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EarthboundAddict

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  1. The normal waves are indeed easier, though the enemies still all have Dragonskin. Why do you ask?

    Nothing I was just thinking of doing the easier route first, that and I'm not very good at pairing my units anyway so most of my children are probably going to be absolutely worthless. I just wish I could marry off my units depending on there supports and not their kids, like I want Maribelle to marry Chrom and I want Olivia to marry Donnel but their children just end up shit.

  2. If you can defeat the first wave of normal apotheosis (five generals and two war clerics) in two or fewer turns, you can take on the secret route, where the enemies are much stronger. As for what that's like, to quote from the guide I'm writing:

    WHAT YOU’RE DEALING WITH HERE

    Alright, first off, I thought I’d take a second to explain what Apotheosis Secret Route is and what you should be expecting to deal with.

    Apotheosis Secret Route is an alternate route in the DLC challenge map Apotheosis, entered by clearing the first wave of apotheosis in 2 turns or less, and it’s full of extremely difficult enemies armed to the teeth with illegally-forged weapons, extremely inflated stats reaching up to 70 or 80 (or in the case of luck for one enemy, 99), and skills that you’d normally only see on Grima, special units, or in Lunatic+. They all have dragonskin, meaning they’re immune to counter and lethality and they also take half as much damage as other units do from attacks. These guys are very powerful, and if you give them the opportunity, they will destroy you. So the key thing here is to not give them that opportunity. This essentially boils down to an extreme focus on player-phase combat and hit and run tactics. Enemy phase combat is almost entirely out of the question, and tanking is not remotely viable here (THIS INCLUDES NOSFERATU AND SOL, DO NOT ATTEMPT IT, THEY WILL ANNIHILATE YOU). With very few exceptions, you want to design your party with all-out offense in mind. Defense, resistance and luck are largely irrelevant stats in this challenge run. In other runs, some minimum defense you might actually risk going under is important because otherwise certain enemies can one-round you, but in this challenge run, pretty much nothing can kill you in exactly one round of combat (aside from the Nightmare Sniper and Anna, who we’ll cover a little bit later). The idea is to have your units kill them before they have the chance to kill you. Either kill everything nearby in one turn, or kill as many as you can and then retreat to an area where they won’t be attacked much.

    Most enemies will be armed with either Aegis+, Pavise+, or both. There are a couple who have neither, but they’re rare and usually only don’t have them because they have some freaky unfair skill combination that doesn’t leave room for it. Normally this would be irrelevant, because the majority of your damage comes from dual strikes which are immune to these skills, but not here. Here you only get four attacks, and half of them are affected by these skills, so you need to make sure you don’t attack the wrong enemies. In all likelihood you will not be able to kill an enemy who can resist your weapon’s attacks, so be prepared for this and mind who you send out against what enemies.

    Note: this guide is written with no-brave runs in mind, so some of the stuff at the bottom paragraph doesn't necessarily apply.

    How....?

    Ok? So, how does the normal wave compare? is it easier (please be easier).

  3. There's like ONE enemy who's different depending on mode, but it's a first secret wave mook, there's no way that guy's gonna make a difference between victory and defeat no matter what you're doing.

    How does apotheosis play? I heard there are like secret waves and stuff like that, could explain what these are please?

  4. Well it's crappy compared to what Brady CAN be, since it's not letting Brady take advantage of his chance to actually be fast. It's not BAD, like, it's extremely hard to make Brady actually BAD since he already has everything he needs skillwise, but yeah, Henry!Gerome and Virion!Brady (Lon'qu!Brady even more so) is much better.

    Do you want tips for apotheosis? Because if you're grinding to get all of these children, Lunatic itself is probably going to be a breeze.

    If so, I'd recommend visiting the pairing thread.

    Ah, ok I'll check that out thanks, I was grinding for apotheosis, the walkthroughs I watched almost always used different pairings from mine so I thought I was doing something wrong. Is there a difference between lunatic apotheosis and hard apotheosis or is it always the same.
  5. Did you already do Henry x Maribelle? Because that's also a pretty shit pairing in all honesty. Virion is way bettter for Brady (Lon'qu is better still, another reason why I dislike Lon'qu!Severa, aside from the speed being generally pointless in apotheosis and vengeance being annoying) because Brady is the only galeboy aside from male Morgan capable of having a really good speed mod thanks to not needing luna or anything and thus being able to take a high-mods but no crucial skills dad.

