Fire Emblem - Page 23
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Cricketer12
United States13969 Posts
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Alventenie
United States2147 Posts
Pair a few fliers up and you can almost move all of you units to one ship to defend until the dragon veins appear and you can start to clear the map left to right. Just be careful of the other named units on the map as you move to the right because Flora is the only one that doesn't move. Edit: With the sorcerers, if you leveled up Kaze at all he tanks them very well. If you don't have a lot of characters with High resistance, you can pair Subaki up with them (I think he is +3 spd +3 Res pair up at base) to tank them decently. | ||
imBLIND
United States2626 Posts
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Alventenie
United States2147 Posts
If you abuse the stairs with your high defense units you can kill a few before the units on the left get to you. Go back downstairs for 1-2 turns while they run back. After 2-3 times doing this (I did it in 2 times to clear all the right side units of archers and stuff), you should be able to move your armor up to safely take on the units from the left side of the wall. The AI for this map seemed very buggy in my run. None of the units used the ballista at all on my units and most of the units did not move until I either attacked them or was in their immediate attack range (like they did not have to move to attack me). I just sent up my tankiest units to kill enemies and abused the stairs because the ai does not go up or down stairs (from what I have seen on Hard, this could change on Lunatic). | ||
imBLIND
United States2626 Posts
...right after I get RNG jesus on my side when i'm assaulting the moat. | ||
Cricketer12
United States13969 Posts
On March 13 2016 16:34 Alventenie wrote: I dont know if you are on Lunatic or Hard, but my Hard playthrough they did end. I did a mass pair of units to the left side of the map. Pair a few fliers up and you can almost move all of you units to one ship to defend until the dragon veins appear and you can start to clear the map left to right. Just be careful of the other named units on the map as you move to the right because Flora is the only one that doesn't move. Edit: With the sorcerers, if you leveled up Kaze at all he tanks them very well. If you don't have a lot of characters with High resistance, you can pair Subaki up with them (I think he is +3 spd +3 Res pair up at base) to tank them decently. I already beat it on hard this is lunatic Ive got my ninjas and sakura on the top noat and everyone else on corrin's boat. It starts off well but then i get trapped in central bridge with reinforcements coming at me nonstop. Will clearing a boat remove the reinforcement parade? | ||
chocorush
694 Posts
On March 13 2016 16:42 imBLIND wrote: Any tips on dealing with the wall units on conquest chapter 23? I don't have many freeze uses left, and I have a couple enfeeble staffs that I don't really want to use Enfeeble is probably the least useful of the staves, so using one here could be profitable if it allows you to kill one of the lunge lancers in one round. My strategy was to just rally resistance, and skill, with Azura dancing on Xander with a strong resistance pair up, and he was able to reliable clear out pretty much everything from the second stairwell to the left. As long as he has a good chance to one round one of the lancers, he shouldn't get chained all the way to Oboro which is pretty much certain death. This should work if you have Leon or another sufficiently tanky unit that isn't a flier that can double at 1-2 range. Buying the tonics is really cost effective if it pushes you over the threshold to survive/orko, as +2 Def/Res/Spd/Str makes a huge difference in situations like this. | ||
TheYango
United States47024 Posts
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Cricketer12
United States13969 Posts
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NightKnight1
12 Posts
The units on the left with oboro will move back to their starting position if you go back down the stairs. I had my high mobility units go up the left stairs and clear some of the units/build a wall, all the while, making sure that I had cleared one of the right units blocking a stairway. Then I had the rest of my low mov units clear the remaining units. If you still have a lot of units that you can't kill, just bait a unit, kill it, go back down, etc, repeat the process. Use freeze staves to limit enemy movement if you can't kill as many as you would have hoped. After thinning out enough enemy units, you just wait go up with everyone, stay out of range of oboro, and then oboro will come to you. Wreck his small party then. | ||
Cricketer12
United States13969 Posts
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Cricketer12
United States13969 Posts
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imBLIND
United States2626 Posts
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TheYango
United States47024 Posts
On March 14 2016 18:15 imBLIND wrote: I feel like the game is making me make out with my waifu every time the game tells me to blow gently on the screen... Well... | ||
deth2munkies
United States4051 Posts
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chocorush
694 Posts
Awakening felt really easy throughout, but that's because there's a very obvious dominant strategy of beating the entire game using only Avatar + Chrom + Frederick and picking up Mark + Lucina on the way. | ||
TheYango
United States47024 Posts
Lunatic Birthright is scaled largely through enemy density and just adding a bunch more enemy units/reinforcements, with some stat increases. This doesn't really make things hard, more overly tedious. Lunatic Conquest is scaled largely through skills, status staves, and a few key enemy additions to certain maps e.g. extra status staff users, or a line of generals to block rescue-cheese. Enemy stats are for the most part unchanged from Hard. This makes the route feel mostly fair, with the main exception being Negative Chain Master Ninjas in lategame. Lunatic Revelation is scaled through enemy stat inflation. It makes the route a huge slog to play and given the already poor unit balance, invalidates a bunch of your units who simply won't have the bases to keep up with the enemy stats at their join times. | ||
Frudgey
Canada3367 Posts
Sure stat inflation is an easy (and I'd argue lazy/artificial) way to increase difficulty, but I feel that Conquest's lunatic difficulty would lead to a much more meaningful experience. | ||
TheYango
United States47024 Posts
Conquest Lunatic goes heavy on the skills and status effects, but it's also using those a lot on Hard. Using them more is just a natural extension of that on Lunatic. By contrast, Birthright maps also aren't really designed for it--putting Lunge on a ninja group makes sense if there's somewhere for the Lunge to take you, but if it's just an open field full of generic reinforcements that you're just going to EP-tank with Corrin/Ryoma/Saizo anyway, that Lunge-chain isn't doing anything interesting. Though adding some hexing rods to Birthright Lunatic would at least do something to break up the Ryoma/Corrin enemy phase dominance. | ||
chocorush
694 Posts
Conquest lunatic could have used a bit more stat inflation. I'm guessing they felt the stats were already pretty inflated in Hard mode and there wasn't much further they could go reasonably. They don't go overboard with skills for most of the game, so it doesn't really feel different from a Hard mode run until you hit 25 onwards. | ||
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