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    New Mystery of the Emblem

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  1. The point wasn't that Hanneman could double while others couldn't, it was about how Mage's struggle to double Fortress Knights using 3 range spells in general. Like even with Weight -3, Dorothea still can't double Fortress Knights with Thoron when equipped with Thryus without eating a Bullhead.
  2. Because mages using their 3 range level spells are slow enough to the point where they have difficulties doubling Fortress Knights. Weight -3 might mitigate these issues, but that's a substantial amount of investment considering most have an armor bane.
  3. He doesn't have to use the Speed Ring most of the time as long as Cooking is in play. He also doesn't need a Magic Staff considering he already one rounds most Armored Enemies. Most mages have difficulty even doubling Fortress Knights when they're not using their most basic spell. Having Low Speed doesn't really affect a Mage's performance in a meaningful way.
  4. Bullheads exist, as does the Speed Ring. Those alone would ensure he'd be able to double almost every Fortress Knight without having to rely heavily on his Speed Growth or Stat boosters.
  5. People here are really overstating Hanneman's Speed Issues, particularly against Armored Enemies. Here's the actual numbers behind that point. While Hanneman may not be a great unit, people are really overestimating Enemy Fortress Knights if they think he can't double them.
  6. How is Victor Private Militia bad? +6 Attack and +15 Hit are really great bonuses, espically since it's only C Ranked. That makes it ideal for units with an Authority Bane like Felix. Add on to the fact the Ignatz only requires Authority to get makes it a very obtainable. I'd argue it's one of the best Paralogue battalions due to availablity.
  7. Caspar can actually deal decent damage to the Deathknight at base level when recurited at Chapter 12. Lance of Ruin would be too inaccurate to really be of use and wouldn't one shot anyways barring a unreliable Crit. Luin would be better, but it's really not worth rasing him to C Lances.
  8. Even that I wouldn't approve of. When it eventually only takes 25 battles to learn some of the best abilties in the game (Death Blow, Darting Blow, Hit +20), it really diminishes class management and makes it so that units never even have to fight in a class to master it. Plus it really skews a unit's skill exp. Even if a unit fought only 5 rounds of combat in a intermediate class, that's often more Skill Exp than they get from instructing. Add on the Knowledge Gem, and it's the main reason why some think S+ Skills are achievable when they're otherwise not very feasible for people who don't use Aux Battles or Sauna.
  9. I'm curious, would you consider something like this to be a case of grinding? The player managed to master two classes in a single Aux Battle that would be difficult to master in regular battles, but they didn't resort to using broken weapons. I'm of the opinion that is grinding and would advocate for complete ban on Aux and Quest battles barring the merchant quest. But I imagine a lot of people wouldn't share the same stance.
  10. Before this starts, I really think that Monastery Usage should really be more clarified. How much Aux Battles should be allowed, for example? Would Paralogues or Quest Battles be treated any differently? Should Fishing for Bullheads be accepted? What about for Professor Exp? Rigging for Promotions? Stat Boosters obtained through Gardening? And what of the DLC? I think that these questions should be answered from the onset, since those things can really effect how a unit can perform. Like participating in Aux Battles could mean the difference of learning Death Blow from 3-5 chapters to 1-2 chapters and can lead to really differing preceptives.
  11. What classes you make units matters a lot more than what units you use. Even though Caspar is one of the weaker units in the game, he can still consistently one round enemies as a Grapler with Firece Iron Fist even at base strength. A better challenge I'd argue would be to use classes that units aren't usually put into or even unfit for them, such as Great Knight Bernadetta or Warlock Petra.
  12. Main reason why you don't hear good things about it are it's Skill Rank Requirements and Speed Penalty. But NG+ eases upon the requirements and Maddening makes the Speed Penalty not matter much. If you're playing on Hard, than it really doesn't matter what you do, al pretty much all your units will be one rounding if built properly. Just be aware that even on Maddening, It can't beat the power of Favoritism.
  13. I'd argue Great Knight would be a good choice as a endgame class if you're playing NG +. That may seem contradictory if you want a magic class, but it's true. Lighting Axe with something as basic as a Silver Axe + already outdamages Hades without even accounting for the 30% Res Scaling, while the Bolt Axe + provides good 3 range without having to use a +Range Magic staff. Sure, it doesn't have Flight, but that actually leads into it's second advantage, Ground based Battalions. With Dark Flier, you're effectively locked to one battalion, Nuvelle Filers, which doesn't give the best Hit or Protection in the world. With something like Superme Armored Corp on the other hand Edelgard can dish out damage and take it. It also makes it much easier for Hubert to Adjutant her if you're not using him. While the -4 Speed Penalty might be a turn off, it really doesn't matter on Maddening Mode. Enemies are going to be too fast to double even with Darting Blow unless you saddle them with a lot of speed carrots and cooked bullheads. Even then, it's not likely she'll be able to one round without a bunch of premium magic herbs. One shoting is always the way to go with mages. If I had to recommend a class path, it'd be: Monk -> Armor Knight (for 12 base Defense) -> Mage -> Warlock (for 17 Base Magic) -> Valkyrie -> Great Knight. Axe Prowess, Uncanny Blow, Fiendish Blow, Magic +2 are the skills I'd recommend.
  14. AM just because it has the roughest Hunting by Daylight if you aren't prepared for it due to Dimitri being Footlocked. But really, most of diffculty is really the same between the routes. I don't agree that the late game of AM is that difficult if you make the most of the tools available in the route. Between Battalion Wrath + Vantage Dimtri, Sacred Shield + Retribution, early Dance of the Goddess and a 2nd on the final map, I'd argue it has the easiest Endgame.
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