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LoneRecon400

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Posts posted by LoneRecon400

  1. 5 hours ago, Dark Holy Elf said:

    Marianne one-shots and has access to Physic. She can also boost the range of her spells and has better accuracy.

    Wyvern Annette's build is quite expensive since you'll need both good flying and good riding ranks.

    I found Wyvern Annette an interesting but ultimately middling build when I tried it. I feel Dark Knight is probably the happy medium.

    I always found healing to not be useful by the time advanced classes show up since you can simply negate damage with gambits, avoid it entirely, or defeat the enemy before they even have a chance to strike.

    Spells can have increased range, but Marianne struggles to one shot when only advance class enemies show up and chip damage ain't really needed by that point.

    You could just master Archer instead of Valkyrie for accuracy if you wanted less skill rank investment. C Bows only takes 6 weeks to train even with a bane with Sauna, or 4 weeks for D+ if you don't mind rigging for certifications. Fighting in Archer ain't too bad for her with the Lighting axe or the Bolt Axe.

    Annette also doesn't really need Wyvern Lord to function. She can stay in Wyvern Rider just fine, so she really only needs B Axes, C Bows, and C Flying, which is pretty economical in terms of skill exp. She don't even need Nuvelle for the majority of the game as Lightining Axe and Dust is pretty overkill most of the time. It's really only for endgame where enemy HP sky rockets that she needs it.

    Wyvern Annette isn't some game breaking option that's going to outpace Dimitri, but it's a decent high mobility option that can delete armors at range while also capable of deleting some enemies other units have a hard time with. I'd say it's better than Valkyrie Marianne since I value the movement substantial more, but it's admittedly arguable.

  2. 2 hours ago, Shadow Mir said:

    Hmph. I ain't surprised it floundered. It's a fucking scam. Far as I am concerned, to get the best out of a unit, you need to play to their strengths- and this is the exact opposite. 

    I posted an example of an average Mag Wyvern Annette one shoting endgame enemies with 100% Hit Rates while also having 8 movement and a 3 range attack option. I don't see how that's a scam considering even Lysithea can't one shot the War Masters on average.

    What would even be Annette's strength otherwise? Put in Gremory or Warlock? Being locked 4-5 movement with weak spells doesn't seem like it'd play to her strength.

  3. I'm surprised you didn't have much success with Wyvern Annette but had success with Soul Blade Marianne. With Nuvelle Fliers, Annette is capable of straight up one shot enemies at Endgame. Not a whole lot of magic units can say that one.

    If you ever do try Maddening again though, I'd recommend focusing more heavily on support battalions. Like you mention how Dimitri is weak to balistas, but with the Sacred Shield Gambit you can nullify any attack that's not at 1 range.

    Support gambits and Dancers are some of the strongest tools you can use in this game, so it really pays off to abuse them even if their stats on the battalion or combat  are not the greatest.

    Take Dedue for instance. You found him to be mediocore, but he could put in a ton of work as a Assassin using Vengence and Impregenable Wall. Vengence makes him capable of one shoting the majority of enemies while Stealth makes enemies not target him as long as he's not the only unit in range. Combined with Impregenable Wall making other units effectively invincible, you can probably see why this setup can be really good.

    Finding out powerful combinations like that is why I like playing through Maddening. Enemies are admittedly quite bloated in stats, but you have intreseting tools to play around with to make those stats a non issue.

  4. 19 hours ago, Shadow Mir said:

    How much trouble did enemy dual strikes cause?

    It depends. Most maps either relied on a lot of player phase action that relied on one shoting the enemy with dual strikes or heavy enemy phase moments where most enemies attacked normally rather than use dual strikes. So Dual Striking wasn't that much of a issue.

    There were some maps were they were a problem though, such as the left side of Chapter 16, Ch 19 Life and Death Kitsune, and the Ch 26 reinforcement Sorcerers.

    But those issues were caused because I either lacked skills like Auras, mage killers, or both.

    Really stacking Defense made enemy dual striking a lot less threatening. That's mainly I how I got though most maps without any issues.

