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On May 22 2017 22:41 VayneAuthority wrote: what is the point of silque and clair?
silque needs to be within one unit to heal and dies in 1 hit to literally any unit and clair is just straight up useless in every way lol, zero damage and zero defense. Do either of them offer anything or its just some joke characters you get ...are you serious? Whilst not jaw dropping claire is solid, especially when given a lance.
As for silk she gets warp at lvl 8 iirc and angel upon promotion. Those alone make her top tier (warp in particular as it is extremely difficult to beat a map on act 4 without it)
Not sure why your silque is dying in one hit...or why you are putting her in situations for that to occur
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On May 22 2017 22:59 Cricketer12 wrote:Show nested quote +On May 22 2017 22:41 VayneAuthority wrote: what is the point of silque and clair?
silque needs to be within one unit to heal and dies in 1 hit to literally any unit and clair is just straight up useless in every way lol, zero damage and zero defense. Do either of them offer anything or its just some joke characters you get ...are you serious? Whilst not jaw dropping claire is solid, especially when given a lance. As for silk she gets warp at lvl 8 iirc and angel upon promotion. Those alone make her top tier (warp in particular as it is extremely difficult to beat a map on act 4 without it) Not sure why your silque is dying in one hit...or why you are putting her in situations for that to occur
she has 1 defense and 18 hp, how is she NOT dying in 1 hit lol
i just did the castle siege level with slayde and the archers on the hill pretty much prevented her from joining the entire match because they would just snipe her immediately. clair could get to the archers but for some reason in this game archers counterattack even at 1 range and would get beat out even at melee range so she was useless as well, couldnt find a single opportunity to give either any exp
I just wanted to know if its actually worth putting up with them or just scrap
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Silque's problem bulk-wise isn't having 1 Def/18 HP, it's that she has 4 Spd at base (i.e. 2 with Nosferatu), so she can get doubled by 3 Spd Archers/Brigands and all Soldiers/Cavs in Ch. 1. She's a good candidate to get 1 Spd from the first Lion Well, which improves her survivability tremendously. As Cricketer said, Warp is the payoff for raising her, and it's a HUGE payoff. A lot of future resources (e.g. 2nd Lion Well set, Rion Shield, etc.) can be used to pump up her warp range, and on a lot of annoying large maps, her value is simply irreplaceable.
Clair really takes off in chapter 3, she's kind of mediocre until then. When raised, she's by far the fastest lance user you can have and therefore the best feasible user of the Ridersbane until Mathilda joins (Cav Kliff can kind of do it if he turns out well and gains enough speed). She kind of falls off in the long run, but on the giant Cav-spam maps in chapter 3, Clair+Mathilda basically hard-carry, and the more you can raise her in chapter 1, the better.
Right now I'm on chapter 3 Alm side working my way toward getting Delthea. Need to decide which of Python and Clive I want to put up with as my 10th-best unit cuz they're both kind of shit.
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On May 23 2017 00:19 TheYango wrote: Silque's problem bulk-wise isn't having 1 Def/18 HP, it's that she has 4 Spd at base (i.e. 2 with Nosferatu), so she can get doubled by 3 Spd Archers/Brigands and all Soldiers/Cavs in Ch. 1. She's a good candidate to get 1 Spd from the first Lion Well, which improves her survivability tremendously. As Cricketer said, Warp is the payoff for raising her, and it's a HUGE payoff. A lot of future resources (e.g. 2nd Lion Well set, Rion Shield, etc.) can be used to pump up her warp range, and on a lot of annoying large maps, her value is simply irreplaceable.
Clair really takes off in chapter 3, she's kind of mediocre until then. When raised, she's by far the fastest lance user you can have and therefore the best feasible user of the Ridersbane until Mathilda joins (Cav Kliff can kind of do it if he turns out well and gains enough speed). She kind of falls off in the long run, but on the giant Cav-spam maps in chapter 3, Clair+Mathilda basically hard-carry, and the more you can raise her in chapter 1, the better.
Right now I'm on chapter 3 Alm side working my way toward getting Delthea. Need to decide which of Python and Clive I want to put up with as my 10th-best unit cuz they're both kind of shit.
on the topic of clive I always find it hilarious in games when they hype somebody up as this great general with all these feats and then hes weak as fuck. At least with ryoma and xander their strength matched their reputation, even if I hate god mode characters like that
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On May 22 2017 23:11 VayneAuthority wrote:Show nested quote +On May 22 2017 22:59 Cricketer12 wrote:On May 22 2017 22:41 VayneAuthority wrote: what is the point of silque and clair?
