|
On later maps (i.e. past chapter 11 or so) does the General's lack of movement pose a significant problem? I'm debating which class to promote Kellam to for the first time and can't really find any information on chapter sizes.
|
# ¿ Apr 4, 2013 07:11 |
|
|
# ¿ May 20, 2024 13:46 |
|
So it's a lot better than Great Knight, then?
|
# ¿ Apr 4, 2013 07:17 |
|
DoctorStrangelove posted:Just get merc Donny up enough and give him Leif's sword. You'll be rolling in money. This is pretty much the best way to do it if you need to grind and don't want The Golden Gaffe.
|
# ¿ Apr 7, 2013 02:07 |
|
Berserker Laurent looks like such a badass with his wizard had and all that jazz. And he's actually pretty decent since I made his father Stahl. A bit lower str than others would have, but he's still fairly solid and has great skill and speed. I'm also thinking of changing Severa to a Sorcerer to be a Nos tank. Her magic cap would only be 3 lower than Noire or Laurent as sorcs, and her speed, skill, and defenses are all a bit higher. She also has access to Sol which is ludicrous.
|
# ¿ Apr 13, 2013 22:44 |
|
You generally don't want to go for any of the endgame DLC like Infinite Regalia or R&R3 until you have your second generation fairly beefed up. This is especially true on Lunatic/L+ but even on Hard you'll want to grind a bit first.
|
# ¿ Apr 14, 2013 00:57 |
|
Endorph posted:Any. There are low level enemies there as well as high level ones, and none of them will actually attack you. They all just run to the end. Same with the gold map. I had Gaius go 10 Thief, 10 Myrmidon, 15 Swordmaster, 10 Assassin, then Hero to get Sol for Noire. By the time he was most of the way done with Assassin he was getting 8 exp from all but the level 30 ones, which were giving him 30 exp. Then again, this is Lunatic which has a higher internal level cap, but it still gets hard to level pretty quickly.
|
# ¿ Apr 14, 2013 02:45 |
|
Viridiant posted:So when do you get access to more Beaststones and Dragonstones? I'm on Chapter 10 and Nowi and Panne are getting close to losing their weapons. Do any of the Bonus Box teams sell them? The boss of chapter 10 drops a Beaststone, and the boss of chapter 11 drops a Dragonstone. The shop that opens in chapter 12 sells both.
|
# ¿ Apr 14, 2013 16:22 |
|
GreenBuckanneer posted:I have that. I mean I also want to skip the stupid anna TEE HEE I AM ZEE FRENCH ^_^ garbage. Am I the only one who doesn't find that obnoxious? I think fake-French-accent Anna is hilarious.
|
# ¿ Apr 14, 2013 21:25 |
|
Serifina posted:I find her hilarious, but when you're actively grinding, it's a waste of time. Death's Embrace is incredibly easy to cheese if you set your team up with crappy DLC/Spotpass units and Chrom+MU. You have access to pair-up, they don't, and so it becomes a cakewalk. I've actually found that less grinding makes it easier in a lot of cases.
|
# ¿ Apr 14, 2013 22:53 |
|
ImpAtom posted:Not actually that bad, and like almost all parents, inferior to the children anyway? I mean if you're going to talk about people getting cut, most of the parents make the list pretty early on and Donny wouldn't even be near the top of that list. A lot of people on other sites complain about Donnel's bad caps for lategame compared to other parent characters, but here's the thing... when does that ever matter? By the time you could feasibly get your parent units to have most of their stats capped, you should have most of your child units up to a useable level and then it's completely irrelevant. Donnel is absolutely the best midgame character, and in a game where the midgame is defined as the time between getting Donnel past the point where he needs babysitting and the time you get all of your children characters caught up to the rest of your team, that's really saying something. SC Bracer posted:What are you guys doing for rallybots by the way? I've been toying with the idea of two female DLC units, so that the children are free to murder their way through the maps. I'm also thinking of making a supertank Morgan with Nah as her mother, and a bunch of defensive skills. You want a male paladin and a female valkyrie. Across the two you can get all ten rallies including all the gender-inclusive ones (strength, speed, resistance, heart), and those are the most mobile classes to do it with. The valkyrie being able to use physic or rescue when absolutely necessary is a nice bonus.
