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Skell_

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About Skell_

  • Birthday April 27

Retained

  • Member Title
    +Luck Life

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  • Location
    Dreamland... from Kirby.

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  • Favorite Fire Emblem Game
    New Mystery of the Emblem

Allegiance

  • I fight for...
    Nohr

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  1. Gremory: Really feels like the peak of magic in the game and giving 2x Magic uses makes it downright disgusting with some characters. Double the fortifies, warps, rescues, you name it. That alone makes it feel legitimately powerful and possibly gamebreaking so I love it. They likely pale in comparison to Holy/Dark Knight though, but Wyvern Lord: It's up there not just because it's the most broken but because of how flying units are in this game. I only have Seteth during my first playthrough and I wished I had more of them. They ability to use bows as well makes them incredibly fun to use. Hurts that I feel obligated not to use too many though as they are gamebreaking as hell.
  2. Lysithea is a consistent unit with nuclear stats and surprisingly decent versatility. Has access to most of the best spells in the game. Dark Spikes T and Luna should not be given to anyone as early as she gets them. Savage personality. Extra points for bullying Ignatz. Too bad she's banned from most tournaments on account of not knowing basic spells in favor of better ones.
  3. Just read the thread... Let's just give all the enemy Generals quick riposte. Also, this feels more bugged than anything. Maybe they simply change the speed stat but didn't remember to change it back at some point. Seems odd.
  4. Went BL my first playthrough and played as legit as possible. Now in NG+ I'm a Golden Deer and I want to see how much I can break. I want as many pegasi and wyverns as possible. Of course, all my male units must be brigands for death blow. In addition, they all are getting training in bows so I can just snipe melee units and demolish other flying units. Using forbidden stuff like amiibo freebies and using faculty training to make Byleth a god. NG++ is going to be Black Eagles though. All armored archers. Shadow Dragon had the right idea with them.
  5. I was surprised too. I originally just intended to use Mortal Savant for fashion alone but the crit rate he can achieve is simply that high and enemy Res is simply that low. I don't think it was consistently like 50% or anything. He usually had about 30% but since he can consistently double he has roughly a 50-50 chance of actually getting a crit. Even if he doesn't get one, his damage output is high enough that it will still put them in any unit's one shot range. A little inconsistent but not bad at all for what I thought would be a dead skill.
  6. While I know Mortal Savant Felix is not only hard to get, but also Felix has a painfully low magic growth BUT his budding talent more than makes up for it. A +10% crit rate more than makes up for his low magic growth. In addition, due to how few enemies actually resist magic in this game, he can easily out take out end-game enemies with just over 20 magic. Mix in the fact that he will have Thoron to hit with 3 range and he's actually really good. While training for Mortal Savant, he can comfortably use his sword prowess to dominate the entire game with great growths, personal skill, and fantastic base speed. Mortal Savant just becomes the cherry on top at the end.
  7. I can't wait for you to finish the game and somehow you S Rank her.
  8. Did BL and honestly the campaign is incredibly strong from a character and plot standpoint. It never really gets stuck in the mud about the church or crests so the plot keeps chugging along in a more down to earth way. The only other class that competes are the Golden Deer because of how likable they are. I only really liked Bernadetta because of the memes but don't even like her much as a character. On the other hand... MY BOY RAPH'S C SUPPORT WITH FLAYN IS COZY AF.
  9. 1. Wary Fighter: High speed units just tearing your baddies apart? Negate their ability to double. Keep it so it still it still breaks at 50% so they're immune to ORKO from lighter units but can still be realistically beaten by one. 2. Archer Line Growths: Make them more like they were in Fates as fast hard hitting nukes. Their high skill is a pain when it means no boost to speed. 3. Great Knight: Make it more viable on a normal run so you're not sinking your entire playthrough on 2 non-combat skills. 4. Boost all infantry movement by one at the advanced level: Just help them keep up and don't force us to waste our few master seals for 1 movement. 5. Set Flyers as top Priority: We all kinda know that the AI has a clear list of priorities with skills like sneak but make flyers their top one. Makes sense as anyone can see that giant wyvern flying a mile away. That way, they at least are targeted on a regular basis. OR 6. Set Flyers to bottom Priority/gang up priorty: Don't let them bait like other units and instead the AI is very picky with them. Wyvern Lord sitting on the very last square of my range? Ehhh, no. Wyvern Lord sitting on two different units' aggro range? KILL THEM. That way, they can't do everything on their own without it being significantly harder.
  10. Dedue's Biggest Flaw is his horrible inflexibility He cannot be a Wyvern Lord, the best class in the game, without a massive amount of effort which already hurts a lot but he cannot even branch out into any cavalry class easily. Making him a great knight is going to be a waste of precious in-game time as he could be mastering other weapons or Authority. He really just wants to be infantry one way or another. Dedue can be great in any infantry class including Snipers where he can hit like a truck with Hunter's Volley. Besides War Master, it's hit second best choice.
