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soundecho

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  1. It's not like your forced to use him . . . Just have him sit in a corner and do nothing
  2. Leonardo has been here since 1-P and helping. Existing > Not existing unless of course you suck so much you're bringing down your team but that's not the case. From 1-P to 1-4, there are multitudes of congested chokepoints. And his chip damage actually helps. 1-1 5x Fighter lvl 5 (Bronze Axe) HP 25, Atk 17, AS 9, Hit 107, Avo 24, DEF 6, RES 1, Crit 0, Ddg 6 1x Fighter lvl 5 (Iron Axe, west) HP 25, Atk 20, AS 9, Hit 102, Avo 24, DEF 6, RES 1, Crit 0, Ddg 6 1x Soldier lvl 5 (Iron Lance, west) HP 22, Atk 17, AS 9, Hit 109, Avo 24, DEF 8, RES 3, Crit 4, Ddg 6 1x Soldier lvl 6 (Javelin, guarding door) HP 23, Atk 17, AS 9, Hit 91, Avo 24, DEF 9, RES 4, Crit 5, Ddg 6 1x Archer lvl 5 (Bronze Bow)Avo HP 21, Atk 13, AS 10, Hit 108, 26, DEF 6, RES 2, Crit 0, Ddg 6 1x Fighter lvl 6 (Hand Axe, Arrive square) HP 26, Atk 21, AS 10, Hit 92, Avo 26, DEF 7, RES 1, Crit 4, Ddg 6 1x Isaiya lvl 7 (Myrmidon boss, droppable Steel Sword) HP 25, Atk 16, AS 10, Hit 119, Avo 26, DEF 6, RES 3, Crit 12, Ddg 6 Edward - 13 atk 12 AS, (or 14/13 if he gained a level). Nolan - 23 atk/21 w/ handaxe Micaiah - 10 atk Leonardo - 14 atk Nolan + Leo one round all the fighters, which is nice because it frees Nolan from having to heal himself, and gives him a chance to use the dracoshield or something or simply attack on the player phase when he wouldn't have had a chance before. e.g That javelin soldier in front of the house that doesn't move, Micaiah + Nolan fails to one round so Nolan would have to attack that soldier again instead of healing or attacking someone else. Ch 1-2 1x Soldier lvl 6 (Bronze Lance) HP 23, Atk 14, AS 10, Hit 116, Avo 26, DEF 9, RES 4, Crit 0, Ddg 6 1x Soldier lvl 7 (Bronze Lance) HP 24, Atk 15, AS 10, Hit 116, Avo 26, DEF 9, RES 4, Crit 0, Ddg 6 1x Fighter lvl 8 (Bronze Axe) HP 27, Atk 18, AS 11, Hit 111, Avo 28, DEF 7, RES 2, Crit 0, Ddg 6 2x Fighter lvl 6 (Iron Axe) HP 25, Ak 20, AS 10, Hit 102, Avo 26, DEF 7, RES 1, Crit 4, Ddg 6 1x Soldier lvl 7 (Iron Lance) HP 24, Atk 18, AS 10, Hit 111, Avo 26, DEF 9, RES 4, Crit 5, Ddg 6 1x Soldier lvl 6 (Steel Lance) HP 23, Atk 20, AS 7, Hit 106, Avo 20, DEF 9, RES 4, Crit 5, Ddg 6 2x Soldier lvl 8 (Iron Lance, one of them has stealable Vulnerary) HP 24, Atk 18, AS 11, Hit 113, Avo 28, DEF 9, RES 4, Crit 5, Ddg 6 1x Soldier lvl 9 (Iron Lance) HP 25, Atk 19, AS 12, Hit 113, Avo 30, DEF 10, RES 5, Crit 5, Ddg 6 1x Archer lvl 7 (Bronze Bow, stealable Vulnerary) HP 23, Atk 15, AS 10, Hit 110, Avo 26, DEF 7, RES 3, Crit 0, Ddg 6 1x Archer lvl 8 (droppable Steel Bow) HP 23, Atk 22, AS 11, Hit 113, Avo 29, DEF 8, RES 3, Crit 6, Ddg 7 Leonardo lvl 7 - 15 atk 11 AS Micaiah Lvl 5 - 12/17 atk light/thani, +2 when she gets in range of sothe. Nolan lvl 11 - 24/22 atk steel/hand Micaiah + Nolan barely OHKO on a couple of units at the start of the map, so if Micaiah is missing a point of mag or Nolan misses a point of str, that fail to one round together. Then sothe appears and can whittle basically anyone on the map to 1 ~ 3 hp or something. Ch 1-3 and 1-4 are basically the same thing, but both of them have congested chokepoints (and chapter 1-4 having more than one choke point) and we get more people. So something like Micaiah + Ilyana (or Nolan or Aran or whoever) doesn't one round but them + Leonardo does occur a lot. Ch 1-5, we can have him park on a ledge and fire down, which saves us from having to put a unit we wouldn't use like ilyana because we don't want to funnel exp into her because it disappears or someone important there like sothe or volug who doesn't have any 2 range. Ch 1-6 In this chapter there are peg reinforcements, Leo OHKOs them which is nice because they come from all directions and can OHKO people like Laura and Micaiah, and other people are busy doing stuff like killing the generals in the northeast corner of the map or Nolan who's trying to break through that chokepoint. Ch 1-6-2 is a pain for everyone in general if your trying to raise them, almost no one can survive the cav rush unless your tauroneo or aran + a draco shield. Ok from what I remember from this map. They're fighting on different sides, Leo and other people are going north while others are going east to where Tormod is. Myrmidons + Fighters are ^^ thataway. Tormod's never going to be facing them. Leonardo is actually good against these enemies. The myrmidons double alot of people except Jill and Volug + others. Leo lvl 15 C Jill 25 - max mt iron forge 25 atk. Jill would love the atk boost, although it doesn't matter much earlier on, it becomes especially important later on when Jill is severely lacking in attack and has no time to support anyone else that has an attack affinity. The only other affinities are earth, which turns Jill's durability from crap to might not get hit but my durability is still crap. Leo + Jill ORKO the myrm's, which is good because the myrms double and Nolan risks the chance of missing and then getting critted on the counter and being ORKOed. Volug + Leonardo can also kill the fighters, or Leo can switch to a weaker weapon to give Jill the kill or something. The