|
# ¿ Apr 15, 2013 23:19 |
|
KnoxZone posted:They are talking about the super endgame DLC that isn't out yet in America. In it every enemy has limit break capped stats and hellish skill combinations. If you max out your characters and use rallies and buffs, you can use any combination of characters for The Strongest One's Name. People have done it without a single galeforce or dark magic user, you can certainly do it with characters that have 3-4 lower stat points in everything.
|
# ¿ Apr 15, 2013 23:22 |
|
Andronian posted:Is anyone overly familiar with how Astra works? I'm mostly curious if it has a chance to proc other skills on each hit, like Ignis or Sol or even Lethality As others have said it doesn't work with other skills. The problems with Astra are first and foremost its low proc rate, being tied with Aether and higher than only Lethality but lower than all the other abilities (skill/2 % as opposed to just skill %). It also works very, VERY badly against units with counter because you end up taking more damage from it before they die. It also has a higher priority than all other skills but Lethality and Aether, which means that if both Astra and another skill would happen on the same attack, Astra happens instead of the other skill. This makes it terrible to use in conjunction with Sol, because you lose the healing that might otherwise prevent you from dying, and with Vengeance because in most cases that will do a lot more damage than Astra. In short, it's one of the worst proc skills you can use in most situations. Luna and Ignis do almost as much damage a lot more often, Aether is straight-up better when you can get it, and Sol heals you. Vengeance is miles better on the specific builds it's good with (Vantage+Wrath+Nosferatu) and has a near-100% proc rate on almost all characters with Limit Break.
|
# ¿ Apr 16, 2013 02:57 |
|
alcharagia posted:So basically there were eight civilians on the map and also eight Knights near Xavier and each one of the civvies had to talk with a specific knight and all eight of them had to do it to get Xavier and also there were a bunch of guys with Javelins and also unrelated Generals near Xavier that will kill the civvies with impunity and the map's very constrained and the civvies can't get through your units so you have to play Leaf's Army In Pursuit of Victory: Rotating Door Edition. Also you can't kill any of the Javelin guys or you don't get the Silver Card. That sounds absolutely horrifying. Was Xavier even worth getting after all that?
|
# ¿ Apr 16, 2013 08:10 |
|
Endorph posted:Wallace is terrible, though. Someone clearly didn't play on hard mode and grind him up to 20 before promotion. He's actually an incredible unit if you can be assed to do that, though it's certainly a bit of a drag.
|
# ¿ Apr 16, 2013 16:01 |
|
Slur posted:Shoot, I forgot that Nah couldn't get the Hero class! Yeah she can. Anyone who passes down Hero through Mercenary will pass it to daughters, it's just the dads that only pass it down through Fighter that don't, like Gaius.
|
# ¿ Apr 16, 2013 16:07 |
|
Well one of the major advantages Sage has over Sorcerer is the use of staves, which can be helpful in a lot of situations. But I agree, Dark Flier is a better dark magic user for a lot of reasons, though you end up having to waste a second skill slot on Iotes Shield.
|
# ¿ Apr 16, 2013 17:35 |
|
Bongo Bill posted:Because one of the points of magic is that it's meant to do consistent, versatile damage. And as such be better in most ways than all forms of physical damage. I've never really understood why they make magic so much better than everything else in these games. Especially bows. FE10 is the only game where they made mages weak enough that they weren't automatically your strongest units, and actually had a passable use for archers.
|
# ¿ Apr 18, 2013 21:37 |
|
It might be that Lethality works by adding their current HP to your attack, and then it all gets halved but can still be enough to kill them. Or something. A lot of the deeper mechanics like that are still unknown, even for the Japanese community that's had several more months than us to be figuring them out.
|
# ¿ Apr 18, 2013 22:03 |
|
Slur posted:So any advice for R&R3 on Lunatic? Sorcerers and Manaketes.
