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Dual Dragons

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Posts posted by Dual Dragons

  1. I had gotten one for Inigo and one of my Female Avatars.

    Inigo (three hearts): Loins afire

    Chione (three hearts): Drawn by destiny

    Hubba: "Get a room, you two!"

    Goddammit

    Morgan is only made by the "drawing of destiny" towards Inigo's loins

    And Hubba is supporting this

    Edit: I didn't realize that this topic was older. Just saw it on the related tags list at the bottom of a page. Sorry for necro-posting.

  2. What more do you want? Counter is the single biggest barrier to successfully completing Lunatic+. If you don't come up with a good anti-Counter strategy, you are basically reduced to just resetting maps constantly until a sufficient number of enemies spawn with other skills.

    There are a few different ways to tackle it (Sol + Nosferatu, Galeforce), but Bows are nice because they turn Counter from an enemy asset into a liability. Some of the bow-using classes are also pretty strong in their own right, like Sniper (for Longbow use and Bowfaire) or Warrior (because of general badassery and great caps). It's what I recommend to people playing L+ for the first time.

    Sorry if that question was worded awkwardly. It was more like I didn't understand what people were doing with the Snipers, Bow Knights, and Warriors that made them good in Lunatic+. Support so their high Skill made Dual Strikes come more easily, Bowfaire, and a forged Brave? Front so if a Counter enemy came up to them they could take hits (especially Sniper with the added Defense) and not attack back? Galeforce so they can be front for a bit and then switch back to the main front unit for when Enemy Phase rolls around?

    But now I can see what you mean, I think. I just never really liked the Bow-users in general so I'm ill-equipped in knowledge about them. Thanks for enlightening me.

    From my personal experience of the game (Also on my first Lunatic run), I've noticed that 4 to 5 pairs is generally much more than enough. In my run, chapter 5/6 was the final chapter in which Chrom, and the Avatar would have trouble keeping up with the enemy units. From this point on they pretty much had the power to steamroll through entire chapters on their own (With their supports of course!) if I let them.

    This only applies to the front half of the game though. By the second half of the game during which promoted units start showing up, I'd recommend having 3 pairs of very competent 1st gen pairings in your army at least (Chrom, and MU are two of them). This is where my knowledge ends however, since I haven't played too far beyond this point yet.

    So in general I think that early game you should have around 4 to 5 pairs, but try playing it in a way that you shave them off slowly in preparation for the later stages of the game when you'll need fewer pairs of very beefy units to easily get through (3 Pairs)

    I see, I see. Smaller is always better. In that case, I probably should drop off the Olivia pairing either when I think they're strong enough for Inigo's stats or after Inigo comes around.

    To be completely frank I have not planned out my run too much. I went into the mode with the main intention of enjoying the fun of learning along the way, making long-term gameplay decisions on the fly, and fixing mistakes on the fly as well. My parent pairings were also mainly made due to personal taste (S supports I have not gotten yet) rather than gameplay optimization. I don't plan on taking this save file into the post-game, and will likely delete it after I'm done with the main game to try out something else.

    I'm also a much more casual player who doesn't give extremely specific roles to my units most of the time. The exception to this is when I'm preparing for Apotheosis.

    --------------------------------------

    So with that being said with my (very limited) experience on how Gerome, and Nah play out, Gerome will likely be a highly offensive attacking unit, and Nah will be a more tanky character (I know the parents I chose are not the best for this optimization-wise XD). Morgan will likely be magical, and everyone else will be pretty normal-rounded units.

    No worries. I'm learning too! And I'm also limited in knowledge about Gerome and Nah (my main file had Vaike!Gerome and Libra!Nah and they... didn't help much).

    For some reason, Nah was just always someone I benched eventually so I really don't know how she can turn out. Modifier-wise, Henry's not too bad. Really the ones who beat out Henry's Defense is Stahl (+6) , Kellam (+7), and Frederick (+6), with Gregor being equal in Defense. As far as I can see, Gregor and Henry are close. Gregor gives +4 Str but only +1 Mag, as opposed to Henry's +3 Str and +3 Mag. Henry shines defensively only with one more point in Res than Gregor.

    If tanking is what Nah might be going for, and since I didn't see Gregor use on the list, I think he could be viable. He'll give Armsthrift, Renewal (for more reliable healing), and Sol for Nah. Henry has Troubadour line as well. Going Gregor means no Lifetaker but he can give Pass if Nah needs to shift around who she gets surrounded by.

    With the Gregor set-up, Nah will have access to Dual Support+, Sol, Renewal, Pass, Armsthrift, and even Vantage to possibly proc a Sol if close to dying. There's even Demoiselle that could be helpful if she's tanking and male units are around her. Though you miss out on Hex and Anathema without Henry.