  5. Alcryst ain't great at taking down corruputed wyverns, especially in his personal class.

    Like the Corruputed Wyverns in Ch 17 have 33 Defense and 57 HP. Even with his endgame stats, he'd only have 30 attack with a +2 Brave Bow. So while severely overleveled, he would do no damage against them without Luna and would require require 4 Luna procs to one round it.

    Even using something like a Silver Bow +1 would only result in 6 damage and 22 damage with Luna. So even if he gets a double Luna proc, he still wouldn't be able to one round them.

    When you can instead do things like one shot them with 100% Wrath Crits, have effectively 50 might on them with Sieglinde, or use Seraphim with Holy Stance++ to one round them, having to rely on Luna to do any meaningful damage aganist them is pretty lame.

    Though I will agree that he has no problem surviving them. Even if did, you could do something like Divine Pluse + Hortensia and have them use a fracture staff. With that skill she would have a near 90 hit rate against every wyrm in the game at base.

  6. 33 minutes ago, SnowFire said:

    Citrinne would also be perfectly happy with a Soren or Chrom Emblem Bracelet if playing with DLC.  (Maybe Veronica too?  Haven't used her.)

    Veronica is really broken on her if go all in on Reprisal +. With 3 Seraph Robes, you can have her reach the High Preist HP Cap of 55. Combine that with Hp +15 and Hp Tonic, that'll add +37 Damage to every attack if you can get her to 1 HP, which is easy with Corrin's Fire Dragon Vein.

    At level 10/30 High Preist, Citrinne will have 36 Magic. Combined with a Ike Engraved Thoron +1 for 22 Might and Veronicas +5 Magic, that's 99 Attack. That is enough damage to one shot every enemy at Endgame except for Somborn.

    Now imagine that with Vantage. It's a rather asinine combination.

  7. 8 hours ago, Eltosian Kadath said:

    Its not that hard to use shelter-dance strats after breaking the door at range to get everyone out of freeze staff range, and then you don't need to worry about the defense threshold for surviving that at all.

    I have done it before on Lunatic, but back when I did it there was no footage online of anyone else having done it, and the only indication that anyone else had was the good wiki having a brief description of the reinforcements...

    although it would probably be accurate to describe me as going for an esoteric strategy on that run.

    You still need to face the general group and berserker group together. I suppose you could just turtle them out all the way to Hero room. But I've never been a fan of turtling, especially when you don't have to.

    There's actually a strategy that can skip both the Hans Room and Sorc Room entirely, but likewise i'm not a fan of strategies that just skip sections maps entirely.

    There are a couple of strats of getting the Spy Shuriken. Typically the strategy is using Pass or Lunge and simply completing the map on the same turn as you get the chest to avoid fighting the room. There's also the other option of baiting the faceless away from the stoneborn with a very durable tank and then splitting the Stoneborn up, but that takes quite a while.

    The most unique strategy would have to be using Keaton though. Stoneborne in the room will attack anyone in their range, but they're stationary until the door is broken. So what you can do is just have Keaton get attacked by them and apply Grizzly Wounds from 5 tiles away until they only have 1 HP. Then you can open the door and easily sweep through them.

    It is quite the dumb strategy, but it's so dumb it warps around to being ingenious.

  8. 47 minutes ago, samthedigital said:

    Theoretically in the best case scenario she can get enough investment to start doubling and nuke enemies with a bonded shield partner on Enemy Phase.

    If she was able to do that consistently I'd go even higher, but I'm not sure if it's possible to get Citrinne there if I've committed some resources to get another unit (probably Ivy) to double too.

    I'm also not sure if she could double enough with some kind of Griffin Knight Levin Sword build because of her build issues.

    She's a great Bonded Shield target because of her low defenses; it's just that I find that it's a lot more limiting to do this as a Make Knight rather than as a flying class.

    You can definitely get Citrinne to double without compromising other unit's Speed.

    A base Mage Knight Citrinne has 13 Speed and 6 Build. By using a Speed Tonic, Chaos Style, Byleth Covert Instruct, Spd +3, that's 26 Speed at base. That's enough to double most enemies in Corrins Paralogue at base, and can one round them pretty easily with Celica Engraved Bolganone at the recommended level.

