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DaveCozy

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Everything posted by DaveCozy

  1. Any fast physical unit works well. Standouts include Griffin Knights who can run a Brave Sword and a Levin Sword (for e.g.), or Cupido Fogado can run both the Radiant Bow and the Brave Bow well. Alternatively a Martial Master is a good suggestion too, as Arts have their own damage formula that uses both magic and strength but will activate Lunar Brace since they hit physical defense. Halberdier is a good class too, no magic, but with Pincer Attack set-up you can double (or quad with Brave Lance) any enemy in the game and reap the benefits of Lunar Brace and Gentility. You can let 2 crystals get destroyed and you'll still get the max rewards... which are a Talisman and an Elixir 🙃
  2. You can actually just skip past Hortensia in ch10 by Micaiah rewarping a group of units past the door, you can use Dragon!Alear with Micaiah which helps for the extra range. I have 3 turned that map before, and I'm sure there's faster strats by now specially with DLC. Still that chapter is very much so an "all hands on deck" because even the units that aren't re-warping past the door have stuff to do; like picking up the Draco Shield from the chest and the Energy Drop Goldmary has (not sure how much they matter in DLC LTCs but I found the energy drop at least to be pretty helpful in just an efficiency run). I can see a Wyvern Lapis helping in that context too.
  3. Mario & Luigi yeah? Fantastic game. I started playing it on NSO with my oldest kid spectating. He's loving it. Prayers with you.
  4. It's only 4 level ups to get Pincer Attack. Inheriting Mentorship from Byleth can help with that too.
  5. You can reclass him to Great Knight and he'll keep up okay in the midgame, will still have one of the best HP stats along with being able to use Silver Greataxes; which actually makes him a solid Ike user and Great Aether bait. This isn't necessary though as there are better units who can do that by then (Pannette), and enemy phasing is also more limited in LTCs. But he's better than you'd think in an efficiency context.
  6. Speedtaker is not necessary on a Halberdier. That class is already capable of doubling with their class ability (Pincer Attack) on player phase, regardless of their speed stat. You can set up the requirement to have an ally on the other side of the target using Canter on other units after they perform their action. And it sounds like you do have other units with Canter too. Eirika or Roy are good emblems for Halberdiers. I would personally recommend going for skills that boost her damage output, like Lance Power or Gentility (for Bravery) if you aren't syncing her with Eirika. Brionac (S rank lance) and Brave Lance highly encouraged to maximize damage.
  7. Smash weapons are worth investing on for a few reasons: Engage attacks. Most notably, Lodestar Rush with a Steel Blade ~Roy engraving early game can OHKO any boss before ch10. In the midgame, a Great Aether coming from Silver Greataxe ~Ike engraving can damage a large amount of enemies, certainly OHKOing any frail enemies in range or any chipped enemies for that matter. Enemy phasing; in particular if you have Vantage equipped. If Vantage is active, then you will hit first with your Smash weapon on Enemy Phase (only on enemy phase). Also a very good way to score OHKOs if the Smash Weapon is refined and engraved to do so. Same idea as crit stacking with a Killer weapon basically, but instead focusing more on raw Might than Crit.
  8. I'd say Canter is the best skill to inherit before chapter 10 for any units that are frequently earning EXP on your turn. The utility of being able to move 2 spaces after your action makes it really easy to set up your formation for things like Micaiah staffing and Byleth dancing. But that said there are other notable skills that you can pick up over Canter if your unit is going to be waiting their actions more, or maybe you value a damage boost sooner instead; Momentum - on Cavalry and Fliers this is a pretty notable damage boost, albeit specific to your movement. Still it's not super unusual to get a +5 out of it on your mobile units. Strength+2 / Magic +2 - if your unit doubles that is essentially +4 damage from these skills, so it's not a bad choice for fast units. Unlike momentum these also work on enemy phase and doesn't depend on your movement to scale. I wouldn't go past +2 though, as the +3 upgrades are overpriced. Sword Power 1 / Lance Power 1 - basically the same thing as above but for a specific weapon instead, and they also scale better in SP cost. Vantage - for enemy phase units who want to use a high might smash weapon to hit enemies back with, or want to combo it with Wrath later in the game Unyielding - can help keep a tank healthy and is super cheap to inherit. Arms Shield - works off weapon advantage only but it's cheap as well and can help keep an enemy phase unit relatively tankier too. Just off the top of my head. In general though, Canter is still probably the best inherit for most units, so that's a safe investment if you're not sure on the rest. Note too that you will also get Axe Power sooner than later, so units using axes primarily can afford to wait instead of getting a damage boosting skill now. Don't have DLC Expansion, so that's the extent of my knowledge.
