Fire Emblem - Page 28
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TheYango
United States47024 Posts
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Cricketer12
United States13969 Posts
On March 20 2016 03:22 Jaedrik wrote: Hard, classic. Birthright, DLC for ez gold, and ez seize skills. Not even level 15 cavalier and got swordfaire, lancefaire, pavise, and aegis on Silas. Paired with Astra Sol Luna Villager Mozu. They're such a cute (and deadly) couple. Doesn't even feel hard or classic, man. Gotta limit myself, or... maybe lunatic or other paths will set me straight. On birthright luna you can literally pair up ryoma and avatar walk forward and win. You only really need DLC if ever, for conq. | ||
TheYango
United States47024 Posts
On March 20 2016 02:04 chocorush wrote: Conditional on the 30% hit hitting, 10% is actually pretty high. Camila will kill over a 100 guys in a game, so you should expect a 3% event happening quite a bit over a run. The game is a lot more honest about those 30% hits compared to the past few games. Avoid tanking barely feels relevant anymore without extreme modifiers. Testing thus far has shown that the RNG isn't 2RN anymore. Not sure if the Japanese community has reached a consensus yet, but IIRC Serenes has found 3+1 RN to be the most accurate model tested so far. | ||
deth2munkies
United States4051 Posts
OK, so I skip through all combats so I'm not entirely sure, but how does a 17 damage, 66% chance to hit, 0% chance to crit Rabbit Spirit kill Selena when she has 22 HP and double attacks for the ORKO? I mean I skipped the combat but basic math tells me this should be impossible. Fakeedit: I hate Counter so much. | ||
Alventenie
United States2147 Posts
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TheYango
United States47024 Posts
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BlackMagister
United States5834 Posts
For my game I turned a lvl 20+ Azura into a Kishi Knight thinking she would become mobile killer, but instead she became a support bot because her low strength, her low weapon skill restricting her to weak bows and that she still gets 1 shot by any psychical attack. If all she does is lower the health of enemies slightly and provide an aerial move I might as well have left her a dancer. In Awakening I made Olvia a Swordmaster and she kept up with the rest of my group though I could have just used someone else or turned her back into a dancer. In Awakening I made Panne an Assassin then changed her back into her base class, but that doesn't seem feasible with Keaton in Conquest. In addition trans stones as weapons don't seem as good as Awakening. Corrin barely uses them as they prevent doubles and too high def will just make enemies ignore Corrin. I didn't try using beast stones enough with Keaton, but I'm skeptical after Corrin's use. Using a child beast character solves the skill problem partially, but not sure if the stones would would be good enough a weapon even with good stats and a good skill. | ||
TheYango
United States47024 Posts
That will change when the Witch DLC comes out because Warp Azura is super broken for PvP but also pointless for main game. The Taguel class in Awakening was also just really terrible (unpromoted class bases even as a level 20+ unit), so you always wanted to immediately switch Panne out as soon as she hit level 10 (ideally Wyvern because Thieves in Awakening are quite bad, plus the growth spread matches her personal growths better). Wolfskin having a regular promotions and absurdly good pair-up bonuses, along with E weapon ranks being harder to train actually makes this not very appealing--it's much better for Keaton to stay in the Wolfskin line. Beaststones being unforgeable is an issue, but Keaton's insanely good combat parameters largely make up for this. Beaststones are also a little better off than Dragonstones because they actually can double. | ||
chocorush
694 Posts
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VayneAuthority
United States8983 Posts
How do you guys have the patience to restart when you lose characters early? The weaker people like the maid/healer/songstress literally got one shot whenever the AI felt like it. Seemed like everyone had a 2 space attack so you couldnt even hold choke points. The boss in chapter 7 simply javelin'd like 2-3 of them and one shotted them with his massive range. so yea im at chapter 8 now and I think i have like kaze and the sky knight left, the rest died. was there anyone good you get early? because otherwise im not doing it again | ||
TheYango
United States47024 Posts
On March 22 2016 00:57 VayneAuthority wrote: Seemed like everyone had a 2 space attack so you couldnt even hold choke points. Birthright staves are all 2-range so this isn't a problem. IDK why you're healing people at 1-range in range of Javelins when Bloom Festals have 2 range. On March 22 2016 00:57 VayneAuthority wrote: so yea im at chapter 8 now and I think i have like kaze and the sky knight left, the rest died. was there anyone good you get early? because otherwise im not doing it again The end of ch. 7 + beginning of ch. 8 squad has some of the best characters in Birthright (Saizo + Hinoka), plus a bunch of mediocre usable characters. | ||
