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samthedigital

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Everything posted by samthedigital

  1. I tried a bit to see if I could come up with a good physical set, but in the end I couldn't get anything that I liked. The problem is that there aren't any useful stat niches that Jean can fill; Kagetsu and Panette already have everything covered. He can in theory come close to matching Kagetsu by the very end of the game (Sword Fighter > General > Wyvern iirc), but I don't think that he even reaches Kagetsu's stats until some time past ilvl 40 which is more than any of my units ever reach by the end of the game in my experience. I guess I could see someone else getting higher ilvls on hard or with more grinding, but I have no frame of reference for that. Anyway, since no one else has really talked about it I want to quickly mention that the fundamental flaw with Expertise as a skill is that it requires Jean to go into classes that might not work well either for him or for the team. That means that even ignoring the incessant amount of grinding I might also have to go into classes that I would otherwise avoid or use in a way that isn't really fitting of the class. No other unit has this problem; they can just reclass to whatever they want at any time without killing their stat potential.
  2. It depends on difficulty and the amount of juggernauting we're doing. Robin can go Tactician>Merc>Hero>Dark Flier and reach it by chapter 13 on Lunatic. It's not strictly the most efficient (in terms of experience) way to get there, but it's easier for her to juggernaut. It's probably possible to get Sumia there in time for Lucina too, but I haven't experimented with that yet; I got her there by chapter 15 or so if I remember correctly because I was getting as much experience as possible on Robin. If you're playing on a lower difficulty or spreading experience between a lot of units then it's going to take a lot longer with less experience available naturally.
  3. I don't know that this has been mentioned yet, but in Sacred Stones Tana and Vanessa are considered better on Eirika route because they help out immediately on her chapters even if we have to go out of our way to grab the Elysian Whip. On the other hand on Ephraim route Cormag comes exactly when we need a combat flier with an Elysian Whip, and there isn't as much need for a second one.
  4. From the looks of it Jean has to get to 10/20/8 to pass Citrinne in magic as a Sage, or did you mean Pandreo? If you really want to make him as good as he can possibly be without having to spend that early Second Seal then your best bet would probably be to go into Griffin Knight to fix his speed once he promotes and then swap to your desired pure magic class after he gets a sufficient amount of speed in that class. I'd probably suggest feeding him a Spirit Dust to help him reach one round thresholds too. This would let him eventually reach the one round thresholds that only Ivy and Citrinne can normally attain while being a little more flexible on fixing speed. With an early second seal I'd probably just go Axe Fighter>Warrior or Wyvern because the growths are good, but unfortunately he doesn't really have any stat niches with this kind of build.
  5. I chose to read that as you not planning to do the emblems... yet. 😏 Anyway, I'll give Jean a 2/10. He's one of the two worst characters in the game in my opinion. He has some Qi Adept / healing utility that is quickly losing value when recruited, and that's the extent of what he can do without Micaiah or using seals when those resources are at a premium. He doesn't offer anything more than what we already have if we dump everything on him either, and it's going to take some additional grinding for him to get going anyway. I took a quick look at his stats in various classes compared to Pandreo and Kagetsu for kicks, and for all that training he's probably just worse than them anyway, yuck. Is everything taking a while to load related to the site having issues loading from time to time? Also, personally I don't really think there's much need to rank any of the units again; I doubt anyone has changed their minds on much, but more input is needed probably since it's just an assumption. I'm really just annoyed about how I rated Citrinne though honestly. She's so much better than I originally gave her credit for because of the fact she can reach speed benchmarks to carry most of the game.
