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Hawk King

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About Hawk King

  • Rank
    I miss the good ol’ days
  • Birthday 08/12/1989

Profile Information

  • Interests
    Video games, Sports, Figure Skating, Lots of Stuff
  • Location
    East Aurora, NY

Previous Fields

  • Favorite Fire Emblem Game
    Shadows of Valentia

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  1. They are only apart for 7 chapters and then you would have both armies joining again so you wouldn’t want to/need to add too many new characters. If the chapter 15 Reunion was just used as a way that manage characters and inventories and then the still continued on after that separate from eachother that would be pretty cool. In that case you would still only need to add 2-3 characters per route or like 4-5 total. Obvious inclusions could be an Armor in 5x with Ephraim and his gang. Another unit in Gerik’s crew. Another retainer to L’arachel. A trainee to join with Franz and Gilliam. And another archer to join whenever. Maybe make Selena recruitable.
  2. The old-school elitist in me wants to just ask “why are you wasting so many weapon uses” and leave. If not having access to the shops is really that limiting to the point where you could run out of weapon uses and not be able to finish the game, wouldn’t you want to use as few weapon uses as possible? In this run you certainly don’t care about turn counts so you should only be using Seth, Eirika, and 1 or 2 units of each weapon type. Also, spreading out and killing every enemy on the map when the objective is kill boss or seize is a waste of your limited weapon uses. With that hat being said, I’m curious if not having access to the shop would actually matter in terms of just finishing the game. I’m thinking it wouldn’t matter.
  3. @Kebe Congrats on the run so far. I’ve enjoyed it quite a bit. It is always great to see other good LTC players. I was especially impressed by your 6 turn clear of 5x. I was (to my knowledge) the first person to discover that the map was able to be done in 6 turns, but your strategy is a little bit different where you rescue drop Orsin on turn 2 instead of turn 1. Edit: lol, I forgot my own strat the rescue drops are the same. Are you familiar with the topic I made on here about it? If so, did you adjust it just because of the reliance on crits? Or was it to feed Forde a little bit more Exp? Either way, I’m happy to see an alternate 6 turn clear.
  4. Ahh the Tellius games. FE9 is tied for my favorite with FE8. FE10 is my least favorite for reasons I won’t get into here. While it may be wordy, I always thought the story was pretty good in FE9. I like the way it all played out. Plus after my first play though I always skipped the story. For me the map designs were great, and never felt boring or lazy. Bexp needs to be handled properly to get the most out of the game. As a draft/LTC player it makes Bexp use much more fun. Basically, if a unit is a good class (mount/flyer) you should pump it into them early on. Bexp is great for making sure that you can use whoever you want whenever you want.
  5. This topic is kinda old but I’m going to respond anyway because it is on the first page. Playing on Normal difficulty, it is absolutely possible to get every single unit who is capable of transferring stats to 20/20. I did it myself and only left out Laguz who can’t possibly cap any stats anyways. Technically I didn’t finish the run, but I was only two or so chapters away with ~25 characters finished at 20/20 with multiple stats capped. It would have/ will finish someday with over 30 characters with transfers. It takes a lot of planning and odd tactics but if anyone is interested I could explain what I did in more detail.
  6. I like story related promotions, but preferably with obtaining an item so you can do it when you want to. Sacred Stones promotion items are obtained well past the halfway point. Without grinding in random battles, it requires a lot of effort to get them past like 20/10.
  7. I’ve quit playing FEH. It took up way too much of my time, and I haven’t liked where things are going with it for a while. I actually haven’t opened it since the new year, and I am totally ok with it. It’s time for me to catch-up on the massive backlog of real video games I need to get around to playing. I’m still going to follow what goes on as far as new banners go, and I might drop by to give my opinion once in a while, but I for sure will not be playing again. With that being said. Legendary Azura is the most disgusting kind of power creep yet. I am so glad I got out before I had to deal with that in AR. The merge change is probably a great thing. It would have been nice to seen that earlier.
  8. Not sure how much longer I want to keep playing this game. For the first time since it was introduced, I have failed to stay in tier 21 in the Arena. The score I had was like 6 less than I needed, and I had a failed run on map 5 when I would have scored more than enough to stay. In the end, I just ran out of time. I put way too much investment and effort in for not being able to make the cut. Surtrs and other 180 BST units are pains in the ass to take down with a single bonus unit. Even tougher to score high when my Legendary hero is Gunnthra and every other whale has L!Hector... It’s just so frustrating. And Aether Raids are just as bad, if not worse. I do have quite a few +10 merges that I just need to pick the nature for, and I have some premium skill fodder that I have been hesitant to part with so that could help me, but I never want to take the time to do that stuff. I play the bare minimum to get quests done and that’s it. My Stamina sits at 99 all the time. I really want some big changes to happen that didn’t with book 3.
  9. I really hate how good this Hero Fest banner is. New chick is pretty good with great fodder and all of the others are great units with great fodder as well. I don’t have Ophelia or Owain, and I would have liked to get some Special Spiral fodder for some fun builds. I need to get a lot better at being F2P and hoarding my orbs.