mages? There are two guarding the ledge so Tormod has to try and one round at 70~ displayed hit. The others are either in front of the boss, when you have your whole team there so offense doesn't really matter or in front of the doors which Sothe is going around killing. The armors? This is where everyone is, your teamm >>>>>>>armors <<<<<<<LEA. Or you could have Sothe in range of Micaiah, and then she is able to OHKO with Thani. Then there's Nolan with the hammer, sure he may have shaky hit, but he has 2~3 tries to KO it before we even recruit Tormod. Also and any kills we feed in Tormod make our team weaker for part 3 which is obviously really bad with 40 might tigers running around and everything. Look at the placement, the LEA are all forced to the bottom (he doesn't even meet up with any soldiers/a bunch of mages because they're on the other side of the map.) and Nailah's in the top left who's going to bumrush down and OHKO everyone. So Tormod 3HKOes bandit, but he's basically rushing into the river on the first 3~ turns to try and kill that dracoknight and then he has to get out or try and walk across the river. Meanwhile Nailah is blitzing across the left side and going to get to the bottom soon OHKOing everything in her path. Also, Tormod is getting 3HKOed (poison) so he has to waste turns healing while Muarim is getting into the action on turn 3 and not taking any damage at all except from poison. What is leonardo doing? He's helping your main group advance towards the boss. As you said, they're offense is severely lacking so every chip damage helps. I'll concede that Tormod does do better at 1-E, also note that most of our characters will promote this chapter. So halfway, through they'll gain a 1+ mov adv and Tormod will fall behind. Also note that two things happen in this chapter. Nailah w/ pass carrying someone is rushing up to get to the thieves in time, obviously Nailah won't have time to stop and attack the 2 range people so the ledges will be blocked. And also our other units will clogging up the stairs so it's hard for any unit to do anything. We also have the BK to wtfraep anything we don't want to kill and the BK has more move than Tormod and infinitely better durability so we can just have him do stuff and then, funnel exp into our units. Do note that there are major negatives, any exp that is put into him is exp missing from our team in part 3. Which actually matters because part 3 DB is among the hardest in the game (lolwut? units that are as strong as GM bosses running around), and even missing a few levels will hamper severely. And then Leo is actually helpful in Part 3. We can dump wrath on him (a skill that no one wants) and have him ORKOing tigers at ridiculous chances ( 75%~ chance to crit, Leo at 20/1 with lughadahdajhda doubles tigers and has a 87.75 chance to ORKO a tiger which is ridiculous, which is considering that for anyone else to achieve that, they'd have to have beastfoe which anyone can use, and risk exposing themselves to more than one laguz on the enemy phase. If we stick Leo where only one laguz can attack, it means he basically never dies since he doesn't counter. Also note that 20/1 with A Jill, survives the toughest tiger. Part 3-13? The major cause of failing this chapter is some random hawk laguz passing the line, we can help this by using Leo to jump on the ballista or just have him OHKO the bird outright And then we can get into part 4. He can go on Micaiah's route to the desert and help out, i.e Jill can rescue him, Leanne can then vigor Jill and she can drop him off somewhere and he can help out, although he has only a couple of move in the sand. He must be nearing promotion, or you can probably crown him or something and he has 1-3 range which means he can outrange everyone if you throw him into a group of enemies. While Tormod's just sitting in a corner somewhere in 4-E-5. And we can actually at least salvage Leonardo for endgame by giving him wrath. (wrath + 15 innate + 15 from a forge + 16 from skill - 26~ = 79% chance to crit, and then a 32% chance to deadeye.) He requires 50 atk to kill a general with a crit, which requires lvl 20/4 + A support + the double bow. "But Shinon needs the double bow." Given how flexible having 3 range is, you can easily trade the double bow around. Given how everyone else is struggling to ORKO these armors, an 85%~ chance to ORKO one is pretty good. 4-E-2 is ended in 2 turns. 4-E-3, Leo has 3 range meaning he never has to take a counter from a dragon (unless he wants to get into wrath range), which is useful because all our other fighters are taking a beating (Tibarn is what, 3HKOed), it spares Micaiah/other healers to heal other people or if we're using fortify, not having to worry about Leo's durability is nice in general. tl;dr Leo is actually salvageable whereas it takes an extreme amount of effort, to get Tormod anywhere up to speed. I don't see how Muarim is manlier than BLOCKS AXES WITH HIS FACE eddie. Leo's support convo: After Leonardo chastises Edward for being so carefree and dreamy, Edward asks him "why so serious" and Leonardo is dumbstruck. Leonardo also gets cool points for being a ninja turtle, albeit the worst one (although Donatello comes pretty close). He also has that awesome third tier costume.
