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  • Favorite Fire Emblem Game
    Blazing Sword

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  1. Finally getting on with Ch2's groove: Colonel Cid & Soldiers Agate: Schera:
  2. And with this, I'm off to Zeiss to recruit who will be probably "The Load" of this run (-_-) Hapilsag Agate: Schera: Ash Sabers Agate: Schera: Sapphirl Robber Trapper Agate: Schera:
  3. Some clean up before Zeiss (I will also post the sepith count after farming it from these jobbers since I don't want any misunderstand): Mercury Vipers Agate: Schera: Cobalt Sabers Agate: Schera:
  4. OHH,HOW NAIVE I WAS THAT DAY.... Enemy Chests: Schera: Agate: (BTW, If you need any intel about how I deal with these fights, go watch the thing on youtube since I put all the details in the description)
  5. Next batch is out, hopefully I'll deal with CH1 today Agate: Schera:
  6. Sup everyone, here's the results after repeating those battles a myriad of times for sepith bonuses: Schera: Agate: And back to the story bosses we go: Schera: Agate:
  7. When I can avoid it: One of the main rules of this run is 100% completion (I love these game far too much to do a half assed job) so this next video is just me dealing with a Quest which need ingredients only got by killing 6 enemies (at least I got to avoid a level while doing this). it's not that they're more aggressive but that your team is more oriented towards the glass cannon side of things in Hard/Nightmare (even Zane can bite the dust if you don't play your cards right and he's the tank).
  8. Ohh you know: Flour, sugar and some lead on the top BTW, here's some new content:
  9. Heyo everyone, since the Prologue is now a thing from the past (mostly because cookies are the best way to crack someone's skull) I got some space to experiment, and thus I decided to just play both characters routes and let the pools decides who's cannon here. I'm pulling some gameplay tomorrow
  10. the prologue has been finally conquered (not in the most graceful way I admit, but being able to proceed to the rest of this challenge will have to do)
  11. Sup everyone, here I come with some more content for your entretainment. Some of you must be asking why SC is on hard mode and the answer would be: "the developers REALLY want you to play that mode on NG+" so instead of made this a luck base mission, I'm gonna try and beat it while keeping my sanity. Without further adds, here's te playlist:
  12. this hack reminds me of FFT 1.3: Lots of good ideas and well implemented, but the hack drops the ball REALLY HARD when endgame occurs since you need to actively grind/stat boost your team since averages doesn't cut it when most of the enemies are equal or more powerful than you without the effort and RNG bless/screw that comes to the player
  13. I suggest this: make him a lvl 5 unit and give him the average stats he would have at that level: Bors lvl 5: hp 23 str 9 skl 5 spd 6 lck 6 def 13 res 0 If you do this he won't be hurting for much exp in the early chapters, which is great since he sucks against axes and in case he wants to deal with them, he has more chances to survive longer against them (I would change 1 point of speed for skill since he wasn't meant to double people and he's supposed to be the most accurate armor/general) Sorry, I double checked and yeah, you did that so I'm guessing most of my party got skill screwed (must check that) Lot's growths are WAY too similar to Wade to actually make a difference between them. I suggest these changes: Lot: hp 85% str 40% skl 45% spd 30% lck 20% def 40% res 40% Lot's luck isn't hot (2 at base), so why bother giving him a decent growth there? boost that res instead so he can become a mage-killer sooner and more reliable (You can also take one point of str and give it to def since axe users don't have any problem dealing damage anyways) For Wolt I would prefer this: Wolt: hp 80% str 35% skl 40% spd 60% lck 40% def 25% res 10% with these he can double more people and get weapon exp quicker to offset his newfound lack of str, which is fine since you can use Dorothy's Steel Bow if you won't invest in her. This also make the necessary action of giving you a choice: An early archer who can double a good chunk of enemies but need supports/silver bow to bring the pain or a archer who can pack quite a punch with a single shot but need supports to avoid getting mauled if your frontlines are breached? I like that kind of decisions (you can even reduce Wolt's str by 1 and give that point to spd so he can double sooner) Of course: I wouldn't call myself a FE fan without playing on Hard Mode
  14. Done with the early game (Up to CH8x) and I must say.....You didn't do a lot to be quite honest, and here's why: - You need to differentiate all the units from the same class: Wade is way better than Lot since the later is supposed to "focus" on def and res and his bases doesn't help him tank anything at all, Wolt has growths all over the place and he can either be blessed or screwed, not competent which is what everyone wants on an archer (BTW, my Wolt got a whopping +1 on skill on his averages at lvl 12 while sucking hard with -2 strength and -1 speed) and even worse, Dorothy has both good bases and better growths (I take 85% HP and 60% str all day since at least I'm almost sure she will do one trick right) -Hit issues: Bors was still getting 65-69% hit chances in early chapters where he need exp to stay relevant, Wade and Lot still get anything between 50-60% with hammer/halberd -Bug fixes: Nomads and troubadours still ignore weakness against horseslayer/halberd and that means sacae is still a worse option compare to Illia -Bosses are unfair: Not because they are OP, but because the throne bonuses are just busted and you should take that into account the next time And now on the good things: -Shanna is nos a valid option for a flying unit - Chad is a pretty good dodge target With his new growths -Elen is awesome and worth investing
  15. *Wish upon a star so this hack doesn't disappear from existence*
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