  6. Selena also works. Rally and pair-up ignore the stat cap. I assumed that you knew this, so I didn't think that it was worth mentioning. I never played the Shiro paralogue. Otherwise my statement remains the same. Shooting myself in the foot because of what exactly? Enemies in Conquest have group AI, so if I'm enemy phasing the majority of them I save maybe a turn getting there if I don't have another unit to ferry him. Otherwise his stats are basically the same or better. I'm not sure exactly what you mean about it being after the point where it might be better to reclass him. He can be reclassed in chapter 19 too so that he can go wyvern, but it's obviously better for him to have a sword past chapter 21. I'm not sure why you're comparing Sol to an OHKO move; an OHKO move aims to kill a single enemy and Sol aims to help a unit survive a given number of attacks, and we can use probability to calculate this. It can be a little complicated, and it depends on the unit's defense and the like, but it's not impossible to do by any means. I've provided you with some more limited calculations, but you've really done nothing except emphatically state your opinion without any form of proof. If you don't use pair up you're not going to be able to do much in the way of EP shenanigans which is how I play Conquest. I don't need to worry about that extra unit slot when there aren't any enemies left to worry about. edit: I don't think that Hero is particularly good on anyone besides Xander because of the lack of 1-2 range. It's just a necessary stop on the road to being a Sol tanking Ninja generally speaking. double edit: Since this topic isn't dead yet I'll take the opportunity to give Frederick some love. He wants to reclass later (apparently he also wants Paladin 15 for a Freddy solo if GK isn't Paladin enough), but he's by far the best unit for the first few chapters. I've even seen kirbymastah practically solo the game with him on Lunatic which is always funny. I would give him the nod over Seth even if we're strictly talking about how valuable a unit is in order to complete the game even if Seth probably saves more turns in an LTC or something.
  7. This is still based on your playthrough on Hard mode right?
  8. There's an item called S Drink that resets the unit's fatigue. It's pretty easy to buy a bunch of them and basically ignore the mechanic entirely if you know what to sell. Lara doesn't really get fatigued all that often anyway though since dancing only adds 1 fatigue. Staves take up a lot more, so Lara is more flexible to help facilitate staff spamming.
  9. Are emblems next or? Anyway, this one is pretty simple for me. 7/10 seems about right for Veyle. I'm docking points for her availability and defensive bulk, but there isn't much to criticize otherwise. I never make use of her bases, but I guess it says something about how good an all stats instruct is at this point in the game. It's when enemy stats start to skyrocket, and I typically have been using Alear in some other role. Otherwise she has enough speed to double most enemies even without heavy investment and her attacking stats are pretty good. I give her Canter in her base class; she can get Speed+5 and an HP tonic to help her double a few things and avoid getting doubled and/or one shot, but I'm typically just using her as a Byleth bot so it really doesn't matter. Theoretically speaking in a speedier class she could reach ~40 speed (with a 9 base speed class she gets there with an emblem, speed+5, a tonic, and a rally, but I'd give the speedwing that we get in chapter 22 to make things easier) and be a pretty good offensive unit. I want to try that out eventually just because it sounds fun; it just requires me to play differently than I normally do lol.
  10. I'm throwing my units into hoards of enemies on occasion in FE6 too. The main difference for me is in the objectives and how strong Warp is in FE6. Boots spam (so side objectives like stealing later on in the game are more valuable) and the higher enemy quality also help give the dancer more value.
  11. We use cumulative probability to calculate how often Sol should hit over a given number of attacks. That 97% is the chance for Sol to proc at least once once against 5 enemies with 30 dex which is blatantly in our favor; that's the point. It's also a very low dex stat all things considered when we can use tonics, pairups, etc to stack it much higher. edit: I found this video which does some math and demonstrates how effective the build can be even in its beginning stages. I'm sure you could find more if you care to look. I don't care to change your mind on this point, but you're not going to convince me that it's not going to make a difference just by repeating yourself. It has been an integral part to a handful of maps and playthroughs for me, so you're unlikely to change my mind anyway unless you had some concrete information to offer. Fates doesn't really punish it enough. It's still an effective strategy. I clear the Siegbert paralogue ASAP, but otherwise I don't really care. I can acknowledge that the Conquest specific paralogues are more difficult, but I don't really have a problem with them. If you want to make them easier while still doing them late you can do them in bunches doing the easier dual route ones first so that your stats are higher for the others. He's reclassing in chapter 22 and is primarily EPing the rest of the way there. The only thing that the mount gives him is movement which is not that necessary when he's just tanking hoards of enemies. The quality of the unit doesn't really matter; they're just there to be a guard stance bot for Corrin. This is likely a result of you just playing slower than I do. In chapter 25 for example (if I'm not cheesing it) I've had Nina handle all of Ninja hell by that point. I've gotten past Hana in chapter 22. I've dealt with all of Setsuna's group by turn 3 or so in chapter 24. I could go on.
