WIZARDs. Heavy armor is already on and Zeus.


I don't like where this popped up. Encounter 189 is slot 7: the big undead mix here, the same as the spike. Did I have to risk it?


No! I could go back down to B3 and pull an encounter: slot 7 down here is 1-2 Frost Ds! With the Flame Armor, I wasn't afraid of these things! It was even a chance to strike first, so there was zero issue! With this I ran for the stairs, fighting one last set of WIZARDs on B1 before encounter 191, which would've been another slot 7.


And Mario survives the Ice Cave without having to grind after all! Let this serve as how useful encounter watching can be: twice in that winning run I stopped or even backtracked to avoid a deadly encounter. There were still a lot of luck factors involved in this clear, but I was able to eliminate at least some of it with this. It may not be the easiest or quickest thing to do, but sometimes, it can save your run.

Next | Index

So with that in my rear view, first stop: the Waterfall. The Ribbon and Defender were here, both very important items. Along the way, Mario hit level 23, which gave him 4-hits, 3-hits while jumping. Here you can see me unleashing it against the 1/64 (slot 8) Gas D encounter in the cave. This is just as unrunnable as the groups of them in the final dungeon. That said, I was still having Mario fight everything he could. I was still having him gain levels, just not going out of my way to grind. Also because sometimes just fighting was the safer option than risking running. That R.BONE death is proof of that.

I ran the BOTTLE errand and descended into the Sea Shrine. Of course, the undead here simply kill you: two of my attempts to get to the upper floor resulted in deaths by GHOSTs. I grabbed the Mage Staff to hopefully deal with them when the time once again came. In the mermaid village, Mario was able to claim the Opal Bracelet. This was his best armor: a Dragoon would be able to use the Dragon Armor in Mirage, but not a Lancer. Otherwise, it has the same absorb as the Flame Armor, just with less of an evasion penalty. And Ribbon provided elemental resistances anyway.

Thankfully, the opposition as I went down into the depth was fairly easy; i.e. only one set of GHOSTs. A set of two showed late into B2, but they failed to kill. Barely, eesh. I picked up the Power Gauntlet and proceeded to never use it.


And on B1, there was a new weapon for Mario. The Trident is an interesting weapon: it has less attack power than the Platnum, but significantly more hit%. 15/50/9 offenses to be specific. I didn't feel like mathing out which was better in the moment, but from the numbers I was seeing, this at least wasn't worse. So I kept it on.


I played KRAKEN safe by using the Defender three times before starting the attack. He wasted his turns on INK, then it was too late to stop Mario. The first JUMP did around 650 and the second settled it.

Mirage had the Holy Spear to claim, but I learned at that moment that this is Dragoon exclusive. It had 30/30/6 offenses and is generally considered to be the Dragoon's ultimate weapon: its higher attack value generally results in more damage than the Trident. And the Tempest in the Floating Castle only 35/15/6 and a property of making JUMP attacks never fail (miss?). It's small enough of a bonus that the extra hit% is usually preferred. The Tempest also turned out to be Dragoon exclusive. Same for the Wyrm armlet and helmet, which I already knew about. And with ProCape out as discussed, the only thing to get here was the Black Shirt for itemcasting and a free ProRing: 8 absorb is the best on anything short of the Wyrm Gauntlets (10, Dragoon/Beastmaster only thus far) and anyone can use one.


I arrived on the bridge shortly after encounter slot 24, so there was no chance of a robotic ambush. Mario jumped on TIAMAT a couple times and brought an end to it.


Here were Mario's stats before heading into the final dungeon. Yeah, I didn't feel like I needed to bother with grinding to 50 for this solo. Might help or even be necessary for some, but the only thing it would do would be making it even easier and heavily reducing the chance of a KRAKEN death.


There really wasn't much to write about the Temple of Fiends Return. On physical only battles, I had Mario use the Defender thrice and wave the Heal Staff around until he was fully healed to save on potions in the first part of the dungeon. It was slow, but the way to go. PHANTOM, LICH, and KARY all died in one JUMP.


KRAKEN would be the only dangerous part, and he used his first two actions on LIT2 and INK. So he that was it. There were no threat of SORCERERs on the Air floor where the encounter table was at, so that meant claiming the Masmune.

And yes, JUMP works at full power with the Masmune. You just stab them like you're a supersoldier with a god complex assaulting a flower girl. Sadly, it doesn't show up on the sprite like the lance do. It works without a weapon too, I guess in that case the Lancer just jumps on them like...well, Mario. It sports the same +50% hit as the Trident and is naturally much stronger, so there was no reason not to switch over. He one-shot TIAMAT with this!

I forgot to take a screenshot of Mario's stats heading into CHAOS, but I'm pretty sure from his HP he was level 34. The gametime was like three hours and twenty minutes at most.


Mario jumped over the first attack and landed for...uh, yeah. That's why TIAMAT got one-shot and I missed the picture there. CHAOS landed an ICE3 and a physical, but this was game over.


After a swing on the tired turn that did a little over 100 damage, the next attack brought an end to the challenge and unlocked the achievement for completing a solo on Renaissance mode.

And that's the solo Lancer! Compared to some of the other classes in FFR, including some of the old ones that got new things, it's wonderfully simple and straightforward. There's nothing more to it than attacking, and it does a fantastic job of doing so. JUMP in particular is fantastic at breaking through the fiends' defenses, to say nothing about NG+ or idiots like the Evoker summons (often superbosses for the point they're encountered). With the critical hit bug fixed, being able to crit on demand stands out a lot more. Between that and high defenses, this is a powerful class indeed, if evident by never having to go out of my way to grind at any point - though the Ice Cave sure tested my patience as usual.

Just don't make any mistake from this report: JUMP has some flaws that didn't affect the soloist. For one, it takes two turns to resolve. The high power on it mostly makes up for the action economy issue, but it is still an issue. It can't benefit from FAST either. And in a full party, the others will be left to take the hits that would've been aimed for the jumper. Like I mentioned, they're not a replacement for a tank despite being durable: they're a wrecking ball best suited for slot 2.

Still, if you're looking to get a solo done for the in-game achievement, it's hard to go wrong with Lancer or Dragoon. Is it the easiest solo? Mm, depends. In New Game+ it's unquestionably so. But you can make a case for Monk, Red Mage, or Time Mage as well in a standard New Game with promotion. The first also just destroys stuff and gains tons of MDef, the second can do everything, and the last is notably immune to paralysis and has FLOAT to lean on for a bit of reprieve, as well as SET TELEPOINT nonsense later on.


So one extra thing: here's SUPER JUMP in action. Nine undead? Try ZERO UNDEAD. I had to do this to unlock another achievement for talking to the dragon in Onrac after promotion, killing 100 enemies with JUMP attacks, and returning to him. This gives the Leaping Boots, which would take up that fourth item slot for a Dragoon and causes JUMP/SUPER JUMP to go and resolve first in a round. Not necessarily the best since luck can cause them to dodge more attacks, but it can wipe randoms before they can move. Yeah, this makes a solo Lancer that promotes/Dragoon laughably busted in the late game.

Of course, you only get it late (and only get one set if you have multiple), but NG+ also has the REPEL item which drives away weak encounters. So you can just ignore all the stunning undead anyway!

Thanks for reading, and let's hope the new classes - Spellblade and Archer - in the next version are fun to play!

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