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maninbluejumpsuit

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Posts posted by maninbluejumpsuit

  1. 1 minute ago, Dark Holy Elf said:

    Of note, you can't stack Fiendish Blow with itself (i.e. you can't master Mage then slap the skill on Dark Bishop). But you can certainly run multiple Blow skills at once, just like in Fates or Heroes.

    And i just assumed I could. Well darn. Thanks.

  2. I guess only fairly recently coming to fire emblem starting with awakening, and FE8 ROM colored my perception a bit.

    Granted, Cormag, and Tana were great. I generally found wyvern riders passably good, and generally slower on average (especially in fates where wyvern lords were fashioned as flying generals).

    Here in 3 houses, they're among the fastest classes in the game at swordmaster-tier, only being generally out-sped by assassins, can be rid of their bow weakness at the cost of -2 str/speed, with canto on top. Having none of these features for the past 3 fire emblem games for this class is... like they suddenly became gods.

    But as I've said before, the stat bonuses on the classes made me pretty much ignore Edelguard's personal classes in favor of wyvern riding for hyper-mobility, and the option of double-ing, one-shotting, or just leaving the area.

  3. Merc Gray

    Merc Tobin

    Mage Kliff

    Cleric Faye

    Archer Atlas

    Only things I feel I need to explain is Tobin, and Atlas.

    I tried archer Tobin; felt like dead weight waaaaay too long (aka the time between not having a killer bow, and getting a killer bow). Didn't hit enough, and didn't hit hard enough if he did.

    Archer Atlas is the one archer that did alot more than just chip when he hit, and he at least conveniently joins when you reach the village with the blacksmith.

     

    Honestly, I really dislike the amount of terrain avoid + the comparatively low hit of bows in the game, effectively making archers unreliable and painful to use before killer bow, but absolute monsters when they get a killer bow. Not much inbetween at all.

  4. On 7/5/2017 at 2:46 AM, Not_The_NSA said:

    Gaius should pass Sol to Noire for easy grinding or being a solid skill in-game. Counter is a near-useless skill for the player. You don't want your units being hit by the enemy and deflecting adjacent damage that could accumulate and cause a unit's death, unless you like resetting.

    Would rally strength ever be worth considering over sol to pass down to Noire?

  5. Sortof related. With Gaius being Noire's father, and the opportunity to give her a skill she couldn't otherwise have from the fighter class line, assuming I use Noire as a hyper-mobile assassin/bowknight/sniper should I get her Sol, or Counter?

  6. Bring Tatiana, and saint Faye. You will have a pair of physics, fortify, warp, rescue, and invoke for a distraction for Duma from just those two alone.

    Battle-goddess Mathilda, Catria, and trained Est are all good for blessed lance abuse to likely clear out mogalls in one turn since they're all likely to out-speed them, while Mathilda seems to have a misleadingly-high chance to crit, as well as Catria.

    Bring a good mage like a trained Delthea, or preferably Celica/Sonya (for excalibur) to warp in, and rescue out for picking off the right-most bow knight, witch sisters, and the medusa-using jerk with a silver shield.

    Bring a bow knight with a killer bow to pick off the bow knight to the left when you can, and deal with anything else you don't like.

    Id say these are the bare minimums. Of course, you'll have far more units to work with, such as Genny for the extra physic, and Silque for the extra warp.

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