Jump to content

Moss-Head

Member
  • Posts

    31
  • Joined

  • Last visited

About Moss-Head

  • Birthday 10/29/1997

Retained

  • Member Title
    The Nerd

Profile Information

  • Interests
    Fire Emblem, Reading, Swimming, Tae Kwon Do
  • Location
    Somewhere

Previous Fields

  • Favorite Fire Emblem Game
    Sacred Stones

Moss-Head's Achievements

Newbie

Newbie (1/14)

  1. Happy Birthday, sorry for being late!

  2. Happy Birthday!!! (again)

  3. Hmmm... Abra-Is a pain in the ass to train and eats shit as Kadabra Nincada-Shedinja is cool Makuhita-Hariyama kills stuff Heracross-Kills more stuff Snorunt-Drake raping Geodude-Doesn't die I'll be playing Ruby (I think).
  4. Yeah...you wish. I think with all those biceps, Gerik's brain disappeared. Meanwhile, Lute has a brain the size of Gerik. So you're assuming Artur is our ONLY magic user until...like...Chapter 12, when Moulder and/or Natasha promote and you get Saleh? Yeah...good luck making it through earlygame with just Artur. An okay magic growth? Lute has the best magic growth in the entire game. Besides, Artur doesn't double stuff for a while either, so... Seriously...who else are you using on this map? Lute's forced as is. Also, Seth is the only unit you have that can really ORKO anything on this map (besides an overleveled Franz with WTA) And remember: we're not arguing about whether Lute or Gerik should be used. We're arguing about which one is 'better'. I'll give this to you, but you have to remember that Gerik still doesn't exist, and not many of your units are ORKOing consistently. You need someone to finish off weakened units, and Lute has a handy 2 range-why not her? No argument really. Lute sucks ass here. Again, no argument. First: this means she's the only 2 range unit you have that ORKOs Soldiers. And for all you say about Artur being so much better than Lute, in this chapter she's superior. With all the chokepoints in the chapter, she can easily destroy slightly weakened Knights and whatnot. In addition, she's pretty much the only unit you have that can consistently ORKO or 2RKO Mages over walls without taking much damage. Also, Forde and Kyle show up way on the other side of the map, so why are they interfering with Lute's EXP gain? And are you really using three Paladins anyway? I'd say she's definitely getting two levels here. You're not arguing, so I won't. Level 6? You make me laugh, sir. Lute can be at Level 7 at the very least, assuming she picks up an extra level somewhere along the way, from extra kills in Chapter 8 and whatnot. Actually it's quite possible for her to be Level 8, but that's stretching it a bit. Fixed to account for Lute being level 7. So...apparently you assume we're leaving Lute on the frontlines the entire game, and Mages all magically avoid Gerik. Yeah, I don't think so. Gerik takes pretty big damage from Mages, while Lute is practically invincible to them, 4HKOed most of the time. You see, there are these things called lances. In the midgame, nearly everything uses them. Most things that have Lances (read: everything besides Soldiers) will not be ORKO'd by Gerik, and will do decent amounts of damage to him. Seeing as Shamans are basically from chapters 14-19, Lute doesn't really suffer from WTD. Because everybody knows we want three Bishops for our endgame party, right? And we want to just leave one of the best tomes in the game sitting in storage (Excalibur), right? Definitely! True enough. Difference: Joshua doubles everything and crits most things. Gerik doubles most thing and crits few things. Yeah...uh-huh. Even if Gerik is built like a brick, taking on 15 reinforcements might be a bit too much even for him. Lute has these magical things called 'healers'! Imagine that! And again, you assume we're throwing Lute on the frontline. We're not. She can easily pick off weakened Mercenaries and Myrmidons, seeing as very few of you units ORKO them. Because...apparently we want Gerik to solo entire portions of maps, right? A lot of your powerful physical tanks can do the same thing here. Lute's ORKOing a lot of Bonewalkers and Entombed, and can easily pick up a level or two for herself here. Probably true. Fix'd. If Gerik can get 2 and 3 levels, Lute can easily pick up 1.5 and 2.5, for the reasons I stated above. Meanwhile, enemies have 3/4 as much Res and sometimes WTA over Gerik, seeing as Swords and Lances are both pretty common midgame. Lute may not be doing AS much damage, but she's coming close. And besides, she has good 1-2 range. Gerik does not. Yeah, sure. Do we remember what game we're playing? You have probably five different units that can do the exact same thing you're describing here. However, Lute's the strongest 1-2 range you've got. Gerik's basically going to be stuck with Hand Axe for the entire game, while Lute can choose from a wide variety of magic. If Gerik chooses to use the Hand Axe, there are several Sword-wielding