Nope. My SSRs for Fire are Amaterasu, Yamaraja (who did not participate in this run due to making way for Brynhildr as I knew this run would be slower and thus require more healing), Acala (who doesn't fit into teams until Awakening as she's quite bad, assuming you have any of the Fire SR queens) and... Ares. Come to think of it, Awakened Ares carries my Fire team pretty hard, so I guess I shouldn't have said "nothing special."
Anyway, I purposedly didn't use Ares' nuke in the first three turns. Because with Herc, if I do, then it's Rage before turn 3 and Full Burst will Stun -> trigger1 happens but doesn't take away bubbles due to Stun. So it's better to Full Burst INTO Rage state -> Quetz has 1 bubble after trigger1. And as I said, pretty much entirely dead at this point, if not fully dead.
With Mordred, I applied the same idea. I didn't push into Rage, Full Burst on turn3 at full bubbles, hit reload aaaaand... what. One Hime is dead, multiple highly wounded, Quetz doesn't have buffs up... what? Oh right, Rage Overdrive happened since apparently I didn't reach 50%. Welp, unleash Ares nuke and starting working off the Rage bar. That wasn't quite how things were supposed to go, but seriously, I was NOT expecting such a gigantic difference in Full Bursting power. Maybe I should have since PF and -50% Def for the rest of the Hime, but... yeah.
Again, you really can't undersell the importance of PF and Hercules.Guild Orders are for old players. You basically have no hope of completing them until you have 80%+ Grid. Once you start getting to that point, you should start being able to grab an Ori or two per two weeks.
Once you have fully leveled Grid (this is usually around 120% Assault), 3 or 5 Ori per two weeks shouldn't be an issue. Not sure about 5, since that requires full points which may require specific SSRs in some elements.