  12. I was going to do a more in depth analysis, but how useful dancers are relative to one another has a lot to do with how strong the available player phase actions are and how much of the game's combat takes place on enemy phase, so I found myself repeating the same talking points when doing a more in depth analysis. Strong player phase tools / heavy player phase focus: Engage, Three Houses, Conquest, Thracia, Binding Blade That is roughly the order where I'd rank them. Lara is probably the most interesting of the bunch to me because she is useful as a capture bot throughout the game besides being a dancer. Conquest is also worth mentioning for being able to get Azura to dance more often. It's just that it's not a net positive in terms of action economy and requires a bit of planning to make it useful. Conquest can be turned into a more EP heavy game too, so I'm not sure on my ranking. Multi move dancers: Genealogy, Radiant Dawn, Path of Radiance I could see them being placed anywhere in this tier. In theory these should be stronger than everything else, but enemy phase is a lot more important in these games. You can do some funny things with a Leif Rescue staff in Genealogy, but I found this to be difficult to maintain. I haven't played the game that much though. Weaker player phase tools / heavy enemy phase focus: Sacred Stones, FE7 It's probably a little unfair to have Sacred Stones here. Seth leaving everyone behind to reach the objective is pretty common, but I find it to be a lot less common than in FE7. I didn't list Awakening, but tiering there depends a lot on the difficulty. Lunatic and Lunatic+ show the two extremes of dancers. On Lunatic they're not that useful because we can just EP absolutely everything with one carry and a backup. They're a lot more valuable on Lunatic+ because dealing with some skills requires a lot more planning and player phasing. Lastly, it should go without mentioning, but even the worst dancer is still a fantastic unit relative to almost any other class, so the separate tiers are more to compare them relative to one another. I can't think of any dancer that isn't an auto deploy in any game besides Awakening for me.
  13. This is how I like to play Engage, so yes, it is possible. The way I set it up is to have 3 carry type units and a bunch of support combat/utility. I have my Ike carry, the Bonded Shield duo, and then the Lyn carry. The Lyn carry is typically being fed a bunch of stat boosters so that they can tackle MM enemies on their own, but they might make use of Bonded Shield also. Chapter 22 comes to mind as being significantly easier when having this kind of Lyn unit available. This isn't completely set in stone, but it gives you a general idea of how I approach maps. It depends on the specific map, but let's take chapter 23 as a quick example. The game is softly encouraging you to split your party in two, but we can ignore that suggestion and just group everyone up anyway. I like to ignore the right part of the map entirely to clear the map more quickly. It might be a little slower if you want to full clear the map, but it is a lot more simple. It's not universally slower to play that way though, and of course there are ways to deviate from the "ball of death" strategy slightly for better clears. What do you think of Entrap and Astra Storm cheese? There are also a few ways to use Warp/Rewarp/Rescue that trivialize maps while not falling into the LTC umbrella. Chapter 25 is the ultimate example since you can bypass the whole split army gimmick by rescuing all of your units to one side of the map. Of course you could get them all to the top of the map and kill the thieves to trivialize the map entirely, but I'm not sure whether you consider that LTC or not. I wouldn't personally; my turn count by the end of the game is like 4-5 times worse than an LTC, but I guess that it depends on your perspective to some extent. I have no idea either way; my first MM playthrough is the only one that featured a more even distribution of resources. I had the hardest time with this playthrough, but it's also not a good point of reference for obvious reasons. My latest playthrough featured only 4 competent combat units (Amber, Citrinne, Yunaka, and Boucheron), and they were able to handle just about everything with a garbage supporting cast. I didn't full clear every single map, but that would only make things easier since my carries would have been able to trivialize more. This was happening while units like Jade, Vander, and Bunet contributed almost nothing offensively.
