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Fire breath only happens when it drops to about 1700 HP, at which point your black mage or anyone with high intellect should use an arctic wind to kill it outright. You can have everyone else throw antarctic winds while you're at it, just in case.
The trick is to carefully count your damage (up to 4000) so that you kill it during the same round you drop it to 1700 so that it doesn't end a round with fire breath, and then opens the next one with another fire breath to wipe your party.
Oh yeah, dude. I hecka used ice equipment on a thief and a warrior. I actually switched from monk to warrior so I could use the ice armor. It doesn't seem to mitigate the damage from Fire Breath at all, though. And honestly, it's my WHM and my BLM that need the health, since they keep my party alive and do the damage. It's just frustrating because the damn Salamander can do an attack and a fire breath and really just destroy my healer or my caster. When I am put into the position where I have to use Phoenix Downs, it's pretty much over.
The remake did make some of the bosses use cheap combos since nearly all of them attack twice in 1 turn.
Ice equipment does reduce the damage a bit, but make sure you've got ice weapons equipped to your team, they do a bit more damage than normal weapons.
Warrior can equip the set, but thief I'd switch out since they're pretty squishy in this game. Salamander is lv19 so its best to grind so you're above that level & if you don't already have it get the Blizzara & cura spells from The Village of the Ancients.
The older FF games were really short due to NES limitations back then & this remake just added a couple of extra easy sidequests, how is this long? Grinding lvs is a mechanic in practically all RPGs even this one.
Have the white mage cast cure on the whole party each round, or cura if your health is dropping.
Make sure both your mages are in the back row.
Swap warrior for knight (for the covery ability and use of level 1 white magic (more cure).
Thief should be fine. I used thief for this fight, pretty sure you get at least an ice dagger. Thief is easy to gain job levels with as well, so he was my highest damage dealer at the time.
I actually ran two Red Mages, instead of one White and one Black, for that fight on my second playthru (first PC playthru, played DS version years ago). Yeah, individually one Red Mage doesn't hit as hard or heal as hard on a single action, BUT it gives you better bulk and the option to double up on attacking or double up healing on turns where one of the colored mages would normally have been a wasted turn. Plus even if one dies, you still have both caster roles available.
True, Red Mage is far outclassed during lategame. But for earlygame such as this, it's an extremely viable option.
Thanks for the tips, I actually did get far past that part I was stuck at after going back to it. Now I'm trying to get both Gungnirs. :/