    Henry x Cherche and Virion x Maribelle would be way better. And I only mention their apotheosis effectiveness because both of this children are REEEEEAAAAAALLLY bad in-game, and are really only useful postgame unless you're grinding in-game, which you are, in which case all of the children will wipe the floor with the entirety of lunatic with ease.

    Really cause Henry!Brady gets a lot of praise and it worked very well for me, *sigh* it seems all the pairings I thought were good are actually very shitty, and no Henry and maribelle aren't married YET so I still have chance to change it.

    Because of how bad I am at picking out pairings are there more good ones you could recommend. (Panne, MMU, Donnel, Sully, Chrom, Sumia, Olivia and stahl are already married off so it's to late to change those)

  6. Vaike's pretty crap for Gerome anyway, at least for postgame. Henry's his best dad for postgame, and honestly Gerome only cares about postgame. In-game his availability is shit. He wants somebody who can give him a hit+ skill, and Henry does that AND gives him berserker.

    Is there an alternative to Henry cause he's taken by Maribelle, is there anybody else, my available options are Virion, Gregor, Frederick, Kellam and Libra.

    MMU is taken by panne, Vaike is taken by Nowi, Stahl is taken by Olivia, Lon'qu is taken by Cordelia, Ricken is taken by Lissa, Gaius is taken by Tharja, Henry is taken by maribelle, Donnel is taken by Sully and Chrom is taken by Sumia.

  7. Gregor can build support with Nowi very quickly and is a decent option if you don't want to spend too much time on her. Vaike gives very nice mods (much more useful than Kellam's) while giving useful skills, and Henry is a great option if you ever want her to leave Manakete.

    I just looked at Vaike's mods, skills and classes vs kellam's mods, skills and classes and Vaike is superior, the only thing is I was saving Vaike for Gerome, so now that Vaike is taken who should gerome's father be.

  8. Noire will benefit a lot more from Gaius than Nah will.

    You'll also have a hard time finding anyone with worse mods than Donnel. -1/-1/-1 Mag/Skl/Spd is pretty low in a game where the average Skl mod for a 1st gen unit is 1, and all he has to make up for it is +1 Str.

    Ok, so since nah can't get galeforce now, who should her father be, I was thinking kellam for the +def and +str mods since that's really all a manakete needs.

  9. That's pretty much the only benefit he has, though it IS a big one. In-game, as Czar's fond of saying, he's at his weakest at the hardest part of the game and his strongest at the easiest part of the game. Postgame he's largely useless, but as a father, he does pass galeforce, but he's pretty much all-around inferior to Gaius, who gives better mods in every important stat, and more useful classes and skills (aside from Donnel's great and rare mercenary tree passdown)

    I consider Donnel!Kjelle and Gaius!Noire to be the best setup for those two, though Czar will strongly disagree with me and argue that Gaius!Kjelle and a hard support Noire are the way to go.

    Anyway, for in-game? Definitely pass aptitude, and then she'll be extremely strong for the rest of the game. I don't consider any of the male-exclusive skills Donnel can pass to be viable in an endgame setup for Kjelle, so just pass aptitude to make her better during the game and easier to max out post game.

    As for what classes... if you think you can manage going through dark flier for galeforce, try it, she'll definitely have the stats to survive a bad class choice, but then I'd probably finish her off as hero.

    Ok, I just checked Donnel!Kjelle's mods and stats compared to Gaius!Kjelle's mods and stats and Gaius is in fact superior, besides donnel isn't BAD but compared to Gaius and MMU he is inferior to the latter two.

    With Donnel and MMU taken by Sully and Panne that leaves Gaius available, so who should I marry him too, Tharja or Nowi.

  10. Donnel can pass Aptitude or something, he's not particularly useful as a father.

    Really? I though donnel was supposed to be one on the better fathers, what is it that makes him a "bad" father. BTW the only reason I married him to sully is so kjelle can get galeforce.

  11. Patience (Merc 10) is really easy to get since Merc is a good class, and since most of your fighting should be on enemy phase it'll almost always be active. Outdoor Fighter is another one that's easy to get, though it's a little more situational than the former. If you're willing to go through some poor classes to get them, Avo+10 is always active in exchange for no +Hit, and Lucky 7 gives a huge boost if you're fast.

    However, do note that dodgetanking is very easy earlygame because enemies have comparatively low Skl and very inaccurate weapons, and becomes much harder lategame when everything spawns with +20 Hit forges on their weapons and the Hit+20 skill. Having an appropriate Breaker is pretty much the only way to reliably dodge those (dropping hitrates from ~80 to ~30).

