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Emerson

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About Emerson

  • Rank
    The Ophelia Guy
  • Birthday 08/13/2000

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  • Interests
    Ophelia.
  • Location
    Washington State

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  • Favorite Fire Emblem Game
    Three Houses

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    Duck

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  • I fight for...
    Order of Heroes

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  1. Whoops! Totally forgot about that one! But beyond those 2 that really IS it. Ack, I meant Skill. Her skill is usually pretty bad, averaging at a wonderful 6.25 at Lv 10/1 Strategist. Her luck helps make up for it a bit, but not enough. If you care about gameplay, Nyx, Felicia, Elise, Camilla are all good moms for Ophelia, and physical moms (specifically Effie and Charlotte) can work for her too if you're okay with a little babying and immediate Heart Seal usage. If you're just in it for the rewards, may I recommend Selena? Their support is super cute.
  2. Mmhm, between how early the paralogue's available, how good Ophelia is, and the rewards you get, her Paralogue is by far the best one to actually go for just gameplay wise. As far as I remember very few others give as many good rewards as hers does. Yeah, it's entirely RNG without Battle/Visit points, hence why it's not usually something I mention. It makes them very difficult to forge (they're annoying to even with DLC), and impractical to recommend unless you already have them. However, some of them are definitely good. Disrobing Gale has it's +3 AS, although low might, Moonlight is solid, although I actually much prefer Nosferatu for actual usage, due to it usually recovering more than 20%, and working on Enemy Phase, Iago's Tome is the only debuff Tome and it's actually super good, definitely worth carrying if you manage to get one, and Odin's Grimoire is basically just a stronger Mjolnir, but it can't double. The only other ones are Ember, which is a generic joke weapon although it can be good for Elise on promotion due to her usually low Luck stat and usually high Mag to make up for Ember's weak might, and Speed Thunder, which I question why it exists, because it gives enemies within 2 tiles +4 speed after combat. There ARE weapons that give the player's units Rally effects after combat, like Saizo's Star, but Speed Thunder and Xander's Lance give stats to the enemy and, idk it's just weird. Xander's Lance is at least strong but has other drawbacks that make it even worse, and Speed Thunder just isn't very strong.
  3. I wouldn't say IMPORTANT, so much as just incredibly useful. You get no other Weapon Triangle reversing weapons in Conquest besides it, without DLC or Visit/Battle Points. Ophelia's paralogue also gives the earliest possible Lightning Tome and a Spirit Dust as well, tbh its super useful to do when using any magic user. Odin can probably just sit behind Felicia or Nyx in Pair-Up while they do the work.
  4. Leo also reaaaally loves Calamity Gate for Ch 17 also, he's got natural bulk by himself already, so he actually becomes a very potent unit for both phases on that map, as long as you avoid him getting Lunge'd.
  5. Generally Forged Thunder is going to be your best, along with Lightning and occasionally Mjolnir. Honestly, not much else of the Tomes is particularly useful that I recall. There's no real need to give any unit a big inventory of different weapons from the same type (mostly because CQ has very few effective weaponry and other specialized weapons up until near endgame, unlike BR and Rev) beyond what they need at the time, with the exception of Ophelia who's pretty much the only unit with direct benefits from it. However, the Horse Spirit and Calamity Gate from Paralogue 20 are definitely worth getting even if you aren't planning on using Odin or Ophelia. They're super useful, and available veeeery early if you go for it specifically.
  6. Previously I was pretty much just, like, Ophelia + 3 Dancers for everything, although recently I've been leaning really hard onto F!Ike and B!Dimitri for when Enemy Phase becomes more important, and generally since I've gotten burned out from overusing that strategy tbh.
  7. Yeah, that should work fine. You can also have Niles do a bit of damage and Dance him out with Azura before enemy phase since theres room, although depending on your rng with his Strength he might not do that much.
  8. Most people give Effie a Javelin, which she does use rather well given she won't double normally anyways.