    Though this is talking more skill-wise than class-wise. At least Sorcerer has Nosferatu- and Aversa's Night-tanking. Just no Armsthrift might make this harder to do. I wouldn't know what would be a good tanking class for Gregor (maybe stay as Manakete? or Wyvern Lord for Lance-use coupled with possible Swordbreaker? though weak to bows and magic without Iote's Shield)

    Now that I think about it, Gerome might be harder to picture than Nah. Nah has options to go magical more easily than Gerome, and Nah's Paralogue can be more easier than Gerome's, I would think. The problem I can see with Lon'qu!Gerome is class sets. At least Gerome has access to Renewal and Sol from Cherche and while Gerome will get access to Vantage and Pass and even some Avoid skills like Avoid +10 and Lucky Seven, it could be a missed opportunity that he won't have Luna or Dual Guard+. Even Aegis could have helped out for his weakness (should he stay as a flying unit) to bows and magic (even with Iote's Shield, magic will be a problem for him due to his lowered Res). He's going to see fighting a bit so even Pavise might have been good.

    Stats-wise and having the same class sets, Gaius might have been better. He gives more defenses and even more Str, though a point gets deducted from Skl and Spd. Stahl or Fred would have given some of things I mentioned earlier (Stahl with Vantage, Avoid +10, Aegis, Luna, Dual Guard+, and Hit Rate +20; Fred with Pavise, Aegis, Luna, and Dual Guard+) and more stats oriented to fighting (though Spd might suffer with these two).

    Since you said something about being more casual and having personal preferences (I do too since I want to use Inigo despite, well, he would be not used without DLC, and I don't necessarily want to use Virion as a father for anyone), you can try to use Lon'qu!Gerome. I don't mean to sound like I'm harping on you since, hey, I'm new to Lunatic as well and it's not my intention to sound like some elitist or something. More or less was trying to say that these two might be hard due to the parents selected and that, in turn, could mean to drop the parents so you can spread more EXP to other units, since each child unit results in the parents being trained enough and then the child has to be trained further. x3 training for one unit.

  3. Virion!Severa can switch between Physical and Magical, so would be a good spouse for Morgan.

    I'd do Libra!Inigo, as he can pair with Magical Lucina.

    Magic beats all.

    "Magic beats all." This is very true and I do love magic--but if I have to be honest here, I don't like Virion as a character and didn't consider him a viable father for, like, anything since he has, in my opinion, weird class sets. But I do see what you mean and will consider it. Thanks. :)

    I think you're focusing too much on mods. Characters won't be capping stats until near the end of the game if at all without using a really small team, besides maybe kids with Veteran, but those just need to get started so they can become monsters.

    I also dizagree with some of your skill suggestions. Astra requires going Swordmaster, which is generally not the best idea. Sol is good in game, and obtained from a much better class. Limit Breaker means beating RaR3, which is harder than just beating the game without it. Vaike would suck up a lot of experience trying to get Axefaire to pass down.

    Yeah. Truthfully never liked Astra. I liked Sol much more (especially since it does come from a better class, as you put it). I just thought I should try some things people were saying in my Lunatic run since this was my first Lunatic attempt. Astra came up a few times for people.

    But really towards RaR3? I'm somewhat not surprised. Guess I shouldn't attempt it then.

    The suggestions are made with the assumption that the player has access to paid DLC and is willing to use it.

    Haha. I'm not ballsy enough to attempt without DLC yet. So yes, the assumption was right. I just don't want to grind anyone without having some plan in mind, else I would have wasted EXP on people I thought were going to be used and then found out they had to be ditched. But no worries, isetrh. I think you had some good points too for me to keep in mind. I'm just trying to learn my way around here.

    I'm pretty open to new ideas. I can try a more magical team if that's the best way to get through Lunatic and a future run of Lunatic+, or I can stick with my physical Severa/Inigo. I just have more experience with physical Severa/Inigo from past playthroughs.

    So those teams and children should be enough or could I do for more? The six parents and the four children? I might ditch a parent pair at some point just for time's sake and to spread more EXP to other pairs. The rest of deployment slots should be Staffbots and Rallybots for sure.

    Thanks for the suggestions, guys.

    Edit: Oh, I guess I should ask. I've heard that bow-users are good for Lunatic. How are they, if I may ask? I know they can be good for Counter enemies in Lunatic+, but what kind of strategy is used that makes them good in Lunatic+?