  3. Leonardo > Tormod. Leonardo is friends with the manliest character in the game (and their support convo is oh so wrong). That > anything Tormod can come up with. More to come.
  4. Actually Anouleth, can do write an opener? Just ignore my OP. Since I have a public holiday tomorrow, and my day is your night so it'd be best if you opened. Not to mention I have a craptastic amount of work to do T_T
  5. FE10 anyone? Low tiers, I'll take Leonardo.
  6. Maximum efficiency is more like who can help be beat the game the fastest, and who can make the most pot shots while they have a free unit slot or some crap like that. It's hard to explain, but look at S Ranking. A single unit isn't required to S rank the game, but a individuals help more than others.
  7. I thought that if the tactics rank drops a star, you are unable to recover that star back? Or did someone lie to me or is this FE6 or something.
  8. I don't see how anyone could disagree with the premise, of the better unit = the one that helps me to beat the game better. It might be unclear as to what constitutes, helping to beat the game, but if multiple people agree, (or majority) I don't see how it would fail.
  9. Why not go with the ambigious 'who helps me beat the game better', sure it's subjective but everything about a tierlist is subjective and stops crap like Wendy > Treck or some stuff.
  10. wait, nvm. can someone delete this post?
  11. So? Unless you go by the premise, if your not first your last, there's nothing wrong.
  12. Chapter 11: 13 Units Chapter 12: 10 units Chapter 13: 12 Units Chapter 14: 13 units Chapter 15: 14 units Chapter 16: 11 units Chapter 17-(1/2/3/4): 10/12/14/16 Chapter 18: 13 units Chapter 19: 13 units Chapter 20: 11 units Chapter 21: 13 units Chapter 22: 11 units Chapter 23: 13 units Chapter 24: 11 units Chapter 25: 12 units Chapter 26: 19! units Chapter 27: 11 units Chapter 28: 12 units Endgame: 14 units I think the ideal number would be 10, where you would spreading your exp evenly, such as everyone getting to 20/17~20 at endgame and you have enough people to wall people such as Reyson. Eight would be harder, since you don't have that much to wall Reyson and maybe your healer, but your units are substantially better due to their inflated levels. I honestly never play with 12~ units, but most people do, however I think that's pushing it a bit. With everyone ending up at about 20/13~15.
  13. Chapters 11, 13~15 all have more than 11 units slots (13/12/13/14 respectively) which gives you more than enough slots for fillers. Then after that we have chapter 18/19/21/23/25/26/28 that have more than 11 unit slots. And you shouldn't need a filler by chapter 27 anyway Chapter 22 is spent most of the time shoving priests, Chapter 24 has several units that join in mid way so they don't require a unit slot. And this is all assuming we're say using 12 units including Ike. If we use 8~10 units, we have more than enough slots for the occasional filler or so. And I'll get to the units performance as fillers later.
  14. Ok, i admitted myself that I had trouble explaining but I'll try and do it clearly this time. Say we wanted to use Ike + 7 units. After chapter 10+, there are 11+ units slots except for chapter 12. There's 4 extra slots for people. Same for Ike + 8 units, except there's 3 extra slots for fillers and such. Ike + 9 there's 2 extra slots which is still more than enough. Ike + 10 and one extra which is still more than enough. Ike + 11 (any higher and you lose a lot of efficiency) and you have no unit slots for fillers. The first real filler, is Stefan. Chapter 16 is a movement based map so not fielding him here is not really a detriment to our team. Chapters 17/18/19 all have 13 unit slots+ (except 17-1 which has 10 and 17-2 which has 12). Extended use of a filler hurts our team, our team is now weaker in the long run but have done better in the short run. If we wanted to use Stefan for real we'd give him a place on our team before even starting the game. Next filler Tanith, joins in the chapter IIRC so she doesn't need a unit slot. Hawks + Ranulf are pretty bad, ranulf resembles some semblance of usability but whatever. Calill is a bad filler, but makes a good unit if trained, so if we were to use her, we'd use her seriously which means we'd have given her a slot before this game started. Tauroneo is meh, and has low movement. Haar + Geoffrey join in the middle of their respective chapters. Haar is pretty meh as well, and Geoffrey needs to be trained a bit before he becomes good (similar to Calill and Stefan). So Ike's team being able to field fillers or something, doesn't really matter. I hope you were able to understand that, made much more sense in my head.
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