    I plan to grab both sword and lance breaker since both of those weapons are very accurate compared to axes. Also I unlocked kjelle's paralouge, her father is Donnel, what skills should I give her and what should her final class be.

  12. Astra and Sol together is a pretty good combination for ingame.

    What happens is that the game first checks to see if you'll use Astra. If you succeed, you'll use it and that'll be all. If Astra fails, the game then checks to see if you get to use Sol. So if you have 40 Skl, you'll have a 20% chance to use Astra and a 32% chance to use Sol (40% Sol activation rate * 80% Astra failure rate).

    However... Adding all that together with Luna and Ignis won't work so well. Both Astra and Sol are checked before those two, so they'll very rarely activate (Luna will be less often than Astra, Ignis almost never). You should probably stick with just those two and use the other skillslots for +Mov, +Avo, or self-healing or something.

    Be warned that Swordmaster is a really bad class, though. If you want Astra, get in and get out fast.

    Ok, so what's a good skill to help increase your Avoid stat, there are a lot of base skills for that, should I go with them

  13. Ok, I'll grab discipline, ignis, Luna and sol for them, panne passes down deliverer, and I'll be swapping out verteran and discipline once there good enough, that leaves room for one more skill, what about Astra, I heard it overlaps with sol though, is this true?

  14. In nogrind Lunatic, you'll reach a point around Cht.8-9 where enemies do 0 damage to your Avatar with 0 listed Hit. That's without grinding. And that's how useful Counter is.

    It would be neat if you could have it for the very first few chapters of the game (when you're fielding a lot of units who will be taking a lot of damage and doing very little back), but once you're stronger than the enemies it doesn't do anything because they'll a) die before they can attack, or b) miss/do no damage. And since you have to be high leveled to have the HP to do meaningful damage with it anyway...

    I suppose counter isn't as useful as I thought. Veteran it is than, at least for the first couple battles, I'll swap it out for something more useful.

    Also what should I reclass my Panne!Morgan and Avatar!Yarne to. My avatars asset is defence and his flaw is luck by the way. What skills shoul I give them, I'll be swapping out veteran once there good enough.

  15. Most of the male exclusive skills aren't very good, so you're not missing much if you decide against passing one down.

    Axefaire's generally the only male-exclusive skill that's worthwhile, aside from aggressor. If you're going for move+1, you're obviously gonna go for the thief class, which you should probably do immediately, so I'd just pass down veteran so that she can get thief over with.

    If you have access to a Second Seal shop, go ahead and always reclass your units as soon as possible. You'll cap all your stats way before you get the skills you want so there's no point hanging around in old classes just for stats.

    For male-exclusive skills, none of them are that great but I find Despoil to be fun to use. It's largely useless if you have Golden Gaffe, but still highly entertaining.

    Really? Cause counter seems alright. But I think I'll just go with veteran. Veteran and polygon would give them big EXP very quickly.

  16. Locktouch is always nice to have on a powerful unit, especially for chapter 21 if you haven't hoarded chest keys for the entire game in preparation. If you can get away with reclassing Panne to thief, that's a good option. Deliverer's also kickass if you can get that though.

    Deliverer combined with move +1, a flying or horseback class, boots and galeforce would make Morgan a beast. Deliverer it is.

    What should my avatar pass down, should it be a male exclusive skill.

  17. I hope those guides aren't the reason for the second statement. If grinding on Lunatic is your thing, that's cool, but please don't do it just because some ancient guide said it's the only way.

    Anyway, it'll still be worth your time focusing on a small handful of characters since one overleveled tank will do more for you than a bunch of on-par minions. Focus all your Seals on Avatar until you can buy more, and if you get stuck, keep grinding. That's about all I can say since "grind more" is both more effective and simpler than any other strategy, once it's on the table.

    I've literally never used breaker skills, so I couldn't tell you. Plus, as I said, taguel's a crap class, in fact it is, for any play mode or challenge run of a playmode, in-game or post game, the single worst promoted class in the entire game, unless you count Villager as promoted. So I seriously would advise against going 30 levels in that thing. I have before, but that wasn't my best decision, and Yarne wound up SO much better when I reclassed him to berserker afterwards.

    Nah I'm grinding on my own free will, the guides DID mention grinding but I was going to do it anyway.

    So I should just immediately reclass Yarne and Morgan, I suppose that makes sense since beastbane is practically useless outside the taguel class. Also if not a breaker skill what should panne pass down.