  9. You can actually avoid the reinforcements entirely by staying outside of the square area that the Dragon Vein hits. That's the activation zone for them. You have more than room to walk around. Other than that, ditto to this. Lunatic does give one of them a Shining Bow (I don't THINK Hard does?), but Effie can live it on average iirc given she has Elise's personal active on her? The boss also has Strong Riposte, so taking him on Enemy Phase and moving away to heal is generally optimal. Effie and Arthur paired up (with either in front) should be decent at dealing with him, although unfortunately he's variable given the terrain he's on.
  10. It's a lot easier to focus support gain consistently in Guard Stance, you don't need to break formation or anything to guarantee support gain. And that's also for cases where you have a unit you're using for both combat and as a 2nd gen parent, which is often not the case, at least for me. ^^^ This isn't about optimal play. This is about using a character. tbh though this definitely did get a little off topic lmao. Trading weapons around has always been a good strategy in FE, and Fates, particularly BR, has a lot of odd and niche weapons that you only get in very limited quantity due to their usages being unlimited, meaning in order to make the best use of them you often need to swap them around to other units in the same turn, or swap off of them using Trade before Enemy Phase due to poor function during that phase. Birthright in particular has a lot of "hallways", general choke points, and tight spaces that makes it pretty easy to trade around weapons both offensively and defensively between your units with the same weapon types. Not that all FEs don't have a lot of those, in any case. BR just has a lot.
  11. Again it was literally just a thought experiment of a hypothetical build on the easier Fates game. It's totally doable and doesn't really affect your playthrough very heavily. Exploring an avenue of possibility in the odd chance someone wanted to give Subaki some spotlight.
  12. Literally I said it's still a solid chance even before 20/20 and SPECIFCIALLY said it's probably not worth the effort and wouldn't even be something I'd do personally. It's just neat and an interesting defensive niche that Subaki has with easy access to Samurai and a high skill growth. If you want ACTUAL Astra usage that's amazing, we literally just have Ryoma who absolutely uses it to an amazing degree. Lacking it would definitely hurt his potential bulk given how unreliable dodge tanking is. Fates does use an altered 2RN formula above 50%, which does take away a slight bias from the standard 2RN system, although it's still higher than the raw rate. but the lengths at which you're saying they miss is absolutely untrue. And again, if you weren't hitting with the Weap Eff weapons, you weren't hitting with regular weapons, so you might as well take the extra payoff. I will mention that they're only available in the easier routes, BR and Rev, where they are less useful by that merit alone. Attack Stance can be useful but it can be awkward to use occasionally, especially if you actually want to obtain any 2nd gens, although in a scenario where no support growth is really desired, it definitely functions better. I'll admit I do forget it exists sometimes but usually that's because the offensive and defensive stats from guard stance really comes in clutch sometimes, along with guard to block enemy attack stance. Honestly Sol is probably the third or fourth best activation after DFang (which is mostly just good for availability on Corn and general activation rate) and MAYBE Rend Heaven (although that one is harder to place high due to its awkward class availability). But Astra just functions so well with the guard meter alongside being a really good offensive tool in a game where Counter doesn't exist and it doesn't cost weapon durability. Sol is still solid and worth having on if you DO have it, you lose nothing from equipping it, but it usually won't heal enough to be worthwhile, while Astra proccing in Guard Stance negates an entire enemy attack (which the halved might actually helps with since it can let you get off more than 1 attack on a weaker enemy and gain multiple guage points), albeit with half the activation rate. But I mean either way neither are actually reliable in any way and are mostly just helpful after the fact as far as strategy goes. Yeah, pretty much, compared to them Subaki actively does suck ass, absolutely no disagreement. Doesn't mean he can't be useful in some regard. That said you do get multiple Guard Naginatas in BR (up to 3), and theres like 0 reason to forge them since, so if you do use more than 1 of the 3 it's really not a big deal. Plus with the way BR is it's not too hard to swap weapons around between units when necessary, for stuff like the Dual Naginata it's pretty much necessary until you get that second one (and you might have more than 2 lance users anyways).
