I've been having fun doing a FFV run with 4 berserked party members - berserk is the second ability all the time, and I've been posting my progress at gamefaqs. I figured you all would have some decent advice in terms of some of the later bosses. I do hope to do most of the Sealed Temple, and Shinryuu will go down easily enough, but I'm not so sure about Omega. He may just have to live.
Unfortunately because of Sandworm I don't think it would fare any better as a solo challenge than a berserker solo for the most part. There are no weapons that can exploit Sandworm's weaknesses. I'd consider skipping past the fight with a solo just to make the rest of the game more interesting - much like Sulla does with his solos to get around Atmos.
The rest of the variant is pretty fun, and I think a solo berserked character would have a fun bag of tricks with a decent restriction. The 4-person party has been pretty much a cakewalk after Sandworm. I haven't been doing any running away either, although the GBA version does allow Berserkers to run away. The only interesting bosses so far have been:
Liquid Flame: Actually killed my berserkers due mostly to unlucky rolls of getting the human form too often. I ended up grinding a little to get the berserk ability and changed to monks.
Byblos: Compared to how easy Ifrit died, Byblos refused to die. Since I could only use physicals I was guaranteed to get him stuck in Armor status. Later on he counters physicals with Drain. The problem here is that he was draining just slightly more than a single monk punch (by far my highest damage output option at the time since I hadn't mastered Two-handed yet). I got a string of single-punch hits against him resulting in him healing close to 500 of his HP back.
Sandworm: As I mentioned, this battle is just evil. Back-row status and only 1/6 chance to hit the right target results in an incredibly painful battle. On several attempts I scored exactly 0 hits on Sandworm. 14 straight misses. The chances of that happening are about 8% - so roughly 1 in every 14 attempts ended in failure. I'm playing on an actual physical cartridge (GBA version), so those kind of odds really hurt. I ended up grinding to get Two-handed for this fight. Although Sandworm has 0 defense he's constantly in back row status. But two-handed effectively doubled my 'zerk's damage output, and berserk further multiplied it by 3/2. And it was still incredibly difficult. I had leveled up to 27 grinding for the Two-Haneded ability. At that level I needed 5 successful attacks to win the battle. I ended up getting three in a row right at the start of the battle. After that it was still close, but I got fortunate and finally two more hits landed.
Sol Cannon: Interesting just in comparison to how tough this fight usually is for berserkers. If Berserkers could wield swords this fight would be over before it even started.
Puroborous: I used a bunch of ninjas with mage mashers. I couldn't prevent them from using Exploder, but I could prevent them from using Arise. I felt like it was a smart solution to an otherwise incredibly tricky boss.
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Tyrannosaurus: A rather difficult boss since I don't have the use of phoenix down in battle. I ended up bringing 4 monks and punching my way to victory, but it took a couple tries after he abused ???? too much. Actually, the harder part was the random encounters. Kuzar beasts are incredibly hard-hitting, and the slimes in the river had a tendency to use Vampire when they weren't outright killed every round - and if they were in the back row they had an annoying tendency to take two hits to kill.
Atmos: 4 Knights with Sleep Blades. He got off a single comet, killed one character, then slept through most of the fight.
Seal Guardians: Went back to my usual Berserker bag of tricks and used 4 Death Sickles. I actually screwed up this battle several times trying to over-think it. First I went in with the best attack weapons I had and died against a constant barrage of everything. Then I went in with 4 Freelancers with Two-handed and Death Sickles. Although I probably could have won that way given enough tries I failed miserably when the Death Sickles refused to proc on the Water and Fire guardians, but it brought them down to low enough health that they started spamming Firaga and Aqua Rake. In the end, the win came from just using 4 Berserkers and 4 Death Sickles with nothing else added. If I hit too hard and the 'zerks don't get enough chances to proc death on each guardian before they go crazy.
And that's where I stand now. My next goal is to farm a Power Rod, then get Carbunkle (I've been trying to tackle all the sidequests except for a certain annoying turtle) and beat the two bosses of the castle. I don't think anything else in World 2 will be a problem. But I do foresee some difficulties in World 3.
Omniscient: I plan on having my fastest character use the power rod so he gets berserked immediately.
The Great Trench: Yeah, the whole dungeon. The random encounters in here counter !Fight commands, and unfortunately berserkers know of no other command. I'm thinking I need to take them out quickly, by exploiting their weaknesses. My current plan is to go in with a trio of 4 wielding: The Sage's Staff, Apollo's Harp, Excalibur, and the Holy Lance. I'm not sure that they have the physical prowess to actually cause the damage however.