    When the Corruped start showing up she becomes even better as she can rely on Seraphim. With the orbs from the free update, you can augment that spell to have an effective 30 might on all enemies in the lategame. Combined with its low weight it makes one rounding trivial for her so long as she can double. It can make Griffin a viable lategame class for her.

    There's also a niche in being able to use a mounted class as it allows for other mounted units to benefit from Bonded Shield. That can be very useful in taking use of Sigurd Engage bonus or Erika's Twin Strike.

  9. 1 hour ago, Shadow Mir said:

    This whole thing is contingent on Silas getting an A+ with Kaze... one of two units who has a penchant for disappointment, whereas Silas himself is the other...

    For what it's worth. this chapter also has a Spy's Yumi... but only if Kaze's shuriken rank is less than B. Otherwise, it's a Spy's Shuriken. Not that the game tells you this, of course (also, I don't think this, meaning a chest having a variable reward that is NOT randomised, has ever happened before or since). I just happened to mention it because I'm likely to have units with A rank in bows by that point, whereas that's not so likely for shurikens, thanks to only two classes in the game being able to get the rank to use it. That said, getting through the monster room, where it is, might be really hard on Lunatic.

    Even if you didn't want to Kaze or Silas, you could still get both sol and ninja on units that are naturally bulkier than either such as Beruka, Corrin, Camilla, and whole plethora of kid combos that can out perform either units.

    No one goes through the Faceless room in Chapter 26 on Lunatic. They're 3 Stoneborn who deal 51 Attack that also have Seal Skills, Wary Fighter / Counter Magic, Poison Strike, and just as bulky as Generals. Faceless also have Poison Strike with Savage Blow with 52 HP and 31 Def.

    You're not getting the Spy Shuriken unless you have some esoteric strategies in mind.

  10. 53 minutes ago, Shadow Mir said:

    Using the Joestar Secret Technique. Ergo, running away to a better place to make a stand. Also, as someone who maxed out their points, I might use the Spy Yumi to break the door to said room while keeping the door to the hallways that lead there intact. The ranged weapon users then proceed to aggro if they can reach someone, get deleted, then I open the door to deal with the rest. Anyways... how would you have them all attack Silas??? There's no Provoke or the like to guarantee they do attack him... and if someone else is holding the line with him, I'd expect them to get attacked too.

    Running is not an feasible solution considering there's two freeze staff maids that'll freeze anyone near the door. That means to run you need 4 units that are capable of surviving 49 attack generals in Attack Stance, one of which includes a brave lance. That's a big ask without defense stacking.

    Even if you could manage that, attacking at range from the hallway is not ideal considering it's in range of both Iago's staff range and the freeze maids. Most units are not going to be able to survive an attack while Hexed and/or Enfeebled without lots of investment.

    Enemy AI priorities dealing the most damage to units and does not account for undisplayed damage reduction like auras or personals. Its not hard to have a unit that's bulkier than a ninja, especially considering they're not accounting for 9 of Silas' Defense.

    I also dont even know how can consider the Spy Yumi as a legitimate strategy. If you don't consider cooking, how can you consider a strategy that 99% of players will never have acess to?

     

  11. 3 hours ago, Dark Holy Elf said:

    You mentioned the chapter 26 stoneborn and I'm surprised you engaged them at all; the sorcerer room is usually the place I find attack stance most useful in the lategame, so would definitely have gone that way. Did you go left for the spy weapon, or did you clear out both paths for exp and/or fun?

    Be careful, or you might trigger some rants about Russian Roulette...

    Only cleared out the initial enemies in the hallway for some Exp on Charlotte in case she needed to one shot  enemies in endgame, but that turned out to be unnecessary.

    I could've cleared out the Faceless room by turtling and having corrin take the stoneborne hits in the center room to seperate them and the faceless. But that takes way too long for my liking and most of my units were already capped out.

    I seriously stand by that statement. On a run like this, Berserkers are pretty vital. Not only are they the ones dishing out the most damaging dual strikes, they're also pretty easily capable of being boosted into doubling range, arent affected as much by the Hexing Rod, and can obtain really accurate one shots on tricky enemies like ninja.

    Endgame would've been so much more of a hassle if I didn't have a unit who could one shot the Enfeeble maids. Outside of reclass shenanigans, Berserkers are the only ones who can do so.