  13. Maybe it's just my experience but pretty much, like, every unit in BR Luna has issues damage wise except Ryoma and Hana. Oboro, Hinoka, Silas, pretty much all of them end up struggling to orko or even do decent damage by lategame. Hinoka's probably the closest to being solid on that front in my experience, but lategame BR throws a ton of Axe users and Armors at you that she DEFINITELY cannot handle reliably without a decent Magic stat to spam Bolt Naginata at them. And it's really not that much of an accuracy drop, only 10% loss over Steel, 15% over Iron and Silver, which in a 2rn system doesn't end up affecting that much. The reward also definitely outweighs the risk since it does so much damage usually. And if you were struggling to hit with these weapons, you were already struggling to hit WITHOUT them, so might as well make it so the hit itself actually means something. That was literally everywhere in what I said. I've said it like 3 times. It isn't something you rely on. But it is something that's very good when it does happen. Calculating it out, with Subaki going, Lv 5-17 Peg, 17-20 Samurai, 1-5 Swordmaster, 5-20 Kinshi (Kinshi has a higher Skill base without a major drop to either defensive stat) His Skill comes out to about 28 (at 20/5 in Kinshi) on average, meaning he gets a ~14% chance, during any attack, to just, not take damage from the next attack he receives. With Pair-Up bonuses from, say, let's go with S Support Setsuna, promoted early to be a 10/1 Sniper to give Pair-Up bonuses to him (theres probably something more optimal that gives Skill and Def in decent value, but it's not really worth the trouble to find, and would likely be too convoluted to actually make ingame), that's another 4 to his Skill, putting him at ~16% chance, which by the time he hits capped Skill, (~20/15 on average), he'll hit 35 (not counting statues to up his cap at all) plus the 4 from Setsuna, which puts him at about a 20% chance to just, not take damage at all on the next enemy attack, which is an amazing tool to have at your disposal, either for luring a strong enemy or provoking a group, protecting a weaker ally, whatever. It's useful. Is it reliable? No, absolutely not, and I never argued it is. But it can't just be simply discounted, especially alongside his solid Defense and HP even before including Guard Naginata, which are roughly 31 Def and 45 HP (before any bonuses) at 20/20. Subaki still kinda sucks because he's such an annoying unit to GET to that point, and his low speed will really hurt him on enemy phase, but it still is a very good defensive niche, especially if you decide to let him S Support Hinoka or Oboro and get Spear Master, which puts his Skill at roughly the same level, but with better stats in pretty much every other area but Res (although without the utility of flight).
  14. Honestly accuracy isn't a massive issue in Fates BR/Rev outside of particularly dodgy enemies like Ninjas, and units with shitty skill. Plus they usually ORKO, occasionally OHKO, anyways with Fates' lesser HP stats, although even if they don't it's likely the unit itself with lackluster stats which means they probably need all the extra damage they can get anyways. And also like, the -10 avoid isn't really a big deal, especially with Fates' lesser prevalence with dodging in general. BR is full of tanky ass units that can't hit too hard back and that weapon series really helps them, even if Ryoma comes in and makes them look like nothing. It's activation rate is low so, like any activation skill, it's not something to be relied on, but the Shield Guage filling isn't about that specific combat, it carried between and can make the next encounter go smoother, and can snowball if you're lucky. That's super good for the enemy-spamy lategame of Birthright and Revelation. And like I said, Subaki's got a really solid skill growth and cap, so he particularly can make use of it. The low activation rate is an issue, hence why you don't rely on it, but it's definitely useful for any unit.
  15. Kinshi's cap is only 1 less than Falcon, and 5% less growth. It wouldn't make too much of a difference, and to be honest, the effective damage from bows and their generally higher might would actually do really well in patching up his poor offenses. On another note, Astra on Subaki is absolutely amazing. Astra itself is seriously like the best activation in Fates bar none. Instantly filling up the Dual Guard meter is amazing, alongside being available with Vantage which pairs perfectly with that fact. Subaki himself has a stupid high Skill growth and a +2 stat mod, so it's definitely worth getting on him.
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