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joshcja

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Posts posted by joshcja

  1. On 12/31/2021 at 7:17 PM, DoomRPG said:

    So while I'm playing Conquest blind right now and admittedly don't have a super in-depth knowledge. At a glance I'm really not sure how to use Charlotte. Like, Selena still seems useful if you decide to invest in her (albeit from what I've seen of her bases/growths. its not worth it.)

    Like. Is she a designated pair up bot? I've read/heard that's a good use for her. Throw her on Xander. And from what I've done in my current run (which is exactly that. backpack up Xander with a bunch of STR and SPD)
    But outside of that idk. It feels strange people say she's an all-star unit. Camilla is a flier+earlier+greater stats. Do fighters have like really crazy skills once they get past the gamble hurdle? (and I guess hp+5. I wouldn't call it a bad skill. But I'd buff it to +10 to be more in line with the other stat skills. Really IS needs to learn that the stats are of different values and shouldn't be 1:1. But that's a topic for another time.)

    Like if Fighters get galeforce at lvl 20 plz let me know. I'd like to know that. It probably help me out a lot. I'd know to stop using Arthur as a percy-production machine.

    Fighter's/Berserkers make fine backpacks but pure backpacks are really inefficient as you're actively hamstringing your own action economy and kidstats. They're best as attack stance support that moves into guard as needed.

    Using Charlotte 101

    Step 1: Remove gamble.

    Past that just embrace attack stance and lightforge's. Berserker's are absurd in this game for a LONG list of reasons but the TL:DR is that they replace the need for any other stat or build consideration with truly comical damage output.

    Arthur is by a mile the best gen1 axe unit because Avalibility and Male so he regularly outperforms Cammy on 10 while producing EUGINICS (W-rank and supports >>> raw statline).

    Charlotte lacks both of these qualities making her a more average unit but Be is so munckin that outside of specific lunatic challenge runs she's... still a Be so nothing else matters. Give her the forged bronze axe on her join and attack stance spam, she should leave the map at 15/1 with a C support or two and will be just fine in Be.

    Note: Selena is a fine 10/X wyvern lord through Cammy/Barracuda friendship.

  2. On 1/31/2020 at 5:02 PM, starburst said:

    A great map in the campaign. Conquest begins here.

    The objective is a trap. It should not be played as a defensive map but as a route one.
    Do not wait and defend positions, but charge and kill the enemies before they approach. By Turn 10, there should only be two or three enemies standing, including Taco Meat.

    I often have two Archers here (Niles and Mozilla or Anna), and I prioritise the flow of Support Levels among the couples that I have chosen at the beginning of the campaign. But I will describe the roles and any party should be able to fulfil them. There is no need to promote units this early.


    1. An Eastern Pair with 1-2 range on the eastern bridge to deal with the first two waves or Archers.
    This pair should be able to kill in Attack Stance any one Archer or Ninja. Effie-Niles, Silas-Mozu, Silas-Effie, Effie-Mozu... they all can do it. Give them Strength and Skill Tonics and one healing potion. Grab the northern treasure on their way there.

    Once you have dealt with the second wave of Archers, heal (you will have at least one free turn before the water evaporates) and head towards the eastern side of the ship to reinforce the pair that has being dealing with Angry Face and the Onis.


    2. A South-Eastern Pair who can one-hit or one-round the Onis south-east.
    This pair is rather easy to conform since the Onis have no Resistance and no Speed. A +Magic Cornflakes with her Dragon Stone or a trained Odin can tank them forever. Give them Magic and Skill Tonics, and also a Speed Tonic in the case of Odin. Time the attacks to face Oboro with a full guard, then use the Pair-Up (who was not Sealed) to finish her.

    Get the eastern treasure, heal and keep marching south. Onis may hit hard (if they connect; they have terrible Skill, though), but they cannot win the game. They will always suicide on you and will not reach the Green Line. The pesky Pegasi however are the ones who may never kill someone but can actually defeat you, for they will march towards the Green Line. That is why the first pair should leave the eastern bridge and help manage the fliers in this area.


    3. A Centre Pair to march south west, helping Camilla and the Girls.
    Ignore the Onis in the west for now. This pair starts in the centre and should be ready to kill the first wave of fliers (aided by Azura and Elise), then march south with Camilla at the lead. An Archer is helpful here, but any pair who can kill fliers on Attack Stance suffice. Since the Pegasi have high Resistance, you want two physical hitters (or +Magic Cornflakes with her Dragon Stone.)
    The Onis in the west are only a problem after the water evaporates, which gives you five turns to deal with the rest of the area. Once the water evaporates, they will all suicide on you, even if they could move towards to Green Line and actually win the battle.


