FFV - Low Level Game Part 2: Magissa & Forza

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The first boss battle of respectable length after the first three bosses which summarily didn't even form a 3-minute long video. A curious fact is that it is unnecessary to draw the battle out - it can be finished in a single action by breaking a Frost Rod. Magissa will fall in a single hit and never even summon her ally Forza to intimidate the party. As I specified in the opening video to the series, rod breaking early on is one of the cheap ways of dealing with obstacles, as a result of which they'll be avoided.

If one doesn't grind for the funds to buy the latest gear, Magissa's magic will be extremely oppressive - strong enough to OHKO any given party member unless Cotton Robes are bought and equipped for superior magic resistance in magical classes. This lets us avoid OHKOs from Thunder/Fire/Blizzard, though Drain and Aero remain fatal.

Aero is the reason everybody is reclassed to Blue Mage for this battle. Being in this class as the primary gives two innate abilities. One is using blue magic, of which we currently have a whopping ONE spell in Goblin Punch (yeah, we'll learn more when we get access to the Beastmaster job), with innate Learning to master Aero being the other reason. Goblin Punch costs absolutely nothing however, with an added benefit of not waking sleeping enemies. Forza's vicious physical attacks are reason enough to put him to sleep with the new black magic spell ASAP, and he will remain asleep indefinitely if attacked only through Goblin Punch.

Goblin Punch isn't quite the most powerful offensive tool in this battle. With Two-Handed ability equipped as secondary, a White Mage, of all classes, can deal some surprising damage with the Flail weapon from the back row - up to 90 dmg on lucky strikes. On the other hand, poorer damage rolls can and usually do result in as little as 40 damage per hit, to say nothing of attacks that whiff completely.

I start attacking Magissa with Goblin Punch, restoring Lenna's status with an Antidote from the story event and healing when necessary, waiting until she casts Aero on one of the my Blue Mages. After reviving the fallen, we are now sure to have learnt our second Blue Magick. Magissa can now be silenced with the white magic spell. Unlike sleep on Forza, this one needs to be reapplied after three actions, neutering the boss almost completely.

Forza will be summoned when Magissa has 300 HP left. Either of the two Black Magic-wielding Blue Mages sleeps him ASAP lest he start attacking with his physicals. We focus on bombarding Forza with Goblin Punches after disposing of the main boss. And what a long time it takes to finish the job! 35+ GPs and a long enough period of time even with the video sped up 4x!

Ending the boss battle yields Whip, for now a Freelancer-exclusive weapon that can be used to inflict Paralyze. You can bet it will see constant use in this run to achieve that purpose.







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