  9. Just wanted to post here and say, I've been following your channel and enjoying your Engage Maddening LTC run with all DLC. Very brave to take on all Divine Paralogues too! 😄 Keep it up 🙂

    1. Colonel M

      Colonel M

      Thanks a lot! It's going to be tedious lol.

  10. Dexterity+5 from Lucina, technically. And there's Sniper's No Distractions if you count class skills. But yeah, besides Wrath, nothing else really sticks out. That's where engravings come in.
  11. That Jade Steel Greataxe hit on the Wolf Knight was neat. Did Chloe miss inheriting Canter? Is it impossible to get enough SP for it in Hard LTC context? Also... will you be using the Well that was added with the latest update? Or will you just ignore it for this run?
  12. Canter elevates a lot of units in terms of positioning. Basically everyone who is earning EXP/SP on player phase can do well with Canter. The only actions that don't activate Canter are those which don't earn EXP/SP... such as Wait, Repositon, using an item, Instruct, Dragon Vein. Technically you don't need Canter to have your unit be good. Specially if you have specific plans for a unit that don't involve them player phasing or maybe you want a more immediate boost even then; Alfred for e.g. only activates his ability if he chooses Wait, and so if you are looking to use him longterm and take advantage of his ability in some way, then you may want to consider something else. Clanne is another e.g., a Mage unit who has pretty dodgy magic growth but great speed growth, so maybe you would prefer Mag+2 instead. Even then though, Canter is still there to help for most other player phase actions, so it's hardly ever a bad investment. Like I said in that post, I'd say definitely consider Canter at least for your units that get danced the most; let's say about 6~7 of them, at the very least. Including Alear and Seadall in that too. It makes setting up Goddess Dance a lot less cumbersome. Even Micaiah staff healing is easier too, even if you don't like skipping strategies there's net benefit there too.
  13. In that Reddit list specifically, which I have a lot more issues with btw, I would personally say Str+2 and Mag+2 should be at B max. I agree with you on Canter, as all of your longterm offensive units should be inheriting it. I personally aim to have at least all my units who get danced regularly have Canter so that it makes the Goddess Dance setup much less cumbersome. A few of the other issues I have being: The weapon power 1 and 2 skills, which should be all at B max as well, while the rest should be lower too. Some + versions of skills being above their cheaper and earlier counterparts... I don't understand why Alacrity++ is higher than regular and + versions for e.g... if this is an inheritance list, then they should be really at the same tier, since it's better to inherit them first and build up to the + versions. All the Speed+ should be at A, or at least up to speed+3 given how cheap it is as you've pointed out. Speedtaker being higher than Speed+ is very questionable too given it requires setup and having multiple units with it means they step on each other's toes getting kills to snowball with it. Demolish... wtf is it doing at C lol. I can see it being helpful in a few maps with doors, but that should put it just above F imo. Just off the top of my head. Anyways, I know it's no one on this thread who made that list, just wanted to put that out there. Actually... The more I look at that Reddit list, the more it looks like it's an endgame list. It explains why they put some + versions higher too. Which is also another issue altogether, as it's ignoring immediate usefulness of what you can get to help you right then.