    4. Camilla can tank any one group bar Archers. Indefinitely.
    She does not really need a Pair-Up, but Arthur gives her Strength, Speed and two useful weapons: an Iron Axe to double every flier with over 90 % accuracy, and a Hand Axe to one-hit Ninjas or fliers two spaces away. Be smart and let Camilla be Sealed or de-buffed by Shurikens on her first turn, so that the enemies can actually deal damage to her and suicide on her instead of ignore her and march north.


    5. Beruka and Meanie should accompany Camilla and the Centre Pair and march south-west.
    Since Camilla will be the one dealing with the great majority of the enemies, just be careful of pesky fliers and units that may kill Paper Elise or Paper Azura. (In the case of Smurfette, make sure that she has at least 11 Speed or she will be doubled and killed by the fliers.)
    On their first turn, they can deal with the two Onis on the western bridge and grab the western treasure.


    6. Elise will actually do very little work here, since she would be exposed if she were close to her teammates.
    Give her a Mend staff to gain some Experience, and probably use Freeze on some fliers, but she is mostly a spectator.


    7. Azura is a catapult. She enables units to move fast from one zone to another.
    Go to her, say hi and heal (let Elise heal you), listen to her boring tune and keep moving to the zone that needs you.


    8. Nyx or an untrained Odin should be hitting the western Onis with the Anti-Matter Cannon, since they have nothing else to do.

    Wyvern!Elise legit styles on Camilia in this map.

    It's sorta hilarious.

  3. 19 hours ago, starburst said:

    • +Magic Cornflakes is a super easy build. You do not even need to class-change her, for Nohr Noble is powerful enough to nuke enemies with tomes, the Dragon Stones (which are magical) let her tank during the whole game and one-hit numerous enemies later in the game, and its mid-game skill (Draconic Hex) is a godsend on a front-liner. It is a no-brains pick. As bane, choose -Luck because it is the easiest to patch.

    • If you go +Magic, Corrinette does not care about her secondary class. Thus, you can either pick something useful for her husband (her children only inherit Nohr Princess) or ignore it completely (one less thing to worry about.)


    • I usually marry Cornflakes to Odin. He is a tricky unit who requires some investment at the beginning, but who can solo entire maps later on. And even if you dislike him, his daughter, Ophelia, is the most overpowered Player Phase unit, like, ever. Her recruitment map also has unique, powerful magical items that are useful for any other spell caster.

    Since the mad sorcerers are not for everyone, an easy pick is Silas. He and his daughter are self-sufficient, are available by Chapter 11-12, and remain useful during the whole campaign. Silas in particular can be your main front-liner with minimal or no investment (and the only reason why you might replace him with Xander is the latter’s broken divine sword.)

    Or, you know, just marry whomever you fancy, or no one at all.


    • Embrace the dark.
    Conquest on Hard is challenging but it is always fair. If something feels impossible, you are doing it wrong. Either your approach needs some tweaking or your formation is not adequate or you need specialised weapons.

    Other members in this very thread and myself have beaten this game numerous times on Hard and Lunatic with only ten units, no pre-promoted (so, no Xander and no Camilla), no grinding, no Internet or path rewards, no “backpacks” (units whose only purpose is to provide bonuses to a “main” unit), no nothing. This means that every and all offensive and defensive thresholds are reachable with fewer resources than what you believe.

    Yes, you will die and you will have to plan your moves. No, the game does not hate you. Enjoy the restarts!

    I just started a new campaign on Hard last night, so, feel free to ask.

    Pretty much this. Hard isn't nearly as restrictive as lunatic so just have fun with it

  4. On 12/3/2019 at 7:32 AM, UNLEASH IT said:

    You guys aren't seriously using growth rates as the only measure of how good a character is right? Right?

    I rather hope not. It's just irrelevant dingdong measuring.

    ---------

    @mangasdeouf

    Which one? This forum is 10% Odin arguments, 20% Tacomeat, 15% Levant hating on axes, 5% pleasure, 50% pain and 100% reason to remember the name.

  5. 1 hour ago, Dr. C said:

    So... lots of comments all helpful but unfortunately, today is a church day and I can’t really do replies to these justice.

    But some general talking points.

    It is Lunatic.

    I don’t like the idea of breaking 3 freeze staffs when Sophie’s paralogue is still around the corner 

    I was following threads that claim Ophelia’s best class was Dark Knight.

    Guessing that’s not the case?