silque needs to be within one unit to heal and dies in 1 hit to literally any unit and clair is just straight up useless in every way lol, zero damage and zero defense. Do either of them offer anything or its just some joke characters you get ...are you serious? Whilst not jaw dropping claire is solid, especially when given a lance. As for silk she gets warp at lvl 8 iirc and angel upon promotion. Those alone make her top tier (warp in particular as it is extremely difficult to beat a map on act 4 without it) Not sure why your silque is dying in one hit...or why you are putting her in situations for that to occur she has 1 defense and 18 hp, how is she NOT dying in 1 hit lol i just did the castle siege level with slayde and the archers on the hill pretty much prevented her from joining the entire match because they would just snipe her immediately. clair could get to the archers but for some reason in this game archers counterattack even at 1 range and would get beat out even at melee range so she was useless as well, couldnt find a single opportunity to give either any exp I just wanted to know if its actually worth putting up with them or just scrap Give silque the leather shield it helps a lot.
As for Clive v Python, I insta benched deliverance crew so it's hard to say which is worse.
About to do final map, alm crew is
1. Alm with + Show Spoiler + 2. DF Gray with Killing Edge 3. DF Kliff with Zweihander 4. Mathilda with Silver Lance 5. Delthea with Miracle Ring 6. Claire with Duma's Lance 7. Sage Tobin with Magic Shield 8. Taitiana with Speed Ring 9. Silque with Silver Shield 10. Faye with Leather Shield 11. Mycen with Silver Lance
Celica's squad is
1. Celica with lady sword 2. Saber with Zweihander 3. Kamui with Blessed Sword 4. Jesse with Killing Edge 5. Sonya with Magic Ring 6. Palla with Javelin 7. Leon with Iron Bow 8. Catria with Silver Lance 9. Genny with Angel Ring
Alm 5 dread fighters and some combo of sonya/delthea and saints is going to be hilarious in post game
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On May 22 2017 22:43 chocorush wrote: Oh, actual fire emblem talk. I think most of the older games, you generally wanted to promote earlier because growth rates were crap and base stats were the most important. I'm currently of the belief that it's actually correct to almost always use promotion items as soon as they are obtained. It's not like any game dumps 10 Master Seals on you at once, and there's almost always an obvious candidate for the early ones you get. You can promote your longer-term units later when you get more seals, but having 2-3 10/1 promote that act as additional Jeigans helps in basically every game.
In Conquest I basically use all 3 of the early Master Seals by chapter 10. The map is so easy with essentially 5 promoted units (Camilla, Jakob, and whichever 3 early promotes I decided to use) that it feels weird that I ever struggled with the map in the first place.
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Yeah, in general for optimal play, you probably do want those huge boosts early on. It's been a while since I've played if, but I think you do need to make sure you have more leveled characters before promotes because of the enemy stat inflation.
My point about using early promotions on the earlier games was more about the fact that even if you hit 20/20, you're not capping stats, and you're bound for disappointment because of how bad character growths were prior to FE7 (arguably 6). For casual fun play, waiting to 20 is still a bad idea, so it's not even an efficiency kind of thing.+
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The thing is Conquest's best units are all prepromotes anyway so the early promotes don't even hurt you that much, plus you can recruit kids to replace them.
@Cricketer Do you get enough gold marks by the end to forge the Zweihanders? They're obviously stronger than Braves, but the fact that they cost gold to forge concerns me. I'd rather have a +3 Brave than an unforged Zweihander, but if gold becomes more plentiful later maybe I should re-evaluate.
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Is there any point to using the shadow sword? Even aside from the random self-damage (which is annoying but not game ruining due to mila's turnwheel), the -spd really hurts. I have it on Saber right now but I'm thinking to turn it into a brave sword or something
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The shadow sword basically exists to be forged into a Brave Sword.
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I'm tempted to roll for Ninian but don't need her so I think I'll hold off. Supposedly the wedding banner coming up is going to be really good.
Echoes seems to be well-received, worth $40? I really liked Awakening so tempted to pick this one up as well.
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On May 23 2017 03:03 TheYango wrote: The thing is Conquest's best units are all prepromotes anyway so the early promotes don't even hurt you that much, plus you can recruit kids to replace them.
@Cricketer Do you get enough gold marks by the end to forge the Zweihanders? They're obviously stronger than Braves, but the fact that they cost gold to forge concerns me. I'd rather have a +3 Brave than an unforged Zweihander, but if gold becomes more plentiful later maybe I should re-evaluate. It's not *that* plentiful until super later on. I'm currently at postgame dungeon with 9 golds left. I'd say you get somewhere in the range of 20-25 in total. Personally I find getting at least one zweihander to be worth the investment, but that's because tiger flurry lets you OHKO anything.
Speaking of postgame dungeon, made it to floor 9 before alm died to a 1% crit...
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BTW Cricketer, you wanted my assessment of Cavalier Kliff, well I think I've played enough to have a good idea at this point.