  14. Both each are the same price as the Sword/Lance/Axe Power 1 skills (1000 SP), which also offer +2 damage but with that specific weapon instead. In general, a +2 boost to your damage translates to +4 if doubling and +8 if quadding, so it's quite impactful on fast units in particular. The avo drop I don't consider a disadvantage necessarily, I think that's something you can work around. The main disadvantage of the Power skills imo is that they only work with a specific weapon. Whereas Str+2/Mag+2 work with any applicable weapon, including Knives and Bows which don't otherwise have a Power skill available. Tomes too in the case of Mag+2. The main difference is how they scale. Sword/Lance/Axe Power 2 costs 2000 SP (1k if upgrading from Power 1) and boosts damage by 4. While with Strength+3 and Magic+3, you're instead looking at 3000 SP instead (2k SP if upgrading from Str+2/Mag+2). So the costs after +2 get more lopsided, and I'm guessing that's why the author of the Reddit thread ranked them at the bottom. Still, I don't see why you should limit your units to a single Power skill due to that. Aside Bow and Knife users, there's also several classes and units that want to be using more than just one weapon type. Emblems also grant access to other useful weapons too which might be out of the class weapon ranks but can use anyways thanks to the emblem; the Mulagir Bow from Lyn on a Wyvern being a great example. And nothing says you have to commit to inheriting the +3 versions either, you can simply stop at +2. After all you have another skill slot too that you can use SP to inherit something else. Of course. I'm also not saying the Power skills are bad. They're useful for units who just want to use one weapon type. What I'm getting at instead is that the Str+2 and Mag+2 skills are and should be considered similarly valuable.
  15. That list putting Str+2 and Mag+2 in F is whack as F lol. Specially when the weapon power 1 skills have identical costs for the same atk boost, and yet only work on one weapon type. Imo. Str+2 and Mag+2 are well worth inheriting for units that want an immediate offensive boost. Beyond that they get overpriced, so stopping at +2 is fine.
  16. Wait... I should clarify. I meant the specific combo of abilities. Canter is great on several units. Canter+ I am not sure on. The Well maybe changes whether it's realistic and worth getting now
  17. Oh good idea, yeah that one is cheap too. Not healing Wrath/Vantage is pretty easy as long Seadall has Canter honestly. Dual Strike is not inheritable. And Dual Assist(+) only works if your unit can chain attack to begin with, so it is a waste to inherit it on anyone other than backup units.
  18. I've only ever inherited Quality Time+ with Seadall. Mostly because I had no idea what else he could use besides Canter as a skill. 🤷‍♂️ It's expensive in Bond Fragments, but it's actually really cheap SP wise. Makes sense since 10HP recovered to adjacent allies at the end of your move really is pretty underwhelming, so it has to be cheap to inherit with SP too. Cost is fine imo. And uh what else is Seadall gonna do anyways besides dance? Seadall is probably the only unit I would recommend inheriting Canter(+) and Quality Time+ with though. It just adds a little bit extra to Dance utility, without compromising his action to dance. Other units are better off spending SP on something like Reposition if what you're looking for is extra utility
  19. Mage Clanne-onner looks hilarious lol If the class is actually a thing it's definitely an option with Lucina emblem. It seems really ridiculous to allow chain attacks with that and Dual Assist. If chain attacks are absolutely not allowed with it though, then Corrin for Draconic Hex and Dreadful Aura is a fallback (though vine dragon vein is kinda bad). As far as player actions go though it's unable to double, and so it might only really be worth running 1 per team due to that. Assuming it's even playable to begin with. Enchanter also seems to be more of a support class too, and definitely a very interesting one. Knives automatically make me think Lucina as well for dagger poison spread, even better being Bonded Shield with Qi Adept. The tonic buffs are limited in range but seem fairly useful too, so even in 2 other units it's a rally of sorts. That one is more interesting to me personally, again assuming it does end up being playable (convoy access seems reasonable to assume it will be)
  20. Giant Tuna fish can give about 500 bond fragments even if they're not the bonus catch. Just be ready to button mash a lot! Or a turbo controller alternatively would help too.
  21. All of them come rather late to matter a whole lot outside of endgame. The ones from donations take a ton of gold, and imo aren't worth it either outside of postgame Tower of Trials. Of the ones you get as drops, I would say Brionac, the S rank lance, and Nova, S rank tome, are the most useful ones. 1-2 range for both weapons. Former I think is most effective on a Halberdier with Pincer Attack, particularly if engaged with either Eirika or Roy. Latter is good on a Sage like Citrinne that generally has high magic but struggles doubling. Outside of those two, I've also used Georgios (S rank smash sword) and Ukonvasara (S rank smash axe) for Engage attacks and Enemy Phasing if using a General or Diamant as Successeur (for e.g.). Using Georgios with Lodestar Rush or Ukonvasara with Great Aether for instance, those attacks hurt a lot with the might of those weapons behind them, specially when refined and engraved. Only a few units can use them well though, which limits them. Lendabair, S rank bow, is okay and similarly could work with Lyn's Astra Storm. I've only used it with Eirika!Fogado though, mostly on enemies with lowish defense where a Brave Bow powered by Lunar Brace+ doesn't actually add as much damage. The most notable enemy that comes to mind being the ch25 boss with only 28 defense. Niche use case, but niche still. I wouldn't recommend either because I took him out of Cupido for that, before I knew what I was doing. Have not used any others to comment much, but I think the S rank smash Knife and the S rank Staff seem to be worst. I can't find a good way to really get anything out of them personally, at least not outside of tower of trials.