  10. Tibarn is cool, but I’m worried about how they are going to implement the transformation. Is it on a cycle, like three turns on three turns off? Every other turn? And can they still fight when untransformed? Summon tickets are nice to see. Not feeling the new seasons. I really hope they aren’t necessary for being competitive. Love the new characters’ art/style. All in all I was a bit underwhelmed by the Feh Channel. Was hoping for a way to upgrade gen 1 units for a flat 5 BST increase or a better balance for the Arena. Something to freshen up the older content. Instead it seems to be all in on Aether Raids.
  11. I’m sensing that you may have had problems with reading comprehension in school. Staying in Tier 21 with +0 bonus units takes things like dancers, ranged attackers, healers, and Savage Blow off the table. Obviously with all of that stuff every fucking enemy type is trivial you twit. I have several +10 healers who are capable of doing that, but I can’t run them in the Arena because they don’t score well. When I do use my horse team or my Infantry team with Genny and Axura to clear daily quests quickly, yeah, it’s easy as shit. And no, you don’t run into the same caliber of Armors at the lower score ranges that you do in the 746+ range. A big part of why they are difficult to deal with is because you have to use high scoring units and skills instead of the ones that are capable of trivializing them. Like what you may often hear about good sports teams “they make you play their game”. Another reason it is hard is because you have to feed every kill to your bonus unit without using things like Pain+ double Savage or dancers. And yes, in the hands of a player controlled team, Armors are the best units in the game when it comes to killing shit in a 1v1 setting. Aether Raids are completely different from the Arena. Obviously, full Armor teams are not ideal, but not many people run those anymore. Even in the high scoring ranges of the Arena it’s mostly mixed teams with Tactics skills.
  12. @DehNutCase wtf? You don’t face a lot of powerful armors in the Arena because your team doesn’t score high enough, and you are able to deal with the ones you do see because you run lower scoring skills that allow you to trivialize them. For people that actually try to score as high as possible in the Arena, Reposition and 200 SP skills aren’t really in play. Otherwise I would say that a LV1 3* Olivia is the best unit in the game, because she can dance and she makes the opposing team much weaker and easier to deal with for your combat units. The current Arena meta is to feed as many of the kills to your bonus unit/s. You clearly are not doing this so you really shouldn’t argue about how good certain units are compared to others. You are playing a completely different game. In the hands of the AI, Cavalry are much easier to defeat than Armors. My current Arena team is literally incapable of killing Surtr right now. And I have Caeda on the team... Because of that mistake of a unit I have to drastically switch some things up to get through this Arena season. Neither Reinhardt nor Bow Lyn ever had that effect on me. For the record, I only have two Armors fully built up (+10) on my Arena teams. Sadly, I have to feed bonus units their kill so my Armors don’t get a chance to shine. As far as bonus units go, the easiest season for feed bonus kills by far was when Brave Ephraim was my bonus unit. Give him some buffs, put him in range of the enemy and they all dropped like flies, regardless of color. Aether Raids is a completely different case altogether. It allows for very flexible team building and actually requires it because of the secondary objective of breaking pots and the turn limit.
  13. @DehNutCase Why do you hype up Reinhardt so much. He fell off his pedestal like over a year ago. DB4 might have given him a little bit of life again, but he is no where near dominant like he used to be. There are so many units who can bait and kill him with ease, and he can be killed with an offensive approach as well. And in the players hands, he needs to pick an offensive build with Dire or a defensive build with Owl or Raven. He can’t do both so he is limited to just one phase. I use Rein on AA, if an enemy ain’t red, he dies to a counter attack unless he has Lancebreaker against a lance enemy or I have spread Pain across the map. And with the deflect magic seal there are a lot of reds who can handle him with ease as well. Armors are the only units that even have a chance of giving me trouble in the Arena anymore. High BST, ward/tactics support with a difficulty to get them away from teammates, super broken weapons and skills. And in the players hands, they are brain dead easy to use. They can bait enemies with VF for simple kills, and they can charge with BF and galeforce. They can also run builds that perform equally well on both phases. Bait in and kill one enemy while charging galeforce and the on the player phase, kill a second enemy, activate galeforce, and kill a third enemy. “Awe man armors suck because they can’t move around or use reposition effectively, they just kill all the enemies instead!” 4/10. I would gladly trade one enemy Surtr for 4 enemy Reinhardts every time. That would make seven enemy units and it would still be easier.
  14. Just as my initial fears predicted, Surtr was a huge mistake. Before you could buff and support any +0 bonus unit to get all 20 kills. Even my +Atk +10 Fjorm with the boosted bonus unit stats and significant Tactics/Drive support can’t do shit against Surtr... Do I need to run Trilemma on one of my +10 healers and give Fjorm Cancel Affinity?? That would work, but fuck that. Lies. That would have 3 infantry so the Tactics support wouldn’t work.
  15. I checked gamepedia. I’m glad to learn it was a mistake.
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