|
# ¿ Apr 18, 2013 22:46 |
|
Endorph posted:Fliers were never overpowered. There were maps, a lot of them, where a flier was nearly essential, but that's why they gave you so many, and usually at least one decent pre-promoted one. They were a tool the game expected you to use. It's like complaining that healers are overpowered. Well they did all of that on top of being (in most cases) incredibly powerful units in their own right while also being more mobile and versatile than anyone else. Especially in lategame when you got access to the Delphi Shield equivalent and removed the only weakness they had. In FE7, for example, any time I've ever played it both Florina and Fiora have been by far my most useful units once they got past level ten or so and weren't made of wet tissue paper. FE9 and 10 had Jill who was a complete powerhouse even compared to other strong units, and the flying laguz were the only really useful ones. Shadow Dragon and Heroes of Light were much the same as 7 with Shiida. In Awakening, there is very little in the way of relevant terrain, their movement range is less important because of pair-up, rescue staves, and abilities like Deliverer and Galeforce, their stats blow chunks compared to other classes, many more units have access to bows, AND they're also weak to wind and beast/dragon strength weapons which are all fairly prevalent.
|
# ¿ Apr 19, 2013 00:26 |
|
Slur posted:So because everything in R&R3 has Tomebreaker, are there any other strategies you guys have for winning? Manaketes. Seriously, though, a properly built Nah, Nah!Morgan, or Spotpass Tiki can solo R&R3 if you don't get ludicrously unlucky.
|
# ¿ Apr 19, 2013 01:49 |
|
Manatee Cannon posted:Armor slayers may as well not exist as far as the enemies you fight are concerned. It almost never comes up. Armorslayers, yes. Hammers, though? I haven't personally seen one in a while, but I did have some issues with my Cynthia in one of the DLC maps (can't remember which off the top of my head) where one of the enemies was carrying a hammer and one-rounded her. But other than fringe situations like that, though, I imagine you'll be completely fine with a GK or General. And honestly, given that you can overcome their one major weakness of low movement by pairing them with a 7-8 move class and switching to move, Generals are one of the best offensive and defensive classes in the game with a hefty amount of versatility. A lot of people will say Assassins and then Berserkers are the better physical classes, but General provides a defensive threat unmatched by anything else besides Manakete and are still only a couple points in various areas behind other offensive classes.
|
# ¿ Apr 19, 2013 02:35 |
|
The Iron Rose posted:It really is a terrible shame. Yeah, that disappointed me as well. As great as Awakening is in its own right, they really cut out or otherwise neutered a LOT of mechanics from other games. Then again, did PoR and RD have reavers in them? I don't recall ever seeing them.
|
# ¿ Apr 19, 2013 02:57 |
|
Shiny777 posted:So I noticed some flaws in my second godteam. They're mostly relatively minor, but they bugged me enough that I started charting out a new setup to fix them. What I'm currently thinking is... You're still a lot better off running Chrom/Olivia, Henry/Sumia, Libra/Maribelle, and Gregor/Lissa. Wasting Gaius on a mother with pegasus knight is silly when you can instead put him with Sully and Donnel with Nowi, because then you aren't wasting any possible Galeforce users. Then you can put The Vaike on Cherche. The reason you do Chrom/Olivia isn't because it makes their kids particularly better, but because doing anything else makes at least one of the other kids worse no matter what. Your current setup is screwing over both Owain and Nah pretty hard. Your build should end up looking something like this if you want to optimize a bit more: Chrom/Olivia Gregor/Lissa (gives Owain everything he could ever want except sorcerer, but he does better as a hybrid like Dread Fighter anyways and this way he gets Armsthrift and Sol) Libra/Maribelle Henry/Sumia Kellam/Miriel Stahl/Panne Vaike/Cherche Avatar/Tharja Lonk/Cordelia Gaius/Sully Donnel/Nowi You can also switch Miriel and Panne's husbands around a bit if you want, say, Vantage on Sorcerer Laurent. But there are a lot of options there.
