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Chapter 19 is like the worst map in the game.
That map tilts me so hard. It's not even like it's a particularly difficult map (Beastkiller Camilla basically solos it), it's just awfully designed in a way where the dominant strategy is to just park a Beastkiller superunit in enemy ranges, hope you don't miss too much, and wait for them to all die. The combination of Pass + the illusion crap makes it hard to deploy other units in a useful way.
It's just an overall un-strategic map that randomly fucks you if you don't have a team equipped to handle it, and is otherwise a really boring map.
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On March 08 2016 08:29 TheYango wrote: Chapter 19 is like the worst map in the game.
That map tilts me so hard. It's not even like it's a particularly difficult map (Beastkiller Camilla basically solos it), it's just awfully designed in a way where the dominant strategy is to just park a Beastkiller superunit in enemy ranges, hope you don't miss too much, and wait for them to all die. The combination of Pass + the illusion crap makes it hard to deploy other units in a useful way.
It's just an overall un-strategic map that randomly fucks you if you don't have a team equipped to handle it, and is otherwise a really boring map. Yea...19 is bad...
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On March 08 2016 06:03 TheYango wrote: Arthur and Vaike are actually very similar units--underrated combat units that can be useful in casual play, but are overshadowed by their pair-up bonuses in efficiency play.
I wouldn't call Arthur a "bad Vaike". The fact that he gets you one of the best kids on the route already makes him much more useful than Vaike (whereas Vaike is a very mediocre father in Awakening).
What made Vaike good was a lot of shitty Soldiers with lances that he could farm earlier in the game. There's not a ton of lancers and those that there are have 70%+ to do 5-8 damage to him and he can't 1 shot them.
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Except Vaike also has an awful availability problem where he's unusable for half of his joining map (due to not starting with a weapon) and by the map after, you already have almost full deployment worth of better growth units to raise (Chrom, Avatar, Christmas cavs, Miriel, Sumia), so you have to actively sandbag a better unit to devote a map to him. He starts his join map as pair-up fodder and that's ultimately the best place for him to stay.
Arthur at least has like 4 maps of essentially forced deployment where your roster isn't big enough for you to efficiently raise better units than him so he can still make contributions and grow.
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On March 08 2016 09:20 TheYango wrote: Except Vaike also has an awful availability problem where he's unusable for half of his joining map (due to not starting with a weapon) and by the map after, you already have almost full deployment worth of better growth units to raise (Chrom, Avatar, Christmas cavs, Miriel, Sumia), so you have to actively sandbag a better unit to devote a map to him. He starts his join map as pair-up fodder and that's ultimately the best place for him to stay.
Arthur at least has like 4 maps of essentially forced deployment where your roster isn't big enough for you to efficiently raise better units than him so he can still make contributions and grow. Slightly different tangent, but from conq and birth, which children do you recommend using/which are the best?
Im leaning towards Valourie and Nina being up there but not sure.
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The way this game does 3-D structures makes it incredibly difficult sometimes to tell when there's a wall and when there's nothing. I just did paralogue 4 and got fucking wrekt by the boss because I didn't know there wasn't a wall there.
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Children are generally pretty balanced unlike Awakening. They always recruit on-level, can be recruited whenever you need them, and don't have inflated bases from parental inheritance.
As far as which ones are the best, in general this is a product of how good the parents are and what class they start in. Starting class matters more than inherited classes since it determines their growths at recruit time and weapon ranks. For example, Midori's kind of sketchy without a good second parent since her weapon ranks don't line up well with her good class options (Herb Merchant gives Bow Rank, but she wants Shuriken ranks since Ninja is so much better of a class line) so you either have to recruit her early enough to reclass her and train her Shuriken rank, or recruit her late enough that Mechanist gives you an acceptable Shuriken rank.
On Birthright, Sophie's really good because having a 2nd lategame Cav helps a lot. The Sky Knight kids (Shigure, Caeldori) are always usable because they'll get a staff rank from Falcoknight and flying staffbots are never bad. Likewise, Dwyer's good as a mounted staffbot, but only feasible to get if you played a female avatar. Shiro's also not bad, though obviously not as good as his dad and can be a pain to recruit late.
