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Fire Emblem - Page 35

Forum Index > General Games
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Prev 1 33 34 35 36 37 171 Next
Cricketer12
Profile Blog Joined May 2012
United States13990 Posts
Last Edited: 2016-03-27 00:34:10
March 26 2016 20:52 GMT
#681
Gonna train niles azura and corrin jakob support on mozu's paralogue. Then its on to chap 10 for some beruka grind.

Beat 10 S rank corrin jakob, niles and azura b rank, i should have made corrin bane mag, oh well....

Gonna get kaze then go through kana and dywer parallgues for beruka and kaze
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
BlackMagister
Profile Joined October 2008
United States5834 Posts
Last Edited: 2016-03-27 03:52:53
March 27 2016 02:37 GMT
#682
Still haven't finished Conquest yet. Got to the map I think everyone calls ninja hell ch 25. The tiny hallway to the right guarded by ninjas is complete bullshit. Even with someone with shuriken breaker the master of arms guard will just wait for you to be engaged by ninjas that lower your health with their stupid abilities to finish off your 1 hp unit. The correct way to engage that seems to be to use staves to make sure the master of arms can't engage with the ninjas or take it really slow with shelter/rescue pulls. Which is fine because again the map doesn't seem to require you to rush as long as Corrin is beefy enough for objective.

I don't like that the best play style is just to be safe because the game has crazy unit traps with abilities or reinforcements that will punish you for splitting your forces. I love the old games where I could play fast and greedy. It was tough to try to kill every unit in your path while trying to save the prince, save Nino, save Jaffar and get all the treasures, but it was a great accomplishment when you did.
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
March 27 2016 03:22 GMT
#683
On March 27 2016 11:37 BlackMagister wrote:
Still haven't finished Conquest yet. Got to the map I think everyone calls ninja hell ch 26. The tiny hallway to the right guarded by ninjas is complete bullshit. Even with someone with shuriken breaker the master of arms guard will just wait for you to be engaged by ninjas that lower your health with their stupid abilities to finish off your 1 hp unit. The correct way to engage that seems to be to use staves to make sure the master of arms can't engage with the ninjas or take it really slow with shelter/rescue pulls. Which is fine because again the map doesn't seem to require you to rush as long as Corrin is beefy enough for objective.

I don't like that the best play style is just to be safe because the game has crazy unit traps with abilities or reinforcements that will punish you for splitting your forces. I love the old games where I could play fast and greedy. It was tough to try to kill every unit in your path while trying to save the prince, save Nino, save Jaffar and get all the treasures, but it was a great accomplishment when you did.


Honestly, the rise of Abilities is what caused this. There's just no way you can rush when every single enemy is lowering your stats and doing an extra ~8-10 damage just from abilities regardless of how much they actually hit you for. If it was the old days and it was just a room full of Assassins, sure you could maybe get unlucky and have one of them trigger and 1 shot your unit, but moving straight through with a General or beefy MC would be cake.
BlackMagister
Profile Joined October 2008
United States5834 Posts
March 27 2016 03:38 GMT
#684
Assassins were an actual problem in the Japanese FE? In 7 there are only boss assassins with no crit weapons.
chocorush
Profile Joined June 2009
694 Posts
March 27 2016 03:50 GMT
#685
Of all the bullshit in that map, I'm surprised you complain about that weapon master. You can push the pace on that map, but it requires you to have the right resources by the time you hit chapter 25.

Except for the fact that you will get wrecked if you didn't have the right resources, I actually like chapter 25 a lot. I treat it as one big puzzle to deal with all of the threats simultaneously, and the whole Conquest route is kind of like one big preparation to amass the right unit composition and saving enough staves for the last 4 chapters.

What actually pisses me off the most about that map is the left side with the long bow puppet masters with lunge. It's just really stressful with rescue, entrap, and freeze staves so limited and knowing you still have 2 more bullshit chapters left.
Frudgey
Profile Joined September 2012
Canada3367 Posts
March 27 2016 03:55 GMT
#686
On March 27 2016 12:22 deth2munkies wrote:
Show nested quote +
On March 27 2016 11:37 BlackMagister wrote:
Still haven't finished Conquest yet. Got to the map I think everyone calls ninja hell ch 26. The tiny hallway to the right guarded by ninjas is complete bullshit. Even with someone with shuriken breaker the master of arms guard will just wait for you to be engaged by ninjas that lower your health with their stupid abilities to finish off your 1 hp unit. The correct way to engage that seems to be to use staves to make sure the master of arms can't engage with the ninjas or take it really slow with shelter/rescue pulls. Which is fine because again the map doesn't seem to require you to rush as long as Corrin is beefy enough for objective.

I don't like that the best play style is just to be safe because the game has crazy unit traps with abilities or reinforcements that will punish you for splitting your forces. I love the old games where I could play fast and greedy. It was tough to try to kill every unit in your path while trying to save the prince, save Nino, save Jaffar and get all the treasures, but it was a great accomplishment when you did.


Honestly, the rise of Abilities is what caused this. There's just no way you can rush when every single enemy is lowering your stats and doing an extra ~8-10 damage just from abilities regardless of how much they actually hit you for. If it was the old days and it was just a room full of Assassins, sure you could maybe get unlucky and have one of them trigger and 1 shot your unit, but moving straight through with a General or beefy MC would be cake.

I'm actually really excited to do chapter 25 because I think I have some really good tools to deal with it.

Shuriken-breaker Sol Hero Arthur,

Shuriken-breaker Bow Knight Shura,

And Axe-breaker Sol General Effie, with Peri's Lance, which gives her 1-2 range AND she can trigger offensive abilities.