|
# ¿ Apr 19, 2013 21:49 |
|
Nakar posted:Huge waste of Cynthia's potential as a speedy Dark Flier support. She's practically built for that getting Tomefaire from Sumia. The only viable fathers I really see for her at all are Chrom or Henry, and I fully intend to use one of them... just not really sure who. Right, and that's why you usually put Chrom and Olivia together. Inigo doesn't get anything particularly useful from Chrom, but unlike most of the other children he doesn't need it. Chrom with anyone else makes the resulting child worse off for it, because of his bad class pool and very limited marriage options.
|
# ¿ Apr 19, 2013 21:59 |
|
Nakar posted:I don't think he's terrible for Cynthia, he just gives her nothing of particular use to her as a Dark Flier; she already has Luna, Aether is not that great, Bowbreaker's all she gets out of Archer. Libra!Brady has a great use as being your primary staff user. With the bulk of your good magic users going to Sorcerer for dark magic, you'll want at least one support mage that can use physic and rescue when needed while still being able to be an offensive asset with Galeforce. He'd also be the one guy carrying around Valflame and such. That's how I use him, given that nobody else I have barring one of my rally valkyries is able to use staves, and it's been great.
|
# ¿ Apr 19, 2013 22:05 |
|
Shiny777 posted:I'm finding some of these swaps...questionable. Gregor!Owain doesn't have any negative mods, but he also doesn't have anything better than +2, and skill-wise he gets nothing out of it but Armsthrift and Sol, wasting most of Gregor's class set. And really, the dude's mods are geared towards being a caster because of Lissa, so why try and gimp his Mag to save his Str and be a mixed character when he can just pump Mag, go full caster, and be awesome at it? Your impression that stat mods matter makes me think you don't assume Limit Break on your characters. The difference in one or two points of any stat cap other than skill is completely meaningless. You will never run into a situation where you end up exactly 2-4 damage short of killing something on a double attack, and it's fairly easy to hit the speed cap for doubling anything in the game including God Anna even with minimum speed cap Nah, after Limit Break. Plus, you won't even need to have your entire team able to be that huge of an offensive threat. It's ridiculously impractical in most situations. Class sets and skills are the only things that actually matter for choosing parents. Owain wants Armsthrift and Sol because they are both great skills regardless of which class you end up in. He still serves well as a magic class, or a Dread Fighter, or even a pure physical class like Hero, though doing the latter on any class besides Assassin is kind of wasted. He can do better as a Sorcerer with Henry, true, but Cynthia gets a lot more mileage out of him than Owain does because Owain has a lot of other options and, being a galeforce child, wants anything other than sorc if possible. The reason you do Donnel!Nah is for Underdog and Sol more than for Galeforce, though it certainly does help. She's tanky enough already that having Pavise doesn't help much, because at best it'll reduce ten or so damage from Anna. There are also other dads you can put with Cherche for Gerome, Vaike is probably not the best option for him. He's just an example of one that isn't particularly useful anywhere else.
|
# ¿ Apr 19, 2013 22:29 |
|
Shiny777 posted:...Underdog? Are you making GBS threads me? What's the point of getting Underdog on Nah? In-game, it's a mediocre skill at best and vastly outclassed by Aptitude, and I find it really hard to believe 15 hit/avoid is meaningful enough to be worth a slot in the deep postgame. Definitely not seeing how it beats out both Luna and Pavise. My initial reaction was the same when I was reading 2ch mathcrafting stuff about putting Underdog on Nah, but then I started playing around with it myself and found out that 15 hit and avoid, especially on a slower character like Nah, is a hell of a lot. It's 10 each of skill and speed worth of hit and avoid, which really does matter on the harder DLC maps considering that her regular hit rate isn't particularly stellar against endgame enemies. I wouldn't say it's better than Luna, but it definitely beats out Pavise as 15% avoid will mitigate a lot more damage in the long run than the minor amount of damage that Pavise reduces. Aegis is fine, Pavise not so much because of her stellar defense. With rallies and LB alone you're taking practically nothing from all physical sources. Even Anna hits for about ten damage depending on what you have on her and who her dad is. As to the speed issue, I was misunderstanding how