  12. How is Ike not impactful? Even putting aside the fact he can make anyone take hit that wouldve been elsewise be lethal for them, he can do things like make Fliers take normal damage from archers, one shot things with Great Aether, put out terrian hazards, and can enable units to safety utilize Wrath. All of those can be very valuable niches that can  easily change the way you approach maps.

    There's no way Ike isn't one of the more impactful emblems in the game.

  13. 2 hours ago, Dark Holy Elf said:

    Neat, congrats!

    Do you have any memorable strategies/moments or insights from the run?

    A lot of the later maps were pretty interesting. Like this was my first beating Chapter 21 without using any of the Dragon Vein.

    Doing the Right Side of Chapter 25 wthout Shelter in particular was quite the doozy. It's the entire reason why I raised Charlotte even though she was more of liability than anything else for a lot of maps and had to be fed 2 Arm Scolls to really be useful. Could've also probably done without shuriken breaker, but wanted to have some insurance.

    As for insights, knowing how the AI targets units and how it sometimes doesn't include blocking other enemies off was key for some areas like the top of Chapter 24. Also knowing how they don't account for Aura skills was required for strats such as luring the stoneborn away from someone it could combine to kill for Chapter 26.

    But if I had to say one thing, it'd be this: Berserkers are the strongest in the entre world.

  14. 2 hours ago, Shadow Mir said:

    The issue is that being dependent on engaging to tank makes this dicey from the word go. Also, Laguz Friend runs into the same issue that plagues Pavise and Aegis - and makes it worse by making it such that you cannot dodge, period. A tank that does not need to engage to do their job is better and more reliable.

    4 turns is more than enough to clear out the majority of maps easly, espically when accounting for engage pools.  Even if they werent, you can easily refill their gauge in a single turn with a brave weapon and Dance/Dance of the Goddess.

    Dodging in Engage is pretty unreliable without the tools such as engravings or skill slots to make it work. And since those tools are finite, you're not going to waste them on someone who doesn't need them.

    Even if you wanted a unit in a bulky class, anyone can become that extermly easily. Like reclassing Veyle into a Great Knight gives her 41 HP and 28 Def at base. That's enough Defense to make some endgame enemies just ignore her outright since they deal 0 damage to her.

    In short, try actually using it before you make a judgement on it. From what you've written above, it seems like you haven't gotten to the point where you actually can even use him.

  15. 35 minutes ago, Barren said:

    Do you do activities around the somminel? Do you cook? Buy stat tonics? And so forth

    You don't even really need to do that. Just passively unlocking fragments from achievements is more than enough so long as you're not buying really expensive skills.

  16. 2 hours ago, Shadow Mir said:

    Hmm... I dunno that I'd say Ike makes anyone a champion tank. Imo, they'd need to be reasonably durable WITHOUT him first.

    No, Ike enables anyone to tank with high enough bond. At max bond, he just passively provides +5 Def. Adding Ragnell and Resolve+ to the mix, that's +17 Def before even considering the 50% damage reduction.

    Put it this way. Veyle has a base 35 HP and 17 Defense. Endgame Bersekers deal 85 damage with Ukonvasara. With Hp +7 and Tonics, Veyle can potentially tank two hits to the face by something that should have well one shot her.

    It pales in comparison to Bonded Shield, but Ike can enable anyone to become pretty durable.

  17.  

    1 hour ago, Shadow Mir said:

    That's a metric fuckton of setup, to be frank with you. And you said it yourself - that amount of setup can make pretty much any class a tank. But the big flaw here is that I have to have Corrin at least half-dead for this, which is already as smart as robbing a police station because pretty much 11 times out of 10, I'm better off with him healthy and on the frontlines. The biggest issue I have, however, is Voice of Peace, which is pretty much exclusive to Azura... who really should not be exposed to ANYTHING physical. The 2 space radius means for it to help, you'd have to have Azura next to whoever is exposed... and in Tomahawk range. Also, let me ask you - have you ever gone left on Lunatic? Because if you're coming into that room you're talking about from the right, the Generals get to you first.

    It's pretty easy to take out the Generals in 1 turn by attack stancing them with a hammer, as that'll only leave 2 Spear Generals left.