VayneAuthority
United States8983 Posts
On March 22 2016 01:07 TheYango wrote: Birthright staves are all 2-range so this isn't a problem. IDK why you're healing people at 1-range in range of Javelins when Bloom Festals have 2 range. The end of ch. 7 + beginning of ch. 8 squad has some of the best characters in Birthright (Saizo + Hinoka), plus a bunch of mediocre usable characters. is sing 2 range as well? i didnt really have to heal much because avatar is broken. They killed both of them paired up in one turn, javelin to songstress then archers killed healer. and I didn't lose hinoka although it was close (2 hp i believe from archer shot) didnt play with saizo yet. so no reason to restart i guess. | ||
chocorush
694 Posts
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Alventenie
United States2147 Posts
edit: I also should state that you shouldn't overly use your higher level units. You get degenerative exp as you have higher level units killing low level units (a kill might get you less than 10 exp, sometimes only 2 or 4). If this is happening you might want to try to level up a few more units than just the avatar. Have a core of 4-5 people during the mid game is much more reasonable than just your avatar. | ||
VayneAuthority
United States8983 Posts
On March 22 2016 01:41 Alventenie wrote: If you press the X button it can show the enemy attack range as well. If you are leaving units on pink squares then they can be attacked by the enemy. This can help out with a lot of the random times where a unit comes out of no where to kill your Azura/Sakura. edit: I also should state that you shouldn't overly use your higher level units. You get degenerative exp as you have higher level units killing low level units (a kill might get you less than 10 exp, sometimes only 2 or 4). If this is happening you might want to try to level up a few more units than just the avatar. Have a core of 4-5 people during the mid game is much more reasonable than just your avatar. it didnt feel possible on lunatic. letting anyone besides avatar get hit was basically instant death | ||
TheYango
United States47024 Posts
On March 22 2016 01:46 VayneAuthority wrote: it didnt feel possible on lunatic. letting anyone besides avatar get hit was basically instant death Tsubaki has good enough bases and Kaze should be raised to a high enough level in Ch. 4/5 that Rinkah pair up should let both of them put in work on Ch. 7. Hana's the hardest unit to raise safely in that chapter, but she's also not really necessary to raise. She can be pair-up foddered off to someone like Silas or Takumi for the extra speed if it's too much trouble to raise her. | ||
VayneAuthority
United States8983 Posts
On March 22 2016 01:28 chocorush wrote: You lost Azura? That's like an instant restart for me. It sounds like you're not playing very carefully and ending turns with your weak units in range of enemies that can kill them. the main problem was I had zero idea that the boss would come in with a javelin and a billion range out of nowhere since its my first play through. seemed early to have such a strong unit to have to play against | ||
TheYango
United States47024 Posts
On March 22 2016 01:48 VayneAuthority wrote: the main problem was I had zero idea that the boss would come in with a javelin and a billion range out of nowhere since its my first play through. seemed early to have such a strong unit to have to play against Highlighting a boss's movement range shows you if the boss is mobile or not. Bosses with no movement are always displayed as having no movement, unlike the GBA games where highlighting a stationary boss would still show you its movement range assuming it was capable of movement. | ||
chocorush
694 Posts
On March 22 2016 01:48 VayneAuthority wrote: the main problem was I had zero idea that the boss would come in with a javelin and a billion range out of nowhere since its my first play through. seemed early to have such a strong unit to have to play against You are playing on Lunatic. Usual preconceptions of the game don't generally hold on the highest difficulty, even if Birthright is a pushover relatively. | ||
VayneAuthority
United States8983 Posts
On March 22 2016 01:50 TheYango wrote: Highlighting a boss's movement range shows you if the boss is mobile or not. Bosses with no movement are always displayed as having no movement, unlike the GBA games where highlighting a stationary boss would still show you its movement range assuming it was capable of movement. Honestly I dont think it mattered either way, he could pretty much 1 shot everyone except avatar who he does like 4 dmg to. so I guess the only viable strat on that level is to just have avatar kill everything when i try a more clean playthrough | ||
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