Bonewalkers he doesn't ORKO, in addition to the Baels. Lute ORKOS all the Bonewalkers, and does insane damage to the Baels. Meanwhile, Lute's got more Mov, most likely a higher Anima rank by now, and most likely higher Mag. Besides, are you just going to completely ignore that Lute was around for eight chapters where Saleh didn't even exist? First of all: Lute's not Level 11 here. She was there a chapter ago, and seeing as Chapter 12 is an easy EXP mine for her she can easily grab a level or two there. And Lute really isn't getting ORKO'd at this point. Stuff like Myrmidons don't pack the sheer might to do it, and anything strong enough to kil her in one hit (read: basically nothing) is facing something like 50% hit against her due to her pretty great Speed and amazing Luck. So apparently, Gerik can equip a sword and an axe to get WTA against the whole map? Right? No. The Cavs here are pretty mixed with their weapons, so it's not like Gerik can wade into the midst of them and ORKO them all while taking no damage. Sure, he'll decimate half of it, but the half with the weapons with WTA on him won't get ORKO'd and will do pretty good damage to him. The guy's not invincible. So you're planning to leave Gerik sitting there killing Snipers for, what, 9 turns on end? Okay then. And Lute ORKOs nearly everything on this map, besides the Snipers that you should be rushing past anyway and the lolShamans (and the boss, ofc), or comes really damn close. And while the boss can't 2HKO Gerik normally, our brave Hero is facing something like 30% crit. Gerik can't touch Caryle from two range to prevent this, while Lute can something like 4RKO him (but probably won't die). Erm...not sure what to say here. Just remember that Lute has good enough Avo (especially on Sand) that it's not likely she gets ORKO'd. Fine, Lute can have the Body Ring. Why not? ...What. I agree, Lute has no right to a Speedwing and a Robe. But you're giving them to her...so I'll go with it. Again with the specialized weapons. When will you realize that when Gerik equips a special weapon to kill something, he's wide open to something else? It's not like he has infinite inventory space either, nor do you get infinite Halberds and Hammers. Seems as if Gerik can make any weapon he needs appear with the snap of his fingers. Not likely. Gerik gets pounded by the Sage and the Druids here too. And besides, it's not like Gerik is ORKOing the Swordmaster anyway. Also, Lute can ORKO the Berseker from range before he kills her (he has piss poor hit on her anyway). Otherwise, fair enough. Lute can still ORKO the Gorgon Eggs, which is an extremely useful quality to have. Besides, do you think Gerik kills all the Gorgons without taking any damage? No: he takes big damamge from Demon Surge, and Stone fucks him the same as anybody else. Again with the special weapons thing. Too lazy to repeat my argument, see above. And again you assume we're putting Lute on the front lines or something. We're not. And why in the world wouldn't Lute be using Excalibur? It's got plenty of durability for the last two chapters. By your own logic, using it Lute basically rapes the whole map besides the Cyclopses (Gerik doesn't ORKO) and the Arch Mongalls (which do big damage to Gerik at range). I can live with that. I'm gonna bring up something Lute can probably do half-decently by now: healing. By now she can have at LEAST a C in staffs easily, so she can use Psychic. She's contributing to your team in a way Gerik never could. Now that that's out of the way, Lute basically ORKOs the entire map besides Draco Zombies (Gerik can't beat them either), Arch Mongalls and Gorgons (Which both do big damage to Gerik at range and can Stone him with pretty good Hit). During the final battle, she can support with the after mentioned Psychic very well, especially as if you leave Gerik there against the Demon King, he WILL die. This is why I didn't bring up supports. I'll try and think of a good argument here for my third post. Disproved thoroughly in the insane essay above. GOGOGO
  5. Sooo, Lute and Gerik. Lute is a badass magic-using prodigy. Gerik is a mercenary. Enough said. So anyway, Lute joins in Chapter 4. Gerik joins in Chapter 10. This gives Lute an six chapters of availability over Gerik, which is a huge bonus. This is almost a third of the game, giving Lute a ton of opportunities to get Experience that Gerik simply doesn't get. In addition, he extra availability is during the earlygame (the hardest part of the game), making her more useful during the early game than Gerik is during the midgame when he first joins. Let's look at how Lute performs when she first joins. 