  22. I'm really, really glad they let us inherit skills off the Arena now. Only one loading screen! No more traveling between the chamber and the arena now 🙂 Easily the best QoL change they've made.
  23. I'm probably down on the Ivy rollercoaster haha, I definitely think she's a really good unit. At one point I even thought she was the best in the game, so I'm definitely at a low point seeing her get crit twice in ch14... haha 😞 But I can agree with leaving her at S. I'll reply to the other points as I get to them between my schedule. I tried Fogado as Warrior and tbh, I was not impressed. It might seem like a good fit just to get him going with more strength, which he is lacking in admittedly, but I realized later on in my run that his strength just doesn't matter much. Wyverns by around ch21 that you want to OHKO don't even fall to Silver Bow+5, not without something like 35 Strength, which is highly excessive in LTC and efficiency contexts. Doubling speed for them is also 35, but on the other hand something that is much easier to reach with Mulagir from Lyn's emblem. And you don't even need a bow class to use that bow either, so Warrior isn't even necessary for that. You can simply use Lyn on a Wyvern Chloe, Lapis, Kagetsu, etcetera instead. On the other hand, Radiant Bow+4 is capable of OHKOing Wyverns in Ch21 with just 15 magic. Fogado at 17/11 Cupido on average will be at 12 magic, which is a very easy difference to make up with a meal, an instruct from Byleth, and so on. Most notably, Cupido Fogado at the same level has 27 speed, and is just a Dragon/Covert Byleth instruct shy of doubling Zephia in that chapter, or if engaged with Eirika, quadding her with a Brave Bow; 8x4 from Lunar Brace in damage + 5x4 from Bravery in damage = 52 total added damage (this is assuming bond level 18). Just 8 points shy of one rounding Zephia, which he can easily make up with instruct or chain attacks helping (or possibly even with just his own strength helping). What I'm getting at with this. I really think that Cupido > Warrior as far as Fogado goes. Definitely do Cupido instead, I think it's a much better class for him that gives him very strong player phase presence. He's also a very strong Eirika user as I've shown just off that one chapter, and scales well beyond too. Roy can work well with him too, though not as well, but he's also a decent option.
  24. Hmm, I'll have to give Timerra a fairer shake next time in Maddening. Most likely I just didn't notice because my Chloe had 20 strength by the time Timerra joined. To be fair though, Chloe consumed both energy drops pre-Kagetsu (Jean's paralogue, and ch10's drop from Goldmary), so I did clearly invest in her and didn't see the point in putting any work on Timerra. Louis at IL 10/1 in ch12 seems really low, even for Maddening and efficiency contexts. Is it really fair to compare him at that level to Bunet? Even in non-DLC efficiency contexts, Louis has 9 chapters + 2 paralogues from his join map, which he joins at level 6 Lance Armor. Even if say 7, 8 and 9 can be skipped or done in ~3 turns with smart boss baits, 4 levels over the course of 11 maps still seems pretty low to me. This might also be me having a bias though, because I did not invest in neither Citrinne nor Amber in that playthrough. It's possible I just didn't notice the competition for seals with him. EDIT: btw, I also endgamed Louis into a Halberdier in that run, in case you're curious. Halberdier having Pincer Attack, and engaged with Eirika, means you don't even need speed to quad enemies and ORKO them. You just need to stack enough true damage (25 per hit vs the final boss). Louis in particular fits great in the class because at most what you need is enough bulk to survive a counterattack, which he has. I'm particularly fond of running 1 Eirika!Halberdier for endgame maps myself (around chapter 23) as it's a class that just doesn't depend on offensive stats at all to ORKO bosses.
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