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Fire Emblem - Page 69

Forum Index > General Games
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TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-08-03 01:32:51
August 03 2016 01:30 GMT
#1361
I'd like Hero more if Hand Axes could still double and proc skills. The problem is that with no good enemy phase weapon type, you often just don't get enough chances to attack for it to be worth it.

Strong Riposte + Sol makes it feel like Merc!Hero was made to fight on EP, but Swords/Axes just aren't the weapon types for that unless your name is Xander.
Moderator
chocorush
Profile Joined June 2009
694 Posts
August 03 2016 01:42 GMT
#1362
I personally would have been fine if they made tomahawk/spears normal weapons. Hand axe/javelin definitely needed to be nerfed somehow, but it was a bit too much just making magic users replace that role.
Cricketer12
Profile Blog Joined May 2012
United States13991 Posts
August 03 2016 01:50 GMT
#1363
One thing I found out recently. In Forrest's paralogue you can capture Gazak, a berserker with Good Fortune, Pavise, and Certain Blow. Gazak is a monster. If possible, capture him, and he will slaughter. GLHF
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-08-03 01:54:38
August 03 2016 01:54 GMT
#1364
I'm kind of disappointed the non-generic capturables don't have supports, given that Gazak is basically the catalyst for Percy's paralogue. Not to mention Gazak having "Good Fortune" and "Certain Blow" is clearly supposed to set him up as a foil to Arthur, lol.
Moderator
Duka08
Profile Blog Joined July 2010
3391 Posts
August 03 2016 03:04 GMT
#1365
On August 03 2016 10:27 chocorush wrote:
Hero is certainly okay. It just takes until level 5 promoted for it to feel notably different than the other classes, and people's opinions of Sol will wildly vary. If it was FE9's level of brokenness my opinion would be quite different, but my playstyle tends to favor higher stats and just reliably tanking things rather than hoping for procs.

I might just have such a favorable opinion of it because of whatever pairings I used in FE13 (which I only did like a month ago) working really well for high Skill procs I think. There were characters/pairs that noticeably seemed to proc nearly every turn and others that I was always surprised to remember they had the same ability when it actually went off because it happened so rarely.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-08-03 03:08:35
August 03 2016 03:06 GMT
#1366
Hero is somewhat better in FE13 because hand axes can double and proc skills. It actually uses Sol well for enemy phase combat (which dominates FE13).

Nerfed hand axes hurt the class (and the skill) pretty hard.
Moderator
Duka08
Profile Blog Joined July 2010
3391 Posts
August 03 2016 03:18 GMT
#1367
The not-doubling aspect of so many weapons is still taking time to get used to. Got too spoiled by it in FE13, and by carrying with Swordmaster Ryoma/Corrin in BR lol.

Will probably restart tonight and go for a flier secondary. I'm actually excited to take another pass at the last few chapters I had issues with.

Couple random things I had questions about that I kept forgetting to ask:

- What's the opinion on when to Master Seal in Fates, and on various difficulties (not just MU but in general)? I remember when I first was getting into FE13 and 14 I made a big post(s) about reclassing questions and all that and there were some great answers. Now that I'm a bit more familiar with the games I'm curious about the balance between waiting until 20 to promote, for best stat efficiency, or promoting sooner because you need (or would substantially benefit from) the more powerful unit(s) earlier on?

- Also how terrible am I for playing on casual instead of classic :X
TheYango
Profile Joined September 2008
United States47024 Posts
August 03 2016 03:31 GMT
#1368
On August 03 2016 12:18 Duka08 wrote:
- What's the opinion on when to Master Seal in Fates, and on various difficulties (not just MU but in general)? I remember when I first was getting into FE13 and 14 I made a big post(s) about reclassing questions and all that and there were some great answers. Now that I'm a bit more familiar with the games I'm curious about the balance between waiting until 20 to promote, for best stat efficiency, or promoting sooner because you need (or would substantially benefit from) the more powerful unit(s) earlier on?

- Healers (basically just Elise/Sakura + early-recruited kids) generally promote fairly early. I've started promoting Elise right at level 10, but you can level them a bit more depending on your playstyle. Staff XP slows down super hard in levels 15-20 and unlike in Awakening and earlier games you don't have staves like Rescue that give you a huge chunk of XP. The gain from promoting early here isn't just the stat bump, but it also lets you start getting combat XP and gets you the 2 Strategist support skills much earlier.
- Units that I'm deploying purely for pair-up I promote at level 10. I don't care about how they grow as combat units, I just want their promoted class pair-up bonuses.
- I will early-promote a couple units for chapter 10. Generally these units fall under one of the first 2 categories (e.g. Arthur, Nyx, Elise), but if you struggle with chapter 10, Silas or Effie are also reasonable early promotes.

Everyone else I promote at 20, or somewhere in Ch. 16-17 if they aren't 20 yet (though I usually keep team size such that most units will manage to hit 20 in that range anyway). After that, promoted enemies start becoming more frequent so it becomes hard for unpromoted units to keep up.
Moderator
Duka08
Profile Blog Joined July 2010
3391 Posts
Last Edited: 2016-08-03 03:49:30
August 03 2016 03:47 GMT
#1369
On August 03 2016 12:31 TheYango wrote:
(though I usually keep team size such that most units will manage to hit 20 in that range anyway)

There's another thing I've been curious about. I guess the only reason to use a smaller team is to ensure fewer units absorb most of the XP? Just curious. Probably helps if you know who you'll be recruiting later on and who from the early game you won't keep using, both of which I don't know yet because first time through lol.