    Eh, we've got 7 of the suckers. Bring 2 to use it more freely, realistically we're burning 3-4 charges here. Assuming you're going into CH22 we have exactly 6 relevant maps for freeze left. I'm assuming you have at least 6 staves in bank/shop. So we're never running out of charges per-map not counting entrap/enfeeble. 

    Reddit is a really bad source of information. VLaD+ Forgetome/VNos Sorc breaks the game clean in half.

    @Starburst: Her paralouge is never really bad on the basis of "Ophelia is on the map".

  6. Promote Vantage!Ophy to sorc. Hand her Nos. Walk in a circle. Use tonics if needed.

    Is deep strategy. Much complex.

    Edit: Underleveled Odin and Strat Elise? Cheese and rice Ophy has trash bases here. Bring a freeze stave and give her Sorc!Odin as pairup. Make that two freeze staves. Hp Tonic, Mag tonic, def tonic, dustx3 on Ophy should do the dew. Just freeze anything that threatens her and mob it down.

  7. I don't think anything posted on this page is accurate at all.

    Even in the pokemon debate. We all know Nidoran is the best starter.

    Also Flere210, my dude, Kinshi exists. Pre-promoted Kinshi, exists. Like, there's pony advantage, there's flyer advantage, there's 1-2 advantage, and then there's birdbowpony1-2-360noscope advantage. Just... tossing that out there.

    (Also trained Setsuna is better than Taco in his join. Mozu is hilarious overkill, unfortunately early seals in BR are meaningfully limited)

  8. 4 hours ago, mangasdeouf said:

    +1

    If you can get one with lance breaker, the bow breaker pegasi don't get any benefit from bowbreaker ^^. Fight fire with fire!

    Kids are annoying to use, they require S rank for each of them (A+ is faster), they're 2x less numerous than gen 1, and not every kid can have access to bows, I guess. Didn't check it though. I hate having to optimize each child for the role I want it to fulfill. Gen 1 are already specialized, don't suffer from mom issues and are available from the get go, also they don't add maps to recruit (even if several of them will require some support grinding in order to access bows). Nothing stops you from doing paralogues, if you want to do them. This challenge doesn't count gen 2 in but grinding is authorized (and even recommended since you'll need some gold to get all the seals necessary).

    Every single kid can pick up a bow and we recruit before ch14.

    You certainly used up a lot of words though.

  9. 1 hour ago, mangasdeouf said:

    Hi,

    As much as we say Conquest lacks bows, the fact is that every 1st gen unit can get a bow class (some only after promotion but still) without using Corrin at all. SO, I'm immediately getting to the point:

    Let's play a full bow wielding party!

    Rules:

    1. No Boo Camp unless it's really too hard.

    2. No stat-taker skills (strengthtaker and co).

    3. Use as much gold farming as you can (you'll need it) and buy second seals/friendship seals from other castles. Marriage seal should not need to be bought from other castles since you've got 3 by chapter 14 or so.

    4. Reclass ASAP if reclassing is needed to get a bow (except healers, you keep them until you've got 1 or 2 adventurers, depending on your need for staves, I suggest heavy heal spamming to get adventurers ASAP so you don't have to use E staffers too long and magic bow users at E rank).

    5. It's not a race, if you're loosing your mind, just do something else and come back whenever you want.

    6. Everyone get a bow class, even benchwarmers  (at least they can shoot at each other from each side of the bench). It wouldn't be funny otherwise!

    7. No other restriction, skill buy if you want since builds are the most funny thing to go for in such a run (especially if you don't want to do point blank DLC for each and every unit you'll play).

    8. HAVE FUN!

    - - - - -

    My team would be:

    - Jakob bow knight (from Felicia S), not usable before long though;

    - Silas bow knight;

    - Kaze mechanist;

    - Mozu sniper, maybe Kinshi for diversity (+ she's the only potential kinshi who doesn't need good growth rates from the class since she's got good ones from personal + aptitude);

    - Shura himself;

    - Xander bow knight (A+ Laslow), although he could go mechanist too (A+ Kaze) but he would be completely unable to wield his personal sword and he would only loose HP, str, def and mov from paladin so I don't think it's worth it (bow knight gives instant +2 speed, which is all Xander needs to rock with much less investment than he'd need in paladin, 18 base spd >>16);

    - Leo adventurer or bow knight (A+ from Niles, I haven't decided yet);

    - Camilla bow knight (A+ Selena);

    - Elise adventurer (S Niles) to keep staves;

    - Laslow bow knight (saving a second seal + bow knight 2 speed advantage is better for him than mechanist mediocre bases + growths);

