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Xylaugheon Daily

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About Xylaugheon Daily

  • Birthday 05/03/1987

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  • Favorite Fire Emblem Game
    Genealogy of the Holy War

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  1. I mean, fan translation patches exist. There's no reason they shouldn't be able to play every game in the series, regardless of tongue spoken.
  2. Doing the paralogues asap is generally best anyway, so getting them before doing the fell xenologue fixes that issue. You might not need the units until later, but you can get the new classes to play around with early.
  3. I'm just curious to hear what whacky ideas you've attempted in Engage. I have started an Auto Battle Run (currently around chapter 13) but, honestly, it isn't very fun. The AI is just reeeeally bad in this game. You have four options and none of them use healing. The run would be more manageable if you played on Casual, as you're going to lose at least one person to the bosses and there multiple HP bars. It was a great idea, but I'll likely drop it. Not that I even think the later chapters will be bearable without dropping to at least Hard. What about you lot? Anything spicy you've tried that maybe didn't work out? It's that did; who's to say!
  4. Depends on what you want from your Alear. In one run I had they with the FEH ring that gives Spur Attack as they were a Rallybot with Geosphere. Another time I ran them with Hector with Sword Power and Lifesphere with a heavy weapon with Ike Engraving turning them into a moving choke point with self session and excellent enemy phase damage. But, generally, Corrin always feels best to me.
  5. Rally Spectrum + Geosphere on my Griffin Ivy is bonkers. Best support I've had in the game thus far. Paired with an Assign Decoy user or two and there is next to nothing I can't control, player and enemy phase. And, in case it wasn't known, Rally Spectrum stacks with Byleth's Instruct. With Sharena's Bond Ring, you're looking at so crazy numbers, like a +13 defensive stat. You can get some nutty stuff going, like applying Draconic Hex + Anima Focus for maximum stat alterations.
  6. Honestly, nothing without tweaks besides maybe Engraving? I want breaking back with more to it, like stat debuffing or some other bonus, like triangle advantage against said enemy on next attack, regardless of weapon. Smash weapons are cool, but aren't enough on their own. I think Canter takes away from that gained space from smashing that in another game would work better, but it's still like more, like it breaking the hit targeted even without triangle advantage. Maybe bonus damage if hit into another enemy or wall.
  7. You don't have a single point of punctuation and it is tilting me. To actually add to the conversation, I think both classes could be fun. I'd like something gimmicky and unique as opposed to overpowered. Mage Cannoneer is like a walking turret. Imagine all the fun you could have with launching aoes like that. And a class with convoy access and the ability to buff units is right up my kind of play. I would be surprised if there weren't another class or two waiting for us in Wave 4. Only time will tell, but with everything this final wave gives us, I would be just fine with these two alone. Though I certainly wouldn't mind more debuff options.
  8. This thread is far too detailed(with much of what I was going to say being mentioned in the skimming I did) to ask me to go through everything, but I would like to add a small word. Dire Thunder is great early to mid game when your mages aren't doubling with anything else. I even still find it useful late game Maddening, time to time. You also do not need to fully invest into it from the get go. Engraving alone is enough for a good portion.
  9. Speaking of, has anyone tried infinite dance? Could be a way to get exp on weaker units.
  10. So, assuming we are doing a Maddening LTC, would grabbing Soren be worth it? With Flare Tanking you don't need to worry about not having Michaiah for team eating, making all those chapters without her that much easier. Literally just a thought, as I haven't even considered LTCs at this point.
  11. I'm mostly excited that now that it's out, we are that much closer to the 4th wave. But as for this wave... I'm excited to have Staff Proficiency whenever we want, as the whole middle of the game you're without it. I'm excited to see the aspects of the emblems still unknown. I would love more qol whether that's an emblem ability you can inherent to multiply SP gain or a way to make the arena emblem battles streamlined. My honest desire is a harder difficulty, as I just really like figuring out those high difficulties. I don't want Lunatic+ or anything, but something closer to 3H. If not here, I hope the fell chapters have that. Which is what I'm really ready for. New emblems are nice, but new chapters, characters, and classes? Yes, please!
  12. I prefer the buffs from being Dragon, even with other rings less popular. However, here on my Bonds Only run on Maddening, they has been very impressive as a Halberdier. Inherent Lance Power 2 and invest in a Brave Lance and you don't have to worry about their growths too much to be more than viable. We'll see how they do by endgame, but here at Chapter 18 they slay.
  13. Honestly, I haven't had trouble with using him effectively once he's been given Canter. You'll obviously have to wait to give him access, but I literally never have him engage. I just stick whatever I'm not using on him for the Bond Convos.
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