Cav Kliff basically has a weaker start that Merc since it only has 1 Str more and a lot less Skl/Spd. However, with Kliff's 60% Spd growth, the Spd advantage of Merc eventually becomes kind of pointless. He easily blasts pass the 14/18 base Spd of Myrmidon and Dread Fighter, so the promotions don't do much for him. Meanwhile, his Str growth isn't very good, and the Merc line promotions don't help with that.
5 base Spd on Cav is just in the range of "kind of slow, but not unsalvageable". Chapter 1 Brigands/Archers have 2-3 Spd, Soldiers have 4-5, and Cavs have 6-7. There's not much use to having more Spd than that in chapter 1, so Merc's starting 10 is kind of overkill, especially for a character with 60% growth. Kliff might not double the Cavs but he'll easily double everything else.
Chapter 3 is where Cav Kliff starts to take off. Because chapter 3 has those huge Cav spam maps, it's very hard for Mercs to contribute with foot movement, particularly since Mathilda and Ridersbane Clair are going to be charging ahead. Silque can warp someone into the fray, but this is almost always going to be Alm. Having Kliff be able to keep up with Mathilda/Clair, and possibly use the Ridersbane himself means he's just going to see a ton of combat in chapter 3 compared to if he were a Merc. He was stronger than Mathilda at her join time for me (he got a ton of XP killing Fernand and Berkut), though her lower level meant that she easily blasted past him by the time I got through the Sylvan Shrine. Beyond that, the Paladin and Gold Knight promo bonuses are great for him, and help him much more in stats where he really needs the help (mainly Str/Def).
Long-term, I think archer is actually Kliff's best promotion, since he has the Skl/Spd growth the class desperately lacks, and it fills a niche that Merc and Cav don't (you have other good Mercs/Cavs while Python sucks). However, it has an absolutely atrocious chapter 1 since Archer promotion doesn't improve his 2 base Spd. I think Merc is the best in the short-term for Ch. 1 since it clearly has the best bases and can start snowballing, but ultimately Merc Kliff doesn't do anything other Merc's don't, since he has below-average Str growth and overkill Spd growth. Cav Kliff is sort of the hedging option where he gets enough Spd to be useful in Ch. 1, and can really shine in Ch. 3 where a Cav is most useful. He depends pretty heavily on the Gold Knight promo bonuses, and I definitely see him falling off after this point--plus he suffers redundancy issues lategame with Mathilda and Zeke.
Basically I think the TL;DR is early game Merc > Cav > Archer, late game Archer > Cav > Merc.
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Echoes final fight music is sick AF
I actually hadn't promoted a few units in Celica's army yet before reaching the top of the tower, thought there would be an opportunity to promote them in Act 5
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Wow you guys are fast. I haven't even gotten to where Celica is a playable character yet, and you guys are beating the game!
Also what's your guy's stance on archers in Echoes? Seems like they have potential to be super powerful.
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Good if you can work through their issues. Archer class line has really bad base stats, and Archer!Kliff and Python have really bad bases themselves too. Leon's a little better off than either of them. The payoff is big though, especially once you get a Killer Bow.
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I just got fortify on Tatiana in post-game... *facepalm* Shit wouldve been so much easier if I knew this was a spell I could get...
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On May 23 2017 12:10 TheYango wrote: Good if you can work through their issues. Archer class line has really bad base stats, and Archer!Kliff and Python have really bad bases themselves too. Leon's a little better off than either of them. The payoff is big though, especially once you get a Killer Bow. Yea Python is a bit rough to work with as Kliff would be as well...the thing with Leon is he trivialzes Micheal and the desert fort maps. His str is a little low, but overall he's a really good unit for celica's route.
Also yango that makes a lot of sense. It shoulf be noted though that DF can still go back to villager by chapter 10, and if you grind on the swamp graveyard map in celica act 4, you can get back to DF within 7-8 minutes of grinding. So my Kliff already maxed out hp skill and spd, and at 30 str he isnt that far off in that sense either. He *has* admittedly gotten 4 blank level ups though, so I do wish his growths were redistributed a bit. I'm still not sure how effective an archer he would be considering his low str. Not sure how consistantly he would crit to make up for it.
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On May 23 2017 11:16 synapse wrote:Echoes final fight music is sick AF I actually hadn't promoted a few units in Celica's army yet before reaching the top of the tower, thought there would be an opportunity to promote them in Act 5 My top 5 tracks for echoes are
5. Title Screen Track 4. Opening Theme 3. Credits 3 (Inheritors to Arcadia) 2. Final Map Track (Never Stop Fighting) 1. Battle Map Alm 3 (the track for Act 4 onwards)
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@Yango. On chapter 9 of Thracia is the escape point something I need to defend? In other words I know carrion needs to talk to selfina for the elite sword, but could I have the rest of her party escape and have her run westward to my spawn point? That way I dont have to suicidally rush headfirst into wyverns?
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