    - Peri mechanist (S with Kaze) because I think the class suits her more thematically (it's weird, unappealing, and puppets are creepy, sadly mechanists don't summon or control puppets...), but bow knight is possible too (A+ Selena);

    - Beruka bow knight (A+ Selena);

    - Selena Kinshi because we've got too many bow knights already;

    - Odin adventurer (we need staves and we're already lacking them too much);

    - Niles depends (if he's got enough mag he goes adventurer, if he's got too low mag he goes bow knight);

    - Effie sniper or Kinshi (A+ Mozu) (sniper is more effective but Kinshi is still fast, increases greatly her res and there aren't many flying archers for the moment);

    - Arthur bow knight (A+ Niles);

    - Nyx adventurer;

    - Charlotte bow knight (S Keaton);

    - Benny either bow knight or Sniper (a tank not vulnerable to bows is nice so Kinshi is out);

    - Keaton bow knight (A+ Laslow);

    Gunter bow knight;

    - Flora bow knight (A+ Felicia);

    - Izana mechanist.

    Corrin can be anything so I don't mention him/her, although ballistician Cornflakes could be funny, if I don't end up giving dat class to Gunter with a +2 silver bow for a decent attack and accuracy, and he can get more attack without having to fight with moar and moar foarges.

     

    This seems a lot more difficult than just using kids.

    Spoilers: Bowquest is pretty much a standard CQ run eskewing the main EP units in favor of a fugjillion bowbirds.

  10. 4 hours ago, mangasdeouf said:

    It's not like Benny at base with Charlotte backpack can go on any terrain with bonus and barely take any physical damage for the whole chapter, he carried me so hard in this chapter while everyone was being 2 shot by these insane combos of mages and knights (yes I split my army, that's what the map lures you to do and I didn't play CQ chap 13 more than 5x total, 3 of which were more than 6 months ago so I didn't remember it) and of Takumi the idiot with an early promotion giving him godly hit, some annoying crit and stupid speed, + the ******* wyverns with knight backpacks crossing the river, who you can hardly intercept because you can only do the same by sending a flyer right into Reina's OHKO range (with her +70 hit vs flyers which means she has 100% hit whatever skill you carry).

    Benny even takes nearly no damage from Takumi while standing on forest tiles (not even castle doors), he can kill the ennemies 1 by 1 just with a potion or a 20 hp regen potion.

    He comes late in his join chapter? turn 3 isn't late joining in my book, it's right when the split tactics comes to an end because you're forced to turtle when everyone not OHKOable comes at you at once, with the right side having only 32+ HP 13+ def units with about 30 damage each and decent hit rate, ad the left side is mages laughing at your party of inexistant res stat (except Kaze if you took some time to raise him...oh wait the only chapter he's playable in before chapter 13 has ennemies he can barely scratch with his baby strength that tickles anyone except healers, so unless you gave him heavy favoritism and slowed the pace in a chapter that forces you to rush like you never did even in RD chapter 1 medium difficulty, Kaze isn't doing much in chapter 13 and even him lacks res to fight these overlevelled diviners with Orochi and a ******* seal res). When he comes, he's a godsend that nearly solos the east of the map with little help (only his friend as backpack) and he also destroys the ******* wyverns with knight suitcases attached to them.

    To explain, my 18 res dark flyer Beruka with hp +5 perma res rallied to 22 had much trouble dealing with these ******* and needed no less than 2 fighting units' help to clean this mess and then go slaughter the wyverns before they could destroy my turtle. When I had to play this chapter a second time because Takushit, Orocheat and her 5 diviners with 20-26 magic damage and the 4 25-30 damage knights ganged me up and let Benny alone, I used this Keaton with max stat(ue)s Great knight so I'd send them a middle finger (using cheap tactics vs cheap level design, sorry for the ones who think chap 13 has a good design, for me getting pressed on by ennemies who 2HKO 80% of your units and use attack stance, while you can hardly OHKO them in return, or only with units who can't tank them and don't have more movement than them, whn it's hard for your party to set up multiple attack stances while being able to tank the remaining ******* you can't kill on the first turn of confrontation, just leads to needing to rely on avoid to not get 1 or several units killed, especially when in order to set up attack stances for ORKO you sacrifice all the potential defense from guard stance, and when they push you into Takumi's squad of knights you're in a bad position. Git Gud, yeah but no, I'm not playing puzzle games for a reason, CQ has too much puzzle gameplay for me to enjoy, actually I just release all my frustration into middle fingers when I clear a chapter I struggled with, most of the time I cheese some of it with a non legit unit and one or more units die each chapter to a random WTF, like a 25% hit rate hitting, or me not seeing this unit and only this one had ******* quick draw).