    Likewise there's, only two Tomahawk users. One of which comes very close to the door while the other can be attacked with a bulky unit which will still enable the other Berserkers to attack Silas, since enemy AI doesn't acknowledge aura skills.

    It's not like she's essential to this anyways. You can add more Def from other sources, such as Supports, Food, or a more Defensive Pair Up such as Great Knight or General. Even just using a sword would add effectively 4 defense.

    But tell me, if you're not stat stacking, what is your strategy for taking on the bottom room?

  18. 3 hours ago, Armchair General said:

    I think people just stuck Sol on them as means for letting them dodge tank.

    Sol is just an extra bonus to avoid needing to be healed. Defense Stacking is what truly enables Master Ninjas to juggernaut.

    Take the chapter 26 Berserkers for instance. They're some of the hardest hitting enemies in the game, dealing 54 Attack with their Silver Axes. There's a total of five of them that swarm anyone who enters the room.

    To provide an example, an average 20/18 Master Ninja Silas hovers around 37 HP and 24 Def along with 31 Spd and 27 Str. That may not seem like much, but that can be boosted to where he can one round all five Berserkers with a Iron Dagger.

    By adding: A Defense Tonic (+2), Rally Defense (+6), Wyvern Pair Up (+9), Defender (+10), Vow of Freindship (+13), Demoiselle w/ Inspiration (+17), Voice of Peace (+19),

    That equals to 43 Defense, with more ways to add Defense such as using a General pair up, Support bonuses, and Food. But we'll just use that number for reference.

    Using a Dagger adds effectively adds +2 attack and Def to those Berserkers, so Silas will be taking 13 damage a hit from each hit from a Silver Axe.

    That leaves him being 4 hit Ko'd, which when combined with the Dual Guage is enough to survive the 5 Berserkers being thrown at him.

    Now you may say that with any this much support any class will be able to survive, which is somewhat true. But no non-mage class will able to compete with the 1-2 range, as even with weapon triangle disadvantage Silas is easily capable of hitting the 49 Attack needed to one round them very easily. So he can enemy phase some of the toughest enemies in the game and deal with one of the most problematic sections of the game.

    And most enemies are a lot weaker than this. Like the Heroes in the same chapter only do effectively 36 damage with a Silver Sword, which does zero damage even without Aura Skills.

    TL:DR; Sol is just a bonus, stat stacking is what enables units like Silas to facetank 5 Berserkers in a single turn.

    Also yeah, offensive proc skills and dodging are pretty lame in most games.

  19. Alear's got two claims to fame for most of the game: Early Exp boost from Mercurius allowing them to snowball or going the support route.

    Combat wise, the early exp boost they get from Marth can enable them to promote by Chapter 8 and can allow them to one round enemies pretty easily until its nothing but promoted enemies after Solm. After that they become a pretty run of the mill combat unit until Engage +.

    On the flip side, they can also not get that much exp and still be useful. +3 Atk is always useful and comes with the added benefit of +10 Hit when you unlock a C Support. That's pairs extermly well with Bonded Shield, especially since being able to support everyone skyrockets Alear's avoid. Convoy acess makes the pretty convenient at staffing since they aren't limited to 5 items unlike other units.

    Divine Dragon isn't worth staying in since it doesn't help with combat while also denying other utility such as staff useage or flight.

    The only worthwhile benefits dragon gets from rings would be the Omni instruct from Byleth and Veins from Corrin. Issue is with those is raw stats are less in demand since the well dropped and Alear doesn't make use of Thyrus or the stats Byleth gives, while using Corrin denies 3 range Dreadful Aura hits which are helpful for bosses.

    Personal weapons aren't great. Liberation is worth forging to +1 due to its low weight, but upon promotion is thown to the wayside since steel weapons are the ideal weapons to forge when considering might, cost, and weight. Wile Glanz has literally 1 chapter of availability so it's pretty irrelevant.

    Engage + is something I see to be pretty underrated. Getting +8 Speed / Def on top of +4 Strength after defeating an enemy are some of the best stat boosts you can get in this game. Add on a two tile +30 hit passive for practically everyone, a 24 might sword, and big damage from bond blast, it makes Alear and their partner of choice pretty great for the last handful of maps.