I think I'm going to be in for a good time.
It is better to die for The Emperor than live for yourself.
BlackMagister
Profile Joined October 2008
United States5834 Posts
March 27 2016 03:57 GMT
#687
I got screwed by left side too, so I'll do it first next time.
chocorush
Profile Joined June 2009
694 Posts
March 27 2016 04:20 GMT
#688
Is there a good resource that shows enemy stats by map? I'm trying to figure out how much magic you need to realistically hit for a +Str avatar to ORKO stuff with a bolt axe.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-27 05:52:40
March 27 2016 05:51 GMT
#689
On March 27 2016 11:37 BlackMagister wrote:
I don't like that the best play style is just to be safe because the game has crazy unit traps with abilities or reinforcements that will punish you for splitting your forces. I love the old games where I could play fast and greedy. It was tough to try to kill every unit in your path while trying to save the prince, save Nino, save Jaffar and get all the treasures, but it was a great accomplishment when you did.

I mean, turtling has always been a dominant strategy in most Fire Emblem games. It's on the map designer to disincentivize turtling and force the player to push quickly on player phase to accomplish all their goals.

Conquest's best maps do actually do this well. Ch. 24 is my favorite example of this--you either have to Rescue-skip it or push quickly and aggressively between the DVs--going slowly will get you overwhelmed if you cannot be in position to counter-DV every time Hinoka uses it, and there are a finite number of DVs on the map. However, some of the weaker maps on the route do fail to do this well.
Moderator
Alventenie
Profile Joined July 2007
United States2147 Posts
March 27 2016 06:06 GMT
#690
I found Chapter 24 was decent pacing, but used winds to my advantage as well in dealing with the retainers.

I found Chapter 12 was good because you could go 3 different ways. Go left and deal with freeze, go right and deal with entrap, or go up the middle and blow up everything for fun times.

I hope they keep some of these types of maps for the future, but not punish you greatly for it. I definitely found it very rushed for Chapter 12 most of the time since I almost always hit the turn limit. (Even in my draft play through I finished it by killing the boss on last turn possible).

I think the Staircase mission was also another one that made you move effectively across the map while using Dragon Veins to minimize damage.
chocorush
Profile Joined June 2009
694 Posts
Last Edited: 2016-03-27 06:29:35
March 27 2016 06:28 GMT
#691
Lol, chapter 12...I don't think I'm getting the skill book in that one this run. 11, 12, 13 are all levels that really highlight just how good Niles is in conquest.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-27 07:21:02
March 27 2016 07:07 GMT
#692
Also, the MaA on the right side of 25 shouldn't be that bad. Even without considering Entrap/Freeze to handle him, a speed-capped Niles/Nina with Lucky Seven and various temporary speed buffs (Rally Speed, Tonics, etc.) should still have pretty high avoid against him.
Moderator
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-27 07:26:23
March 27 2016 07:15 GMT
#693
On March 27 2016 13:20 chocorush wrote:
Is there a good resource that shows enemy stats by map? I'm trying to figure out how much magic you need to realistically hit for a +Str avatar to ORKO stuff with a bolt axe.

https://docs.google.com/document/d/10MvSPM0YoqTKeoezKBceKsCRqnnM36eXllF3In0FHZk/edit

Gwimpage started one for Lunatic a while back but it only seems to go up to Ch. 10.

https://docs.google.com/spreadsheets/d/1uvPG5IV4rhjwzTaK54pNTKCMauHJ9TXa1Sr6GPzA6lc/edit#gid=2062511123

I found a different user on SF who collected the data for all 3 routes, but only complete for Hard Mode. Stats should be the same, but weapons/skills will be wrong for Lunatic.
Moderator
chocorush
Profile Joined June 2009
694 Posts
March 27 2016 07:55 GMT
#694
There's no inflation at all for lunatic?
TheYango
Profile Joined September 2008
United States47024 Posts
March 27 2016 16:52 GMT
#695
Not that I'm aware of. Even bosses are largely unchanged.
Moderator
Cricketer12
Profile Blog Joined May 2012
United States13990 Posts
March 27 2016 17:30 GMT
#696
Chapter 17 is dumb...
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
chocorush
Profile Joined June 2009
694 Posts
March 27 2016 18:21 GMT
#697
You can probably have Niles tank and clear the entire right side of ninjas over the wall with the right pair up and tonics.

Still thinking about how to roll my avatar. I think I need a hammer user for ophelia, so trying to decide between +str oni chieftain or +mag wyvern lord to make a fake camelia.
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
March 27 2016 18:27 GMT
#698
I made my most recent one a Great Knight that just carves through any physically based enemies.
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
March 27 2016 18:37 GMT
#699
I know Niles is good, but my Niles is never good...how exactly are you guys training/promoting Niles? Mine always ends up strength screwed with okay everything else
im deaf
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-27 18:51:07
March 27 2016 18:42 GMT
#700
+Str pair-up (best options are Camilla, Beruka, Effie, in roughly that order). First priority for Energy Drops because he has by FAR the best payoff for them. Bow Knight promotion because +3 Str/+3 Def base is huge (Adventurer only gives +1 of both). Reclass to Adventurer to get Lucky Seven and Pass at 13-15 or 15-17.

There's an argument for starting him in Adventurer and switching to Bow Knight at 15-17. This gets you Lucky Seven much earlier and saves you 2k gold for another Heart Seal switching back (since you want to end in Bow Knight regardless), but it's really player preference between that and Bow Knight's high Mov + better combat parameters.

On March 28 2016 03:27 deth2munkies wrote:
I made my most recent one a Great Knight that just carves through any physically based enemies.

GK has a really low speed cap, which is a pretty big liability in Conquest lategame. You can salvage it with +Spd boon, but at that point, you're kind of just better off being a +Str Paladin, which has a more balanced stat spread everywhere else.
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