17 HP 6 MAG 6 SKL 7 SPD 8 LCK 3 DEF 5 RES With a Fire tome, that gives her: 11 ATK 6 AS 22 AVO 3 CRT 110 HIT 8 CEV Those are plenty good stats for the early game, she'll almost definitely make it into your party for the next several chapters. Let's look at Lute's performance in the earlygame: Chapter 4: Lute probably won't get to do much in this chapter as she joins in the middle. She's plenty useful once she joins though, as she's the only character you have besides Artur (who's probably busy on the left side of the map) that can hit the monsters on their weak Res, easily 2RKOing or 1RKOing with a bit of Neimi or Eirika support. Let's say she gains one level from picking off weakened enemies and weakening enemies. Chapter 5: Well, Lute's moderately helpful here I guess. She can easily pick off weakened units once again, but she's not especially helpful. She can help beat the bandit reinforcements if two units block the passage, or go up the left side. I think she can gain another level here. Chapter 6: Unfortunately, in the early stages of this chapter Lute's more of a liability than a help, as her weak Defense means she gets 1- or 2RKOd by nearly everything in the chapter. However, she can be quite helpful once your party starts advancing and you have a good defensive line, as hitting Res means that she'll be doing more damage than a lot of your party. I think it's safe to assume she gains another level or two from this. Chapter 7: Lute has MAJOR problems here. Ballistas will destroy her if they hit, cavaliers that can outrange and kill her run rampant, and even the boss has a Javelin. Unfortunately, I don't think she's getting any levels here. Chapter 8: Now this is where Lute can really shine. The many chokepoints on the map provide ample opportunities for Lute to snipe from behind cover, especially as she can ORKO Knights after Seth or another unit softens them up a bit. She's probably one of your best bets for taking down the Mage reinforcements, and can even hit Tirado if you get him to equip his Silver Lance. She can easily gain two, maybe even three levels from this chapter. At the route split, we take Eirika route. Chapter 9: Lute is fairly helpful in this chapter. She can easily take on Pirates and Mercenaries ORKO most of them, but the wandering Snipers can and probably will ORKO her. She can probably get another level out of this. So let's say we have a Level 9 Lute at Chapter 10, when Gerik joins at Level 10. I'm going to compare their stats here, Lute is the first column. 20.6/32 HP 11.2/14 STR/MAG 8.4/13 SKL 10.6/13 SPD 11.6/8 LUC 4.2/10 DEF 8.2/4 RES We can see here that they're decently matched, with Gerik having a slight lead. However, although it may appear that Gerik has the damage lead here, Lute's hitting Res instead of Def, which makes a huge difference as most enemies at this point have much higher Def than Res. Skill is pretty much a moot point, as both Gerik and Lute will be hitting almost all the times because of Anima's high Hit rate. The Speed difference lets Gerik double a few faster enemies, but Lute will still be doubling the majority of enemies she fights. The Luck differential is largely pointless, and Lute's extra Res lets her combat Mages better but she'll get murdered by any physical hit. That being said, one of Lute's biggest advantages at this point is her reliable ranging: as many enemies you fight midgame are Cavaliers, Soldiers and other things with 1 range, magic is truly a godsend to help deal with them. In addition, a very large number of enemies in the midgame carry Lances, leaving Gerik at a huge disadvantage unless he promotes early. However, magic users are fairly uncommon (especially as most of them are Mages), meaning that Lute can help against them too with her huge Res. Gerik can generally ORKO Mages too, but his low Res means he'll take huge amounts of damage if he can't straight out OHKO. Now for some more Chapter-by-chapter comparisons. Chapter 10: Gerik starts out isolated and won't be doing ANYTHING until you can get Tana to his stronghold. Once you do though, he'll be pretty useful for clearing out the bottom section of the map. Lute can help you clear a path to the gate, but won't be too much help in the final assault as the Ballista destroy her and she can't really do anything to Pablo. Also, note that Pablo drops your second Guiding Ring, and as Gerik comes with a Hero Crest neither of them struggle for promotion. I would say this Chapter's a TIE overall. Chapter 11: Unfortunately this chapter scares Lute. Granted, she can pick off monsters easily, as they have pathetic Res. However, archer Bonewalkers do heavy damage to her, and Venin weapons really mess with her day. I'm giving the win to GERIK here. Chapter 12: Lute and Gerik can both be fairly useful in this chapter. While Gerik can help smash your way upwards, Lute can pick off dangerous Baels while they're still in the mountains, and damage basically anything on the map severely. In addition, by this point you'll have many physical tanks that can block paths easily, but Lute is basically the only thing you have for picking off Baels in the mountains. Although it's close, I would say LUTE wins this chapter. Chapter 