what I was saying would come out. Regardless of whether her father is Donnel or Vaike, you will need to jump through a ton of silly hoops for Nah to be able to double Anna. Either parent, however, will put her at enough speed to not be able to be doubled by her with just an Assassin support and Rallies, putting her at 66 with Donnel or 68 with Vaike. Anything else in the game she can easily double without needing anything beyond that. Not being doubled by Anna on your tankiest and slowest character is more than enough, as like I was saying before you don't NEED all of your characters to be able to double her, nor do you want to because it forces you through a bunch of ridiculous bullshit like using Swordmasters, Barracks boosts, etc. This is all assuming, by the way, that she's a Manakete, because if you're using tanky Nah as anything else you're doing it wrong. Though I'm pretty sure even as a General she's still fast enough to not get doubled by Anna. EDIT: Also, for the record, Aptitude is a completely worthless skill because of infinite grinding. Fajita Queen fucked around with this message at 04:56 on Apr 20, 2013 |
# ¿ Apr 20, 2013 04:51 |
|
The post I made was in the context of near-perfect endgame builds. Obviously Aptitude is great on LTC runs or through the course of normal gameplay if you don't use DLC or grind much, but when discussing that sort of thing talking about optimal eugenics at all is silly because it will never matter.
|
# ¿ Apr 20, 2013 05:56 |
|
Manatee Cannon posted:Really, any skill is only situationally useful. If you're stat capped right now (especially with Limit Break) you have zero need for Vantage because it will never proc. Vengeance doesn't matter because you won't fail to kill the other guy anyway. Aptitude has its uses when you just play to beat the game, and most people will do just that. Vantage and Vengeance absolutely do matter even when you're statcapped. Maxed out defense isn't going to stop you from going below half against all the 80-100 damage hits that enemies put out. And vengeance helps your survivability a lot with Nos/AverNight on sorcerers. The thing about Underdog that makes it useful on a manakete (or taguel, I suppose) is that it counts promoted units as being 20 levels higher, so a level 20 promoted unit is seen as a level 40, where a maxed out manakete is still only level 30 because it's considered an unpromoted class, so it is always active. Wind God Sety posted:Right, I'm sure next you'll tell me all about how Veteran, Paragon, and Armsthrift are worthless too . Sure their results can effectively be achieved just by grinding/farming for longer, but there's value in speeding up that process and making it more convenient. To be fair, Armsthrift has a very real use other than to speed up grinding in that it prevents you from running out of weapon uses mid-combat and then dying. Especially when dealing with 10-use weapons like Aversa's Night, or 4-hit weapons like Braves, that's a very significant issue even if you fill your inventory with them. Also, it's not that those skills aren't useful as time savers in some situations, it's that you're taking Aptitude over another skill being passed down from Donnel that the child may not be able to ever get otherwise, those being Underdog, Counter, and Rally Strength. Fajita Queen fucked around with this message at 06:46 on Apr 20, 2013 |
# ¿ Apr 20, 2013 06:41 |
|
Manatee Cannon posted:But they don't unless you have DLC. Which you might not. Which, even if you did, still only really come up in one that we have access to right now (the Est map). Unless you just heal all the damage away at the start of your turn, which you might do instead. Outside of that one map, neither is likely to ever have a chance to proc Vantage. As for Underdog, that means it is useful on two units. One, really, because taguel is bad and Yarne doesn't want to be stuck in that class. But if you don't have DLC, you don't have Limit Break on any of your units, which completely undoes your entire point. If you're doing, say, Lunatic or Lunatic+ Grima without LB both of those skills are quite useful even with pre-LB max stats. Hell, if you don't have DLC, it's nearly impossible to get max stats on any unit in Lunatic or Lunatic+ anyways. Aptitude/Paragon/etc. are useful while you're grinding, and otherwise they're useless. Underdog is a decent on Nah (or Manakete Morgan too, but she has a lot of better options) and is otherwise useless. We were talking about endgame, and only one of those two cases has endgame application. And again, as I said, Paragon can be taken on anyone without losing out on anything. That's not true for Aptitude, which requires you to give up on passing down anything else from Donnel.