  14. He's going to be more outclassed relative to the best units, yeah. The problem is that we don't have as many units that have been properly leveled, so it adds value to units that come for free with combat ready stats for some of the secondary combat or utility roles. It depends on how exactly you want to use your emblems too. Byleth is the primary example since I don't really care about the Byleth user's combat. It's nice to have a Byleth user with good combat on occasion, but for example I used Vander as my primary Byleth/Corrin bot throughout the game and didn't miss out on too much. I would have used anyone else if I could have by the way; I was just forcing myself to use the last few units that I had never used before past the start of the game.
  15. The other way to play in a more casual (so to speak) setting is to choose a handful of units to give a ton of experience/resources to so that we create some juggernauts to beat the game with. A unit like Mauvier is going to have more value in this kind of playthrough also. It's a similar idea to Pokemon where pooling experience into one Pokemon lets them solo the entire game with minimal effort. It's a little more complicated in Fire Emblem, but the same general idea applies.
  16. That sounds about right for Hard mode with that playstyle. It wasn't any different for me at least on my first playthrough. There's a similar trend in Maddening, but the exp penalty and enemy stat inflation does make it a lot closer if we don't include emblem buffs. 6.5/10 Mauvier is a ball of stats. His personal is worthless, but he can do pretty much anything at that point in the game even if he's not going to be the best at anything. He's also probably going to be relevant to some degree on every playthrough given the nature of deployment slots in this game. It is worth mentioning that there are still a few 12 deployment slot maps after he joins though. Anyway, the main reason I'm docking points from him is for availability along with his speed not being good enough on its own to double most late game enemies. I'd rather heavily invest into a unit that's going to be around for longer, so Mauvier isn't going to get any special treatment. Still, he's probably going to perform similarly to the bottom half of my units if I give him their emblem and skills instead, and he has a good shot at being on my team on every single one of my playthroughs.
  17. I'll give a quick shoutout to Martial Master Alear. I prefer that to Paladin for the flexibility at the cost of Alear not having any combat utility. My go-to would be Wyvern though.
  18. I don't LTC, but I don't take that many turns to clear maps, and your gameplay has absolutely nothing to do with how I rank units or evaluate skills. I find that the first few turns of a map are the most important anyway though even if I'm taking my time, but that's me. Corrin can friendship seal, and I make use of backpacks fairly often as I tend to EP a lot, so you can see where I'm coming from with my rankings. You weren't critiquing my opinion of your rankings either, so again, how you play is irrelevant to your critique of my opinion on Paladin in Conquest. edit: I'll quickly mention how I approach team building in Conquest. I tend to focus on a smaller group of units. This results in fewer combat ready units, but they do end up being a little stronger. Child units make up the difference when I do want a full team, so I'm not exactly missing anything by playing this way. I'll also note that I don't reset very often besides the first turn or two when I want to experiment to see how I want to play the start of the chapter and that I play on Lunatic. So to put it nicely it doesn't result in play that is any worse than yours by any metric I care about given the fact that you "tend to take far, FAR more than seven turns to clear maps". That's an assumption; you actually have no idea whether I'm relying on dumb luck or not besides the 97% chance example I gave you earlier, and I would rely on a 97% displayed hit depending on the circumstance.