  18. Triple exp, yes. And since the minimum exp you can get from a kill is 8, that means that no matter how overleveled you get, you'll always be leveling up roughly every 4 kills.

    For normal Lunatic mode, Panne's a fine mate, you should be okay, though it would be nicer to have more characters with galeforce access. I like to use all the stat boosting items you get from renown on Sumia and train her up to dark flier 15 by the end of chapter 13, because it makes training Lucina so much easier. But then, Cynthia's hard to access in time to truly be useful, but she still will have a niche assaulting riders with horseslayers for quick galeforce kills.

    Anyway, since Taguel's a pretty crap class, I wouldn't bother passing down veteran to Morgan and just reclass her to tactician immediately. If you have a remotely useful male exclusive skill or really just any promoted useful skill, I'd pass down that instead. I'm not sure if the same goes for Yarne, you might want to pass down veteran to him, since he might want to go into a different class besides tactician since I'm not sure if he's even CAPABLE of having remotely good magic growths.

    Meh I'll just get paragon for the two of them, what I plan to do is to level taguel yarne and Morgan up to level 30 and than reclass them to a base class due to the higher EXP gains. I might have Morgan grab veteran real quick but yarne I don't know. Also I'm thinking of passing down one of pannes breaker skills which one should I pass down?

  19. In short: No. The Avatar has Veteran, which increases the value of any experience put into him/her. That's why it's even possible to get the avatar to those levels in that timeframe. It's also why the best pairing on lunatic+ is Avatar x Chrom, because it nets you a total of three units with veteran (and possibly galeforce) before you even start on chapter 14.

    As for grinding, DLC. For getting a unit going, EXPonential Growth is the best, while for maxing out a unit, Lost Bloodlines 3 is the best. Lost Bloodlines 3 also coincidentally gets you the paragon skill, which doubles exp gained.

    Ah, but my avatar is male though (besides I already married panne). So should I pass on veteran to Yarne and Morgan? what should panne pass down since she can't pass galeforce (morgan has every female allowed class in the game though so galeforce shouldn't be a problem)

    Also what happens when you have both veteran and paragon? Do you get like triple the EXP because that would make grinding much easier.

  20. Your Avatar should either have reclassed around 19-20 prior to Par.1, or be about 16-17 with another unit near 10, assuming you're not grinding and did Par.1 first.

    No, grinding is ok (how else would I do this).

    So I should promote my avatar? Wouldn't Chrom be better?

  21. So I think there have probably been a lot of these already but I can't find one so I'll just start a new thread.

    So I started my first lunatic playthrough and after watching some guides and stuff I completed chapter 4 and now have access to DLC, could anybody recommend which units to use and which not to use and also any tips or tricks that will make the rest of the game any easier for me? Thanks.

  22. If you're not grinding and on Normal, and especially if you're using a big team, you're not going to see any effect from mods whatsoever due to never capping your stats.

    You will be able to get your hands on at least one good skill per unit, and several others that are situationally useful. And often, those situationally useful skills will come in handy more than a full set of promoted Lv.15 skills.

    As an example of how classes and skills can be important, see Yarne: he has a lot of promise with excellent physical growths, but comes with no weapon ranks in anything. Cavalier gives Discipline, something that perfectly fixes his problem while still putting him in an excellent class with a strong promotion option. Is Discipline something you'd want to use on an endgame/postgame set? Nope. But for base Yarne, it's the most useful skill in the game, and requires no work to get as well. He doesn't come with Cav either, so you have to pass it to him.

    tl;dr don't go for perfect skills, go for useful ones that don't require you to sabotage your combat performance to get them. No cost. Big gain.

    I wish I knew that before, in my previous playthroughs I never used vantage because i grinded A LOT so my units were practically untouchable, but now that I'm not grinding and my units are on par with the enemies and vantage has saved owain, Lon'qu and inigo more times than I can count.
  23. Even without DLC, what skills you pick can be extremely important, especially on higher difficulties. A large part of the key to beating higher difficulties is to get the right skills as quickly as possible on units that can make good use of them. Trust me, in future playthroughs, you'll want to actually give some good consideration to the skills you collect.

    Yes on higher diffuculties, hard mode isn't really as "hard" as it sounds. Yes skills do help and make the game relatively more easier but there not exactly needed to beat the game, in my first playthrough I managed to beat the game without people ever having to leave there class line. That's just on normal and hard though, in lunatic and lunatic+ there practically a necessity.

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