|
# ¿ Apr 20, 2013 07:01 |
|
Nakar posted:Well I say that, and then decide not to give Kjelle Galeforce after all. Were you the one doing your MU with Nah? I'm too lazy to go back and check. You make a lot of good points, I also like putting Donnel with Tharja if I'm not giving her MaMU despite a lot of other people saying it's a bad setup for her. It gives Noire everything she wants except Vantage, and while that's kind of a big hit to her viability as a sorc she ends up having a lot of other options when you already have access to 3 or 4 solid sorcerers in MU, Morgan, Laurent, and possibly Brady. I still think giving Nah a +speed dad just for that sake is a waste. She can already double nearly anything in the game even with a -speed father, yet still can't get to the point of doubling Anna without barracks buffs even if you have Gaius. He gives her a lot of other useful things, though, that Donnel wouldn't, so he's still solid. Vaike!Kjelle just seems odd to me, though. She benefits a lot more from Galeforce than Nah does, and that ends up beating out a lot of other considerations.
|
# ¿ Apr 20, 2013 21:29 |
|
The Mattybee posted:So I'm starting my Lunatic run. Even without DLC access, the game on Lunatic starts ludicrously difficult and then curves down pretty sharply once you have a small group of units 10 or so levels ahead of the curve compared to the enemies.
|
# ¿ Apr 22, 2013 02:11 |
|
Get swordbreaker. Wyrmslayers are really bad news for her if you run into one. You also could have gone with Underdog but it's only available if Donnel passes it down directly.
|
# ¿ Apr 22, 2013 02:35 |
|
The ultimate streetpass bullshit team is Snipers using longbows with Lethality, Pass, Limit Break, Miracle, and Counter. This setup guarantees a kill on their softest target or just Lethality procs happening, and any attack they hit you with either risks a counterattack from bows or procs counter with the risk of miracle screwing them over. Remember, the win condition is for your team to kill even a single one of their units so they have to restart, so a team that's guaranteed to gently caress them up before they finish with it is the best option.
Fajita Queen fucked around with this message at 18:58 on Feb 18, 2014 |
# ¿ Feb 18, 2014 18:55 |
|
ApplesandOranges posted:Level 15 Miriel with 7 Magic Awakening has made me forget about the horrors of terrible level RNG. That's just awful.
|
# ¿ Feb 18, 2014 21:21 |
|
Philip Rivers posted:I love this game, but I wish the difficulty curve wasn't so busted. I was playing through chapter 12 last night and I had to reset a country times because I misplaced Olivia... But then I realized that a level 3 Olivia was basically my only liability and every single regular in my army killed other units in a single combat phase basically every time. Yeah, the difficulty of Awakening is kind of unfortunate. Hard gets really easy really quickly, and Lunatic is bullshit RNG for the first several chapters and then gets either really easy if you're only using a tiny group or stays bullshit if you aren't. The only way I'm really able to make Hard actually somewhat difficult, though it's more just tedious than anything, is trying to keep all of my units up to roughly the same level with each other, which is just an exercise in repetition.
|
# ¿ Feb 19, 2014 04:27 |
|
Manatee Cannon posted:And yet still the best healer you get. Lissa is so bad. In what universe can a Lissa end up bad enough to be not one of the best healers across all FE games? Seriously I've never had her end up not completely amazing.
|
# ¿ Mar 1, 2014 22:02 |
|
THE loving MOON posted:Woah, lots of good info since I last checked. Thanks for the effort guys. It's something along the lines of getting Sorcerer Morgan paired up with a pure support Lucina (Dual Strike+, Dual Guard+, etc.) with the highest possible Magic value, hence Maribelle. Armsthrift with a forged Aversa's Night lets you tank the entire game at once.
|
# ¿ Mar 23, 2014 19:48 |
|
|
# ¿ May 20, 2024 13:46 |
|
There are a few spare males, I think, if you use everyone. Remember that Anna and any of the other units you get after chapter 12(?) can't have romantic supports with anyone other than MU.
|
# ¿ Aug 15, 2014 07:09 |