Really appreciate being able to tap your brain about all this stuff. Thanks for taking the time. Have also gleaned so much info just from browsing other random comments and conversations in the thread. Personally I get way more out of the game by having a better understanding of the mentality and mechanics like this, rather than going full blind first and realizing I'm fucked half way through. Prefer to be excited to restart now early on because I have a plethora of ideas and new things to keep in mind.
chocorush
Profile Joined June 2009
694 Posts
Last Edited: 2016-08-03 03:53:59
August 03 2016 03:51 GMT
#1370
It's just easier mentally to promote at 20, and unless you're really going for efficiency just not worth the headache to optimize further.

Theoretically you want to promote at the earliest point where your level 20 stats will be good enough. Getting the level 15 skills and promotion bonuses earlier for everyone on your team is probably quite a bit more valuable than a handful of stats endgame, especially if you're cap ramming. In practice, you're usually strong enough at level 20 unpromoted that you can be OCD about maximizing your stats without losing too much.

Elise is definitely a strong candidate for early promotion. Xp falls off so hard that you probably won't even hit promoted 20 by the end of the game, and you get strategist aura for like 2 chapters.

Edit: Smaller teams have an advantage in heavy enemy phase styles because you have fewer liabilities. Conquest is very player phase centric as a whole though and rewards full deployment.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-08-03 04:01:15
August 03 2016 03:56 GMT
#1371
I never intentionally lowman for Conquest (EDIT: well, ok that's not true--flyskips/rescue-skips don't require full deployment), it's just that between pair-up units and the team slots that get taken up by prepromotes anyway, I'm just generally not raising so many units that they can't get to 20 in that range. Most of the chapters have enough useful things for units to do that I can use all the deployment slots. Whereas in Awakening or FE7 I definitely find chapters where I don't have to use all the deployment slots to do everything I want to do in that chapter.

Generally, most FE games have some good mid-lategame recruited units that are worth using. So even going in blind, I'd play with the expectation that I'm not raising full deployment worth of units from the start.
Moderator
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
August 03 2016 16:48 GMT
#1372
What do you use your statboosters on? I have 3 goddess Icons and 2 sprit dusts just laying around

Leo is pretty much my only magic user at this point so.....
WriterXiao8~~
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-08-03 18:19:42
August 03 2016 17:19 GMT
#1373
Goddess Icons basically don't matter.

Spirit Dusts help Odin a lot if you're using him, otherwise they're good for people who use magic secondary weapons (e.g. Bolt Axe on Camilla, Levin Sword on Corrin). Leo can take one if you think his magic isn't quite good enough.

Overall, Icons and Dusts aren't hugely contested or important.
Moderator
chocorush
Profile Joined June 2009
694 Posts
August 03 2016 17:20 GMT
#1374
Whoever will benefit your team the most from a few extra points. Conquest actually makes very obvious better candidates though.

Speedwings to Xander and Leo, who have low bases and growths.
Energy Ring to Niles.
Spirit Dust to Camilla or avatar, or any magic user who can reasonably catch up from crap bases

Defense/resistance is trickier because if you have too much of the stat it screws you over. Ideally you'd have a high HP low/middling defense character you use a lot to tank. Characters like Ophelia can benefit quite a bit from extra defense especially when Nosferatu tanking (kind of a thing for the mid game stretch).

Resistance nobody ever has enough to, so just give them to characters you use a lot to tank mages. For me it's usually corrin or Camilla.

Silas for some reason always eats some of these things when I use him. His growths lead to such wild variances that he usually falls behind in something in my runs.

Luck icons are kind of whatever. I just feed them to corrin usually because I have - luk.
Frudgey
Profile Joined September 2012
Canada3367 Posts
August 04 2016 00:01 GMT
#1375
I am a HUGE advocate of giving the Goddess icons to Arthur.

Whether or not this is the correct decision is largely debatable, but this is the Frudgey approved choice.
It is better to die for The Emperor than live for yourself.
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
August 04 2016 00:41 GMT
#1376
I have never been able to use Arthur other than as a pair up for Effie/Percy that lets them one shot squishy units. He's just way too inconsistent.
Cricketer12
Profile Blog Joined May 2012
United States13991 Posts
August 04 2016 00:54 GMT
#1377
On August 04 2016 09:41 deth2munkies wrote:
I have never been able to use Arthur other than as a pair up for Effie/Percy that lets them one shot squishy units. He's just way too inconsistent.

Frudgy just wants to have #frudgypicks made well known and appreciated
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
Frudgey
Profile Joined September 2012
Canada3367 Posts
August 04 2016 01:03 GMT
#1378
On August 04 2016 09:41 deth2munkies wrote:
I have never been able to use Arthur other than as a pair up for Effie/Percy that lets them one shot squishy units. He's just way too inconsistent.

What Yango and Chocorush said is right on the money, Arthur can be very tough to use as a combat unit. I think the value in Arthur comes from his utility and from Percy.

From personal experience, I have found that giving him Goddess Icons really helped him out. I also remember giving some icons to Kaze.

Of course, I am completely biased.

Don't come to me if you want good Fire Emblem advice!
It is better to die for The Emperor than live for yourself.
TheYango
Profile Joined September 2008
United States47024 Posts
August 04 2016 01:13 GMT
#1379
I mean Luck is a stat that mostly isn't all that impactful unless it's so low that enemies have crit % on you.
Moderator
Frudgey
Profile Joined September 2012
Canada3367 Posts
August 04 2016 03:41 GMT
#1380
On August 04 2016 10:13 TheYango wrote:
I mean Luck is a stat that mostly isn't all that impactful unless it's so low that enemies have crit % on you.

Which is why the Goddess Icons are so good on Arthur!
It is better to die for The Emperor than live for yourself.
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