  20. 6 hours ago, Shanty Pete's 1st Mate said:

    20 + 22 + 5 + 6 + 40 + 8 + 4 = 105 Attack.

    Did I miss something in my calculations, perhaps?

    You're missing out on King of Beast Steak, which adds +3 HP for every time you cook it. Cooking that 4 times adds effectively +12 Atk, meaning you don't even need Rally Strength to reach the 113 benchmark.

    In short, Vengence stonk

  21. 1 hour ago, Shanty Pete's 1st Mate said:

     How about this, then - run Bernie in Paladin if the damage difference affects which one-shots she could achieve on a particular map, and Bow Knight otherwise? If you've Vengeance, Encloser, and the ranks for one class, then you've almost certainly got the ranks for the other class.

    Thing is, Vengence is so overkill you don't need Lancefaire at all to ohko with it. Like a base Bow Knight Bernadetta is capable of reaching the 113 Atk benchmark to one shot endgame Heroes in Silver Snow without stat boosters.

    There's a reason why Holy Knight Bernadetta works.

  22. 37 minutes ago, Shadow Mir said:

    Because Basara only makes you mediocre and its skills are not very good either.

    Personally, I never really found Sniper or Master Ninja appealing. The former is competing with Kinshi Knight, and even ignoring my issues with all the ninjas in Fates underperforming regularly to the point where I end up benching them, I'm not sure that Master Ninja is THAT much better than Mechanist...

    You shouldn't look at them as hybrid units, you should look at them as bulky mages. They have the same base classs defense of Spear Master, which can be pretty good considering how enemy phase heavy birth right is

    Also Quixotic is good. Getting 100% Hit rates for -30 avoid is never a bad thing with how unreliable dodgetanking is in Fates. Only thing bad about it is how late it is.

    Sniper has the benefit giving certain blow which can be nice aganist dodgy enemies if nothing else. A free +10 to Hit is also never bad. 

    Master ninjas are great at dispatching hard enemies that are toigh for others to dispatch. They can take put enemy Sorcerers, Onmoyji, Kitsune, and other ninjas. Combined with great pair up bonuses and lock touch, there's is no way you should be benching them.

  23. 2 hours ago, Shadow Mir said:

    Most of the S rank classes in Fates are not that good. Now, maybe it's because of Engage, but I don't really see the appeal of them; does S rank really make up for being weapon locked...? I am leaning towards "No" in most cases, with Spear Master being one of the exceptions, because the alternative is Basara. Speaking of...

    Basara sucks. Some people argue it's better than Onmyoji, but I have a hard time buying that, to say the least.

    Even if you didn't like Berserkers,

    Master Ninja, Spear Master, Sorcerer, Maid/Butler, and Sniper are all decent classes. Really it's just Nine Tails and Swordmaster that's not great outside of Ryoma.

    I dont see how you could make the argument Onmyoji is better than Basara. +2 magic and e ranked staves aren't worth having over +4 Def and HP, especially in Birthright.

  24. 1 hour ago, Shadow Mir said:

    Spoiler Alert: Astra is not the only problem here... he also has Rend Heaven on Lunatic, and 22 crit, which will take some doing to completely negate (at least unless your name is Xander). Anyway, I only see that Dragon Vein as a trap.

    Bold: Prolly because Ryoma himself is the only mandatory part of the map; you don't even have to engage anyone else.

    The thing is, S rank is something you pretty much have to go out of your way to get.

    Erm, isn't Elbow Room negated in that room? Elbow Room needs a space with no terrain effects, according to the game.

    Units get +15 dodge from using a bronze weapon and Pair up. That's more than enough to negate his crit on on most units. Rend Heaven is dangerous, but it's easy enough to avoid being one shot.

    Admittedly forgot about -Avoid tiles, but it's easy enough to squeeze out 3 damage. You could reclass him to Wyvern for Str +2 and Trample, use rally strength, or just use a +1 Bronze Lance. Point is that fighting Ryoma is not heavily dependent on the RNG.

    It's worth feeding an Arms scroll to make a unit reach S rank. +2 Attack with Weapon Triangle as well as +10 Hit makes a difference. It's not like there's that many other uses for them.

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