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kickthecommie

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    New Mystery of the Emblem

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  1. Gonna throw in how my team did lunatic as well and hopefully spawn some new ideas for people stuck on this. My team: 4* Olivia, 5* Sharena, 5* Tharja, 5* Minerva (Life and Death Unequipped) 1. Minerva moves in Ursula range. Minerva tanks Ursula. 2. Tharja kills knight with Olivia. Minerva moves to block (not attack) top ninja. Sharena moves into Minerva's original spot. Minerva tanks top ninja. Ursula attacks Tharja. Bottom ninja heals Ursula. Cav pulls back bottom ninja. 3. Minerva hits Ursula. Sharena finishes Ursula. Sharena kills bottom ninja with Olivia. Tharja moves to safety. 4, 5. Minerva mops up top ninja. AI flaws people can try and exploit is the tendency for the ninjas to heal when possible and not in range of enemies, and the tendency for the Cav to pull back an ally instead of move forward. My strat could probably be replicated with other units. Replace tharja with any mage that can 2 round the armor knight and survive a turn from Ursula. Replace Minerva with any Unit that can tank Ursula and 0 damage the ninja (Frederick?). Replace Sharena with any Lance/Good Sword.
  2. Actually, CorrinAzura is one of the few Azura marriages in Nohr that you can grow pretty naturally with the help of Private Quarters. Shigure will come either very late or not at all if you want her to marry a Royal or a late-joiner. A +Str/-Luk or +Skl/-Luk Corrin is what you want 99% of the time. This pairing makes a decent Kanna and ballin' Shigure, depending on Corrin's secondary class (Pref. Ninja, Cavalier, Samurai, or Lance Fighter). Unfortunately Kanna never really grows out of her dad's shadow as the Nohr Yatogami is extremely useful. You get to purchase one of every stat boosting item from LvL 3 shop in Castle, but they cost like 12000 gold each, so I don't recommend it. Otherwise a couple of each item drops from characters and chests throughout the game. I wouldn't worry about min-maxing in Nohr. The optimal eugenics are only available in 3rd Route.
  3. It does, but what people do is dual guard themselves with their own puppets. The only counter to puppetwarp is your own puppetwarp.
  4. Staff grinding is iffy because of limited resources, but the shortage is somewhat exaggerated. You will get enough gold and master seals to promote your a-team a bit past the halfway point of the route if you make use of most of the prepromotes (Felicia, Marx, Camilla, Leon, Asura). All your tanky frontliners you use to bait enemies and block chokes can build relationships easy. You can mix and match basically all the cavaliers, knights, fighters, and wyvern riders with each other. Dual guard them with the same person every mission and they will get their children out no problem. Staffers and Azura have trouble finding matches, but you can grind Azura with Corrin or another male on the earlier chapters. Male Corrin likes any high strength, defense or speed supporting wife. Standouts in my opinion are Effie, Camilla and Charlotte. Camilla is probably my favorite strategic pairing, though it wastes her personal skill. Female Corrin has similar tastes, though none of her potential mates besides Marx are clear winners. Dual guarding Marx and Corrin together also squanders the support unit's player phase potential. You honestly can't go wrong with any of the knights, cavaliers, or fighters, though Flannel and Benoit are notable because their children end up as absolute powerhouses. Mages are weaker in general in this game. I would not recommending making a magic based Corrin. They are especially bad in Nohr route, where the Hoshidan ninjas absolutely hard counter them.
  5. I mean, ok, sure, in Nohr you can grind until everyone is S and A supported with everyone else if you really want, and in Hoshido you can grind until the game is pointlessly easy. You can also buy full teams of Copycat-Warp characters from undefended castles, and pay for DLC to get infinite money and edit your save to give everyone 99 in all stats. My point is that Private Quarters is a "natural" source of support. I make the assumption that the developers balance (lol) enemy difficulty with only the natural sources of support in mind. I want them to ax the touching minigame. It sucks. I want them to keep the good aspects of Private Quarters. Support points between missions (a la Normandy conversations or something) and poignant dialogue.
  6. It does affect the overall Nohr route and one small feature of the Hoshido route. In Nohr support points are limited to whatever characters can gain in story missions and the private quarters stuff. Less support points is obviously notable. Same with slower buddy sealing Corrin's secondary class. This impacts Lunatic difficulty strategy, as two of the top tier classes, Samurai and Ninja, are Hoshido-sided and is most easily spread by Corrin. In Hoshido route a certain character must achieve A-support with Corrin by a certain chapter or he leaves the party. In a no-grind run this character now must be attached to Corrin at the hip until he gets that support. Again, affecting Lunatic strategy. I've played an import of the game. Honestly, the Private Quarters interactivity is tedious. I 100% support axing them for non-spouse/family (I'm Asian-born myself, we don't think sibling touching is all that weird). The mini-game is, frankly, boring after the novelty wears off. However, the lines of dialogue with Buddied and Married characters must stay; they provide characterization beyond the support conversations, and some can be quite touching and relevant to game events, e.g. Azura's final line. Similarly the extra support points should also be maintained in some other fashion.
  7. You can capture nohr lancers on the hoshido route. Captured units don't have secondary classes.
  8. My Rec: RinkahxSubaki RyoumaxKagerou NishikixSetsuna HinataxHinoka OrochixSaizou For the last two slots I recommend TsukuyomixFelicia or TsukuyomixSakura. Also consider that Corrin gets a very powerful sword only usable by him near the middle of the game.
  9. When the parents get the two skills you want to pass down. The goons in each paralogue scale in level based on how far along you are in the story. The children start off at some crappy low level but come with child seals that promote them, bring them to the average level of the goons, and give them the average stats they should have at the new level depending on their growth rates.
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