On Conquest, Shigure, Sophie, and Dwyer are still good (Sophie's less good because you get other Cavs on this route while Shigure gets way better due to the lack of other Falcoknights). Forrest is good for the same reasons as Dwyer. Percy is notable since he's really easy to get early and fills a niche through the midgame (basically a 2nd Camilla). Velouria has really good combat, and Nina gives you another lategame ninja-killer.
Most of the other kids either have awkward starting classes, are redundant with units you're probably already using, or are just a pain in general to get. They're all still perfectly usable though, just not necessarily filling a particular niche.
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I'm not a real fan of the map graphics either. There's another map where entire tiles are covered by trees in the tiles next to them, and can really burn you if you're not careful. The wind map in conquest 20 is also pretty irritating on the turns with yellow wind.
I haven't really ever focused on the children and just get them in the course of natural play based on who gives useful pair up stats.
That being said, Percy is probably one of the children I'll go out of my way to get next time, because of wyvern lord's utitily, and Ophelia for the horse tome. Ophelia also gets a personal tome called Misteltein for free on par with a +2 thunder tome, so that's pretty cool. Mages are easy to fit on your team in conquest just because of the high defense on most units compared to their resistance. Nosferatu tanking is probably still a thing in this game as well, though I haven't done a run where it became relevant.
I like Forrest because my conquest team has a lot of female characters that like the aura. The easy S rank staves is a quality of life asset, as freeze and silence hitting is critical in the later chapters.
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Nosferatu being unable to double or trigger skills (no more Vengeance) makes me question it's usefulness.
Sol + another Tome is probably sufficiently better to warrant the skill slot and fitting Sol into someone's inheritance if that's the route you want to go (Felicia's already one of the best moms for magic kids to begin with and can easily get it if she was your first servant).
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I'm trying to castle invasion 2 on conquest/hard, and there's a combo merchant/maid with a silver 1-2 bow and entrap with chapter 17 units. I'm having a really hard time dealing with the stupid merchants cause the gold bar 1 shots almost everything I have (including taking down my general effie to about 9 hp from full health), and theres always at least 2 maids with silver daggers and great knights next to them. Does anyone have tips on dealing with this stuff?
Also, if I go on to the next chapter, will I not be able to go do invasion 2 or will it still be there?
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You should be able to rush the formation using mounted units and Azura so you don't have to deal with the merchant skill. As long as you can kill the great knight and merchant, tanking the maids shouldn't be a big problem.
The maids with entrap also often have AI that cause them not to move, so there might be a safe spot that you can stand in to lure out the formation.
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Invasion 2 stays if you do chapter 18. Chapter 18 actually has lower level enemies, so I do it first.
If you're really having trouble, the stats granted by My Castle buildings and accessories do apply during Invasions, so there's always that.
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Also keep in mind that you can move your castle buildings around to give yourself a tactical advantage for Invasion 2.
I overhauled my castle completely for that mission.
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The +1 mov I got on Corrin for bow knight literally salvaged my run in Endgame. I was planning on using Niles to ferry Azura to sing for Corrin, but he got frozen instead of Camila. I ended up having to create a dual attack chain without Leo to clear the blocking unit, and Leo was able to just get far enough for a 10 Mov Corrin to hit the boss with Yato. Probably the easiest chapter of 25-Endgame, as long as you saved a rescue staff.
Mozu also destroyed the boss, dealing 16 damage with the brave bow and 22 damage with a forged silver. It turned out pretty good because I was able to do enough damage to kill the boss with Corrin and and Mozu regardless of how many dragon fangs triggered, and could do enough damage to kill in one hit if at least one triggered to avoid Vengeance. The brave bow was needed since Mozu needed at least two hits in the worst case scenario, but the second hit was mitigated by dual guard. It's pretty crazy that she can pump that damage up by 5 if you bothered with the Merchant skill, and 10 if you got line of death, so assuming you don't get killed by Vengeance, you can kill the boss with 3 hits of the brave bow. Queen of Player Phase, lol.
