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Espinosa

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    Snoop Doga

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  • Favorite Fire Emblem Game
    Fates

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  1. Get ready to see these three units a lot! Merrin and Panette anyway.
  2. Vander can become a 6-mov flier without hogging an early Master Seal and can get to where bosses are without Emblem Celica or Sigurd without dying. Give him Momentum to fix most of his offence problems, and he'll be assisting with bosskilling and routing until chapter 12 or so. Anywho, if anybody is wondering if I'm making any progress into my chapter 13 clear.
  3. I've been thinking of turning somebody into a sniper. Etie can promote into one naturally, but she needs to be deployed and trained for that to happen. Reclassing somebody like Timerra might be an even better solution.
  4. Hard to say... You get Vander, Kagetsu and SEADALL. Not having a flier early on does suck to be sure. Apparently, the AI detects that both Alear AND Framme (using Chain Guard) receive damage without dying and attacks Framme because the target - Jade - won't counterattack. If Alear equips a 1-range sword, a nearby lance user tries to break her, and if that attack connects the archer will try to go for the kill. However, with the levin sword equipped, the archer acts first and ignores Alear... It doesn't really have anything to do with my using Obstruct. Chloe probably could've got more experience, and with it SP, if I'd prioritised her for arena experience and rigged her multiple instances of Vander combat for, like, 150 exp in between each chapter. Because of her role in slaying bosses in just about any map when she's available, she can't really afford to equip Emblem Marth and kill things with Mercurius for experience. Even for Alear, there was only really one map where I could've used that (chapter 6), and I abstained because I didn't want to rig one level-up too many. In general, having fixed or modded perfect level-ups would remove the dependence on rigged levels and allow me to care about the quantity of experience over quality of level-ups. Until chapter 19, Alear is the only one who can Canter. WRT the well, things don't seem so clear-cut. I wish I could compensate for Seadall's absence with, like, extra Warp staves, but at the same time I haven't been utilising the well for many maps where, were I to play it now, the well might've helped me some turns and made more objectives possible. I'll probably play around with the well and see what I can get but avoid any real manipulation, much like the Fates lottery feature.
  5. Turns out Dragon!Alear is the only one who can ensure the lowest-turn clear (glitchless) of chapter 10 by rewarping a group of four to face the bosses. Time to redo the last two chapters, I guess.
  6. Just got my second one. I think I won't need more than three (Celine, Ivy and Citrinne, if I ever feel like fielding all three). They shouldn't ever see any use, but it's very plausible during the midgame when magic-friendly emblem rings are sparse.
  7. A stupidly long time... I only had 1,4K Bond Fragments before the DLC gave me a lot more, so I had no flexibility in terms of arranging the RNs. The more BFs you have, the easier it is to rig the rings you want.
  8. Oh, it did, more than several for sure. Why do you think I unequip Anna's Iron Axe before the last player phase ends? Because HM's mid-chapter saves preserve the chapter's RNG, there's room to rearrange actions kinda like I do it in the GBA FE games.
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