Shinryuu: I'll steal 4 dragon lances and buy some coral rings.
Gogo: Oh god... Not really useful, but it would be fun to have the mimic class unlocked.
Omega: Ooohhh... god.
Unfortunately because of Sandworm I don't think it would fare any better as a solo challenge than a berserker solo for the most part. There are no weapons that can exploit Sandworm's weaknesses. I'd consider skipping past the fight with a solo just to make the rest of the game more interesting - much like Sulla does with his solos to get around Atmos.
The rest of the variant is pretty fun, and I think a solo berserked character would have a fun bag of tricks with a decent restriction. The 4-person party has been pretty much a cakewalk after Sandworm. I haven't been doing any running away either, although the GBA version does allow Berserkers to run away. The only interesting bosses so far have been:
Liquid Flame: Actually killed my berserkers due mostly to unlucky rolls of getting the human form too often. I ended up grinding a little to get the berserk ability and changed to monks.
Byblos: Compared to how easy Ifrit died, Byblos refused to die. Since I could only use physicals I was guaranteed to get him stuck in Armor status. Later on he counters physicals with Drain. The problem here is that he was draining just slightly more than a single monk punch (by far my highest damage output option at the time since I hadn't mastered Two-handed yet). I got a string of single-punch hits against him resulting in him healing close to 500 of his HP back.
Sandworm: As I mentioned, this battle is just evil. Back-row status and only 1/6 chance to hit the right target results in an incredibly painful battle. On several attempts I scored exactly 0 hits on Sandworm. 14 straight misses. The chances of that happening are about 8% - so roughly 1 in every 14 attempts ended in failure. I'm playing on an actual physical cartridge (GBA version), so those kind of odds really hurt. I ended up grinding to get Two-handed for this fight. Although Sandworm has 0 defense he's constantly in back row status. But two-handed effectively doubled my 'zerk's damage output, and berserk further multiplied it by 3/2. And it was still incredibly difficult. I had leveled up to 27 grinding for the Two-Haneded ability. At that level I needed 5 successful attacks to win the battle. I ended up getting three in a row right at the start of the battle. After that it was still close, but I got fortunate and finally two more hits landed.
Sol Cannon: Interesting just in comparison to how tough this fight usually is for berserkers. If Berserkers could wield swords this fight would be over before it even started.
Puroborous: I used a bunch of ninjas with mage mashers. I couldn't prevent them from using Exploder, but I could prevent them from using Arise. I felt like it was a smart solution to an otherwise incredibly tricky boss.
`
Tyrannosaurus: A rather difficult boss since I don't have the use of phoenix down in battle. I ended up bringing 4 monks and punching my way to victory, but it took a couple tries after he abused ???? too much. Actually, the harder part was the random encounters. Kuzar beasts are incredibly hard-hitting, and the slimes in the river had a tendency to use Vampire when they weren't outright killed every round - and if they were in the back row they had an annoying tendency to take two hits to kill.
Atmos: 4 Knights with Sleep Blades. He got off a single comet, killed one character, then slept through most of the fight.
Seal Guardians: Went back to my usual Berserker bag of tricks and used 4 Death Sickles. I actually screwed up this battle several times trying to over-think it. First I went in with the best attack weapons I had and died against a constant barrage of everything. Then I went in with 4 Freelancers with Two-handed and Death Sickles. Although I probably could have won that way given enough tries I failed miserably when the Death Sickles refused to proc on the Water and Fire guardians, but it brought them down to low enough health that they started spamming Firaga and Aqua Rake. In the end, the win came from just using 4 Berserkers and 4 Death Sickles with nothing else added. If I hit too hard and the 'zerks don't get enough chances to proc death on each guardian before they go crazy.
And that's where I stand now. My next goal is to farm a Power Rod, then get Carbunkle (I've been trying to tackle all the sidequests except for a certain annoying turtle) and beat the two bosses of the castle. I don't think anything else in World 2 will be a problem. But I do foresee some difficulties in World 3.
Omniscient: I plan on having my fastest character use the power rod so he gets berserked immediately.
The Great Trench: Yeah, the whole dungeon. The random encounters in here counter !Fight commands, and unfortunately berserkers know of no other command. I'm thinking I need to take them out quickly, by exploiting their weaknesses. My current plan is to go in with a trio of 4 wielding: The Sage's Staff, Apollo's Harp, Excalibur, and the Holy Lance. I'm not sure that they have the physical prowess to actually cause the damage however.
Shinryuu: I'll steal 4 dragon lances and buy some coral rings.
Gogo: Oh god... Not really useful, but it would be fun to have the mimic class unlocked.
Omega: Ooohhh... god.