One of the most fun runs I've ever had in an FE game. Don't think I'll bother with Lunatic on the other routes though. I'd really rather just play another Conquest route using different characters/approaches if I did another one.
Bow knight Corrin was really strong in this run, and allowed me to use an extra pair of boots on the run, which was pretty good as well. I had 4 archers by the end of the run, which resulted in oppressively strong player phases, with just a little trouble on chapter 26 with the Armors. Chapter 25 was hilariously trivial with that many bow users.
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So PSA: Corrin and Kana both count as dragons for the purposes of Wyrmslayer REGARDLESS of whether or not the Dragonstone is equipped.
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Even if they're not prince/princess class?
Because that would be crazy!
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Yes.
The same was true of Taguel/Manaketes in Awakening, so it makes sense that it would be the same here. I haven't tested it because I never use Kaden/Keaton or their children outside of their base class, but I would expect the same is true of them as well.
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Yeah, trying to do that ship level without using Xander (to maximize XP on units that actually needed it) ended in disaster several times because of the combination of 2x Wyrmslayer, 2x Armorslayer, and 2 Archers on either side that won't move unless they can kill someone. Eventually I just sent Xander in to clear out the archers while the rest of my team got the sweet, sweet XP. Ended up promoting 3 units that fight and getting 2 others to 17.
I've been consciously avoiding strategy guides except to check on recruitment (in past FE games if you went against a named, non-boss enemy, you could usually recruit them by having a specific person talk to them...not so much in this game.) So I'm not entirely sure, but how do Heart/Partner seals work and are they worth using a lot? I have a bunch of them and all my main guys are now promoted or nearly promoted, so I'm wondering if I need to play around with their classes since I really don't even know what all the new classes are.
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The game is perfectly beatable without using them, but basically the first 4 Heart Seals you get (3 in the Staff Shop, 1 in chapter 9) all have good recipients almost immediately.
- Jakob is far better reclassed to Paladin immediately after chapter 6. Elise is sufficient in healing your army, and Jakob's physical stat growths much better suit his physical reclass option. High mov + extra skills + promoted unit stats let him dominate the early game like a traditional Oifey does. Felicia also does well with a reclass to Strategist or Hero, but does not have this same level of control, and since she would come into her own as Maid with the Flame Shuriken anyway, it's much more questionable whether she's worth using one of your few seals on (in Conquest at least, in Birthright there is less competition for the seals). - If your avatar's secondary does not retain sword rank, it is recommended to reclass to it after level 10. If it does, it is recommended to do so at 20/1 (or 20/5). In general, the Nohr Prince/Princess line tends to be pretty underwhelming lategame compared to the better reclass options. Classes like Ninja, Cavalier, Dark Mage, etc. are much better classes to be in lategame. - Mozu, if used, should be immediately reclassed to archer. Doing so gets her out of Villager's awful bases into a class that gets useful skills almost immediately, and which is much easier to level out of her early hole in effectiveness since it means she can be fed kills at 2 range (or if you want to be cheap, you can actually just have her solo the boss since it has 1 range and no movement). - Opinions are mixed on whether Odin should be reclassed to Samurai. On the one hand, it matches his physical growths much better. However, it also means he has to deal with E-rank weapon hell, and loses his niche since your group just doesn't gain a lot from having a swordlocked foot unit. He's not really a good unit either way. - Camilla can be reclassed to Wyvern Lord after getting the level 5 Malig Knight skill. Her Mag growth isn't really amazing so the growth spread fits her a little better and having a Lance rank helps on chapter 19 a lot. - Selena is better as a Sky Knight if you use her at all. Again, having another sword user isn't really anything to write home about, but having flying staff usage and Rally Speed when very few other people on the route have access to it makes her a very desirable support unit.
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