  11. Best to Worst Aegis: Fantastic skill for making up for most physical classes' abyssal Res and is actually on a relevant class. Paladins are fairly straightforward to get and have reasonable growths. Being mounted is a huge plus. Pavise: While traditionally on the promoted class, it hurts so much in this game to have it that way. Armor is pretty bad in this game and this skill will indeed help with bulk but it requires you to at some point actually use a Fortress Knight and for a long period of time. Maybe a decent pickup if you're going to try for a Great Knight but it'd be nice to have more mixed bulk for later in the game than just more physical defense. Great skill, but I have to say it is solidly below Aegis. Hunter's Volley: Fantastic skill. 2 attacks with boosted crit chance and slightly increased might is great. Even on a particularly fast unit, this is a great skill for when you need those crits. Fierce Iron Fist: Great skill, only slightly below Hunter's Volley due to only getting to smack your foe 3 times instead of the ideal 4. Still, boosted crit rate multihits are always great. Astra: It's a worse version of Hunter's Volley/Fierce Iron Fist. In theory it could be devastating but no boosted crit rate and it eats weapons for breakfast. You are going to have to be desperate to use it. Lifetaker: It's a great offensive skill to have to actually allow Dark Mages to trade hits and keep on rolling. In addition, every other class also loves this skill. It also frees up a turn for your healer to focus on more important things like Warping. Lethality: Unreliable but an okay addition to any arsenal if you have nothing better. Seek more reliable ways to kill foes though. It's probably going to come in clutch at some point but it's not something to grow attached to. Wrath: While not a dead skill, it does require Vantage to be godly. If it doesn't, it's going to be just okay. It'll come in handy a decent amount of times but since it only works on defense it's not as broken as it could be. Seal Defense: Not exactly a top pick for anyone but it does make punching holes in tougher enemies a little bit easier. It's not overpowered or anything but poking a knight with a bow, canto'ing away, then having someone else clean up is one way of dealing with them. Or you can just use a mage. Renewal: Good skill, wrong class. Bishops can barely handle getting poked by archers and if they're baiting mages both sides are usually dealing 10 damage max. Helps slightly if you mess up and end up letting a Bishop get hit but 90% of the time, dead skill. Bow Breaker: Good skill for flyers, awful skill for mages. Since archers will consistently outrange most mages without Thoron and even those with Thoron later on it usually ends up being underwhelming in it's current line. It's a decent defensive skill for dodgier characters but mages really don't appreciate baiting archers anyway. Tomebreaker: Just punch the magie. Defiant Strength: Wow, thanks man, 8 strength for my melee class when they're easily within one-shot range. This skill only works with Vantage AND Wrath both of which only proc at 50% HP instead of the crazy 25% Defiant Strength needs. One of the better Defiant skills but never bet on it. It's not going to suddenly make you a one-shot god, especially how late it comes.
  12. Huh, that's a pretty interesting idea. I noticed she was starting to fall off towards the end of my campaign due to that 5 movement so that might help a lot. She really doesn't want to be a Mortal Savant anyways with a bane in Reason and boring spell list compared to units like Felix. It's just a shame she's so inflexible due to her only boons being Swords which only two Master Classes use and no lower rank mounted unit needs, and Brawl which she can't utilize well at all as war masters are gender-locked. Great unit, but a victim of swords getting the shaft and being a pre-promote.
  13. I was more focusing on taking advantage of NG+ easily since in theory all units just become renown addicted jack of all trades. Some just do it easier than others. Dedue is just by far the most inflexible unit in the game so once everyone can finally put all their flexibility to use he falls behind his peers. Lunatic Dedue will likely have his own ups and downs. His sky-high defense will undoubtedly give him a role in the early game that even S and A tier unis can't compete with. His hit rate, even with an accuracy ring, still stunk for me, so on Lunatic he will likely end up being a pure wall 90% of the time. Still, I could be wrong about that.
  14. I'll add some input for NG+ since I like your list despite some minor issues I have with it like how Dimtri isn't top tier but Seteth is. Either way. - Dedue drops down to D due to being incapable of training any mounted classes with ease and is horribly inflexible. He can't take advantage of NG+ like others can. - All later recruits like Catherine and Shamir drop a tier due to later recruitment time and having to go out of your way to train them in classes like Brigand/Pegasus Knight for specific skills which students trained from level one have an easier time picking this up in NG and then always having access to it in NG+. - All magic users can jump up a tier due to having access to their strongest spell from the get go. - Units with good budding talents such as Felix deserve a bit extra due to being able to circumvent the difficult part of training their skill and just immediately get it up to max and maybe deserves a tier boost
  15. I think that the idea of being able to turn back time is going to be a permanent addition to the franchise. It gives them an insane amount of freedom when it comes to how they can RNG-screw a player without feeling bad about it. High crit-rates? Why not? Ambushes from nowhere? Absolutely! Giving the player low accuracy weapons and gambits? Of course! Lunatic will likely be absolutely cruel but IS will have no qualms about making it that way because they'll always know you can turn back the clock if RNG just isn't in your favor.
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