    So yes, Benny is useful, comes right in time like a true hero and is immediately usable to his full potential thanks to heavy bonus terrain. Using him is beneficial and he'll become better, and hero helps him getting better after promotion. His chapter is pure frustration like chapter 12 (the one with Ryoma as a boss) and has very unequal pacing, forcing you to play aggressively while punishing you for doing so at the same time.

    And this topic isn't made for try hard LTC or such, it's made to help players get the best or funniest out of subpar units. If you don't like using subpar units when they take a deployment slot, then go post on LTC or efficiency topics instead, here we're discussing of having fun, turning the tables, not using the units IS pushes us to use like OPrepromotes, royals with 20+ GR above your usual unit or with 10-15 more base stats including much more HP than non royal units competing with them in the same class/role. We're trying to send a middle finger to poor game balance by doing the same thing they did with the top units, pure bias. + while second seals are a limited resource until chapter 16 is completed in Awakening, seals are buyable at any moment via castle visits in Fates. What I do with my seals doesn't concern you, if you wan't to use your 1st second seal on Corrin, you're free to waste it to make him/her worse than in his/her base class, but I'm sick of Corrin so I don't play this baby anymore most of the time. Too average in everything, I don't get amazing Corrin in any playthrough even with skill buying because their stats are just to spread for their own good, and I'm not replaying 5 trash chapters each time I want another boon/bane. Not wasting 50+ minutes by replaying these maps over and over, 2 or 3 times per weak if I change boon/bane as often as I make a new file with different units in play, different builds, different pairings...

    *Screams in Odin*

  11. 45 minutes ago, mangasdeouf said:

    I showed you that instant promoting him to hero after a second seal (or before doesn't matter) makes him Xander lite, and he could be promoted level 20 as well to raise axe rank and get hp +5 in the process, and gamble, which means he can be a little faster and overall stronger, tankier and more amazing. What do you expect a tank to become? Sure he won't double, but I don't expect a tank to double and as a fighter he gains 15 spd growth, which put him at 25%, so he should gain 1 or 2 speed, while becoming tankier than most of your unitseven as a fighter and having the best accuracy of all axe wielders thanks to his personal. He can also go berserker for pair up stats like Charlotte and Arthur. But as a fighting unit, hero seems to make the best out of him with sol healing whatever damage he takes. He's Duessel put in Fates in a class that's not vulnerable to beast killers and armor killers at once (and hero has less def than general so he may lure ennemies to him).

    Repeating yourself in ever spiraling textwalls does not a persuasive argument make.

  12. 1 hour ago, mangasdeouf said:

    Hero Benny has 32 HP, 15 str, 20 skl, 11 spd, 12 luck, 18+2 def and 11 res at base, might be worth considering as his best class, if he goes fighter he has the time to grind axe ranks (+5 HP gives him 37 HP lol, he's nearly no Siegfried Xander at base with an instant promo, just lacking some speed), it's insane how underestimated he is while he could do that so easily.

    Benny's just not great in terms of stats, join, pairup, and class set. Changing him from a footlocker limited 1-2 unit into a footlocked limited 1-2 unit isn't helping much.

    His personal is freaking amazing though and justifies using him as a unit on several maps in GK/WL.

  13. 9 minutes ago, samthedigital said:

    It depends on how quickly you can get that 20% clear; CoS is not directly correlated with the most efficient strategy.  An average playthrough is going to be able to hit higher chances of success with more time to get level ups in any case. Otherwise what's your point? The more time we spend on PP the less individual units actually matter, and I've said this before.

    Real time efficiency is an entirely different category.

    It's also just called walking a rigged VLaD sorc through the game.

    My point is that you should probably set the goalposts down. This ain't the pong forum.

    (The joke here is that's literally the casual strat)

  14. 5 hours ago, samthedigital said:

    Yeah no, this is not true at all unless you're going to claim that every player clears the game in less than 100 turns every time. That's just ridiculous.

    If you're going to do pure LTC then Mozu doesn't join and Xander can contribute. If you do then Xander is still a net positive even if he doesn't save turns; not all good units do.

    P1 and even FD1 are included in many versions of the fates LTC. There are a loooot of versions.

    -----------

    Sub 100 is LTC not efficiency play. There is no set cutoff for where exactly the line between the two is but I hate to break it to ya... sub 20% CoS rates are not remotely efficent.

    (Listed example from memory: Camilia in ch17 has 55% + 25% to clear at sub100 exp. That's 14% on the 2 turn.)

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