  19. 20 Hit/Avoid is fantastic if you care about reliability and are clearing chapters at a decent pace. You'll want to note the edit I made. Being able to deal with enough enemies before getting a guard is a fairly common occurrence for most EP units, but it's helpful to fall back on a Sol proc or dodge. Why do you say that? He's perfectly useable as a backup when he joins; the support is still pretty fast, etc. The benefits are still there, and he still joins a little earlier than Corrin gets Sol iirc. That 97% chance is actually lowballing it by the way. I plugged in the probability with a 30 dex stat. Xander can go a little higher, and he's not the best example of Sol tanking either; it's more for a little added insurance for him. In any case I would say that it isn't just a win-more move as I have found it to be useful in a variety of situations. You're free to disagree if you like, but it's not going to move the needle, and we're quickly getting off-topic.
  20. 5/10 I feel the same about her as I do Lindon, so giving them the same rating also makes sense. I went with Sigurd!Saphir with Wrath/Speed+5 which turned out pretty well overall. I'm a fan of hit boosting personals in general; Saphir doesn't really need to inherit things like Hit+X to get 100% hit rates which is nice.
  21. That's more of a player skill issue than a problem with Sol; just don't rely on it when the enemy isn't healthy. Do some math to see how much Sol does on a second hit, to see the chance of success in general, etc. You'll note the 97% chance I listed for hitting one Sol in 10 tries. When combining that with avoid (Corrin in particular has an easy Jakob pairup to give her some, but there are some good ways to stack that along with defense and the like... lucky seven is one such example) surviving can become as likely as hitting a 97% displayed hit (note displayed, not true) if we're using the 5* enemies and one Sol proc example, but it can get a lot better depending on the situation. If this is unreliable to you then we have vastly different ideas of what that means.
  22. No, I don't mean Alfred. Vander is better early on, and you're going to want to stop using both of them eventually anyway. edit: Apparently I had Conquest on the mind; one letter difference, woops. Yes, but you can use the well for SP books; stick to 2-3 stars. Yes, there is absolutely no downside to early promotion in this game. Wyvern, Wolf Knight, Mage Knight, Sage, Griffin Knight, and Warrior are the primary classes you'll want to go into. Martial Master and Sniper are also good classes for specific emblem niches. One of the units later on, Ivy, and Hortensia also have great personal classes.
  23. I'm not sure, but the general question thread is usually meant for questions with simple answers. What you're asking for is far more complicated, and I would not be able to give you an appropriate answer succinctly. More broadly speaking Xander and Louis are units that you're going to want to use early on to carry you through the early game while investing in 1-3 units for later; Chloe and your main lord are two good options. You'll want them to inherit Canter for later on. Once you get past chapter 11 you'll want to fill the rest of your team with any unit you see that has good bases; you can be the judge of that; there are plenty of them available. Past that I'd suggest you make a judgement call on what emblems to fit your units with and what class to use. I can give you some loose suggestions if you like, but any more than that would require a lot of effort, and you don't really need a tl;dr to beat Maddening.
  24. I would put both classes above Cavaliers in FE9. Either Jill or Marcia is going to be the best unit from the time they join to the end. Even the second best one is probably going to be better than our Paladin squad with any kind of investment. The difference in my mind is that those games have more of a variety of strong classes. Magic users are much better relative to their FE9 showing, and there are foot locked units that have combat that isn't easily replicated by their mounted counterparts. They're also similar to FE9 in a way where Titania might be the best unit in the first half of the game, but another class's (probably the ones already mentioned) utility might be more important after that. This happens a lot less with Seth from what I remember, but I don't play FE8 enough to quantify that.
  25. If you're relying exclusively on Sol procs then sure, but that's not why Sol is a decent skill. Being able to EP in Conquest requires a bit of everything if you want to make it consistent. For example there's a 3% chance of not getting Sol once in ten tries. When you combine that with avoid and the like it becomes pretty strong. His move is worse, but he gets 3 skill and 1 speed in exchange for 2 res. I don't find myself wanting the movement after Xander swaps to Hero, but your mileage may vary if you LTC. I don't particularly care because the difference between turns in conquest is a few seconds of black screen. If Xander is swapping to Hero after chapter 21 then he's probably reaching Axebreaker around then anyway.
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