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LoneRecon400

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  • Favorite Fire Emblem Game
    New Mystery of the Emblem

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  1. 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.
  2. 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.
  3. 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.
  4. Yeah, I'm the person who made both the spreadsheets and the Imgur Gallery. Looking at it, the AM one is actually incomplete so I'll just withhold it for now. The Black Eagles one (which include SS and CF) is pretty in depth and includes all of an enemies stats, how their stats change with different weapons, battalions, and even benchmarks such as how much speed to double or the amount attack to kill with a crit in one hit. Only thing it's missing really is the paralogues from potential recruits. Other than that, it should have everything you need.
  5. I don't know if it would be useful for you, but there are these available if you want them: Black Eagles Enemy Stats Spreadsheet Azure Moon Enemy Stats Spreadsheet Imgur Gallery for enemy stats on all maps (barring DLC)
  6. It slows down mounted units a lot, but they can just simply dismount. Swamp doesn't do anything to infantry units movement wise.
  7. Thought that Keen Inutution gave +20 Avoid, not 30. My bad. So long as you have Dance of the Goddess and some movement tools to get past the intial bad terrain, you can send pretty much any unit that's not a non mounted mage down there for Link Attacks. For example.
  8. You don't even need to do that to get a good hit rate on Nemesis. He has 69 Speed and 72 Luck with all the Elites alive, so combined with Sword Prowess, Keen Intuition, and his Battalion, that's only a 100 Magic Avoid. With a base Gremory Lysithea: 65 Luna 79 Base Dex + Luk 99 Reason Prowess 129 Maculi 139 A rank Adjutant 169 A rank Link Attacks x3 179 Accuracy Ring 191 Rally Dex/Luk/Special Dance That's 91 Hit right there without anything too special going on. If you added Uncanny Blow or gave her Edmund Troops, that's a 100 Hit right there.
  9. Just trying to contribute to the thread. It was just on a casual playthrough I had that laying where I made Catherine a Wyvern Lord. Actually had to grind her out in Swordmaster like this since I didn't bother to raise swords or master Swordmaster.
  10. If anyone wants to see an example of how Astra works in practice, see here. (Though kind in mind with similar amounts of investment, things like This are possible.) Also TC, i gotta ask, how much Aux battles do you do? Because if you participate in a lot of them, it can really skew a unit's Wexp. Like fighting an extra 20 battles as a Swordmaster with a grant an additional 100 Sword Exp without even a boon.
  11. While it doesn't automatically do so, One Two Punch does work with Desperation. If you don't mind mastering Cavalier, that can be really good on a Warmaster Dedue.
  12. Because even if it procs, more often than not it won't save the unit. Take Gilbert for example. Guy has 60 HP and 7 Res with 17 Dex at base. Now let's assume he came with Aegis and compared him to the mages right after his join chapter on Maddening. As you can see, even with having it proced once, it still wouldn't matter aganist the Warlocks. Granted, he could use Pure Water, but if you think that's enough to survive the late game mages, you have another thing coming. Like just take a look at the mages in Chapter 22. And they make of the bulk of the enemy force in that chapter. In short, taking hits in Maddening is just not very feasible without setup, and even then it's very easily countered.
  13. Armored classes are pretty bad in this game, and applying Dex% Proc skills isn't really going to save them. Not only do they get one rounded by most mages, if they get hit by an enemy Gambit they'll often just get 2 rounded since battalions make up a quater of their defense. If you ever want a durable unit, just apply a unit with Impregnable Wall. It'd just better to go Warrior -> Wyvern Lord and use Wrath + Defiant Crit along with Alert Stance + if you want a unit for Enemy Phase.
  14. You going to have to preface a lot first before you make something like this. Like what difficulty is this? What Route? How many Aux Battles are you willing to do? Are going to be fishing a lot? How is recruitment going to be handled? A lot of these also don't really make much sense, such as putting Fredinand through Fortress Knight even though he's going to be one rounding a lot of enemies with Swift Strikes so he isn't going to be hit in the first place. That goes double if you want him as a Dodgetank. If you want an general ideal path, you'd want to be going Fighter -> Brigand -> Archer if you're on Maddening -> whatever final class you want them in. Same with Magic units except replace Fighter and Brigand with Monk and Mage. Some specifics: -Byleth, Edelgard, and Dimtri's personal classes are all rather lackluster. Byleth can't go into lord either. -There's no point for Byleth to go into Swordmaster as Astra can't be carried over and is terrible anyways. And unless you really like Renewal, there's not much point in going into Bishop with Byleth either. - Unless you're planning on Vantage + Wrath set ups, Grappler -> Warmaster due to guaranteed tripling on Player Phase after Mastering it. -Thrres no reason for Black Magic users to go into Dark Mage / Bishop since the class masteries don't benefit them and won't benefit from class fiendish blow. -No reason to put Linhardt into Warlock / Dark Bishop if you just want him to end in Bishop. - Sniper > Bow Knight due to Hunter's Volley. -Holy knight sucks due not having great offensive White Magic spells and not boosting Healing in anyway. Always go Dark Knight instead if you want a mounted Mage. -Swordmaster is a terrible class to end up in. Use Assassin instead if you want sword for +1 Movement and no movement penalties for a lot of terrain. -Never give up your Dancer. Ever. There's more issues about this list, but I think I've gone on long enough.
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