  4. I'm attempting Lunatic for the first time currently with a Mag+, Lck- Female Avatar. I was thinking to pair her up with Chrom to get two magically-inclined children and then hoping to use Cordelia for a physical team. I'm wondering who would be a good husband for her. Fred for little more defense and Luna in exchange for a little speed? Lon'qu for speed and Astra and even Pass?

    (Though I'm new to the usefulness of Astra. Never really liked it before.)

    Or someone else entirely? And should I make more teams/children than these? I know experience is limited in Lunatic but not sure if I'm setting myself up for disaster for having too little units (and potentially having them get surrounded and wrecked).

    I was considering using Inigo as well since I work best with him but: 1) that could be too many units to consider (Olivia + husband to train as well) and, 2) without spending a lot of time training, his map is considerably harder, I've heard.

    Though this is all being said as I'm on chapter 4 and trying to train Chrom a little.

    So planned pairings?:

    Chrom x Avatar - a magical set of children. I haven't started the C rank yet.

    Cordelia x ??? - makes a physical Severa.

    Olivia x ??? - only if I can somehow make this work and not waste 10+ hours due to how weak and late Olivia is. I suppose I could Dance and then Second Seal at 15 or 30... In any case, this would obviously be a physical Inigo (Stahl as father?)

    @Kreekakon

    I'm still new around here and not in the know-how about how well characters are (especially in Lunatic), so bear with me if you will. I just wanted to know what sort of roles were you planning to give to Nah and Gerome. Support? Front-line? They always say having less units to deal with is better in a Fire Emblem game but I also know Lunatic(+) is a bitch.

  5. Listing the obvious: Limit Breaker, Armsthrift, Galeforce, in no particular order.

    Deliverer is pretty nice. Boots + Flier + possible Galeforce? Throw in Pass as well and you're going places.

    For non-combat: strangely enough, Acrobat. My one Paladin Avatar will not be slowed by Desert or Forest terrain.

    For combat: Sol. Some units never get Relief or Renewal and this is a good enough substitute.

    I would have liked to say the Rallies but I would rather have them all deployed than just a single one.

    Special shout out to Veteran/Aptitude to a certain point (until hitting the end of needing levels) and Pass for all the times I just went through a crowd of enemy units to get to the Commander in a Defeat Commander mission.

  6. Knight and General. Ultimate bias against the Armors and their low Movement and overall non-doubling potential. In any game... except maybe Shadow Dragon. At least I don't have to have Wolf or Sedgar stay as Knights or Generals from the beginning to the end. I only get into these classes for the Skills and that's it.

    Besides, if I need a pretty decent defender, I'll use one of my favorite classes, the Wyvern Lord, to do that.

    I don't exactly dislike other classes as badly, but classes like Bow Knight, Assassin, the Staff-only classes are harder to train when not willing/not able to spare Levin Swords and Rescue staves because you're at that early part of the game or just have been unlucky in getting them. Again, don't really dislike them but a nuisance to train overall.

    --Oh wait, I forgot about Villager. I'll throw in Villager to the Least Favorite. Just because.

  7. So I was doing all the supports on a different save file for the Male Avatar. I had a clear file previously (with the star stamped on it) with a Female Avatar in the first slot. This same file also had maxed Renown, so I should have had access to Renown items in subsequent files.

    When I had started the Male Avatar file, I started it at the time I didn't clear the first file completely for Renown, so that was fine. That was to be expected.

    I didn't finish the Male Avatar file (i.e. didn't complete Endgame: Grima) because I was done with all the supports. I start up a new game for Female Avatar because in the first file I had Female Avatar fixed in one support before realizing how the Supports saved in the Support library.

    Upon reaching the point where I can view Renown, I see that I start the new file on 6000+ Renown rather than the maxed one. I go look at my clear file and the star is missing.

    I beat Endgame: Grima again in that file. Star doesn't come up.

    I beat Endgame: Grima again after deleting Male Avatar file. Star doesn't come up.

    I beat Endgame: Grima again after deleting second Female Avatar file. Star doesn't come up.

    I don't know if this has to do with me having transferred all my data from the original SD card that comes with the system to a new SD card with a bigger memory but was formatted the way listed in the Nintendo Support page. No matter how many times I beat Endgame, that star isn't coming back up.

    Has this happened before to anyone else? I tried looking online for answers but no such luck.

    By the way, I'm using the same 3DS, just not the same SD card.

  8. Been a fan since Fire Emblem since Path of Radiance and--slowly--making my way backwards in the series. I'm all caught up on those localized in America but hoping to appreciate the older titles as well.

    Have been thinking about joining this site for a while but only now when I have a question about a game that I haven't been able to find the answer to anywhere have I joined. Er... hope we all have some fun.

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