13: Welcome to the BRAWL. All shit aside, if you're going straight for Aias (I'm gonna assume you are), Lute's a bit more helpful than Gerik here. Reason being, if you can take out the Ballistas early (not hard if you use Seth or another Cavalier/Paladin), she can basically ORKO everything guarding Aias, which Gerik will sometimes fail to do as some of them wield Lances. As for the boss, Lute and Gerik can both damage him if he's not using his Short Spear, so pretty much even there. That being said, LUTE probably edges Gerik out just a bit here. Chapter 14: UGH. Lute's very vulnerable in the first half of this chapter. What with the Snipers in the entrance hallway and the Shaman reinforcements, she'll have a hell of a time getting through to the top part of the hallway. Gerik has a significantly easier time of this, as the Shamans can hit him but the Snipers pose much less of a threat due to his large physical bulk. However, in the second half of the map their roles are reversed. On the approach to the throne room, Lute can easily bash through the Knights in the way that Gerik can't do anything to. Lute also fares slightly better against Caryle as she can fight him at 2 range, so she won't get murdered by his crits. Honestly, I'm calling this one a TIE. Chapter 15: Good times are here again, Lute DOMINATES this map. She has full movement range, while Gerik can barely move. Lute comes in handy for fighting down the middle of the map, destroying the low-Res Fighters and Cavaliers, and generally killing everything (besides flying units) that need killing. LUTE easily takes this chapter. As a side note, I'm assuming both Lute and Gerik are definitely promoted here, if not a chapter or two before. Chapter 16: Both Lute and Gerik face some problems here, assuming they go with the main group. Gerik's main threat is from the two sages with Purge and Bolting in the throne room, both of which can do heavy damage to him. Lute faces a ORKO from any of the dangerous physical threats in the chapter, but you'll have more than enough tanks to allow Lute to stay behind a barricade and hit enemies' weak Res. Other than that there's not much to say about their performances. Just based on the fact that LUTE has less crippling flaws, I'm giving her the win here. Chapter 17: A LOL chap in any case. Lute can easily take down most of the Sages with an accompanying healer, while Gerik can blast through Warriors with no trouble at all. Honestly, there's not a huge difference in usefulness here. 'm going with Chapter 18: Gorgon eggs, wheee! In any case, honestly Gerik isn;t doing much this chapter to stand out. Sure, he can ORKO Gorgon Eggs and ORKO Gorgons safely, but then again so can everybody in your entire party (pretty much). Lute, with a tome like Shine, can do the same thing, but from 2 range and will barely take any damage in the process! I think this makes this chapter a pretty clear win for LUTE. Chapter 19: This chapter...anyways, both Lute and Gerik haves roles to play here. Gerik can block chokepoints and take hits, while Lute can snipe enemies from behind, heal, and take on Riev better. I don't think either character has a distinct advantage over the other, so I'm going to say TIE. Chapter 20: Here's where you want to start using your Sacred Twin weapons. Lute has practically NO competition for Excalibur, she's going to get it. Gerik, however, faces heavy competition for the Audhulma between Seth, Joshua, and your other Paladins, while many other units can make better use of the speed boost from Garm. As for the chapter itself, both Lute and Gerik can assist in blasting through the swarms of enemies. Lute is far better for killing Cyclopses and other physical monsters, while Gerik takes on Arch Mongalls better. However, as Lute will probably have a Sacred Twin weapon and Gerik probably won't, I'm giving LUTE the win here. Endgame: At this point, it comes down to whether Gerik has a Sacred Twin weapon or not. If he does, he can basically ORKO the enitre chapter (which Lute is doing with Excaliber anyway), meaning that they're roughly evenly matched; if not, he'll lose. However, LUTE has higher Res to help her deal with Draco Zombies, which I think gives her a narrow win over Gerik. So there ya go; it's not great (or even good), but it's there.
  6. Actually, I used Laura a lot in the DB chapters. You practically need her for the Part 3 chapters, also-one staff user (Miccy) just isn't enough.
  7. Placeholder, SDS wants me to make the first post so I'll have that up in a few days.
  8. *Discussion Closer*

  9. *Discussion Closer*

  10. Whichever suits your cup of tea.

  11. On its own, the story was shit, gameplay was eh, basically everything was eh. Besides the scene where Lan kills fighting robots, that is. 6 is better. But I liked the Liberation Missions more than any human has a right to, so there you go.

  12. 5 was "eh" to me.

×
×
  • Create New...