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  1. it's actually quite easy, especially so if you grind aux battles or cheese armored units with broken weapons (you could even master 3-4 intermediate classes with this kind of grinding) if you want to do it with very minor or no grinding try not to make your units too strong in order to maximize combat turns vs enemies and be sure to grab the knowledge gem asap (that's kinda what I did in my NG maddening CF playthough, my Petra was able to get darting and death blow easily while my Hubert struggled to get fiendish blow before lv20 due to him nuking enemies and not having an enemy phase)
  2. fistful of fishes event is on month 8 and month 12 assuming you got the month mixed up with che chapter, it's still not possible by chapter 6. Earliest that's humanly possible is I believe by chapter 9. Even assuming you savescummed for EVERY bait in the fishing tournament, the most prof exp you can get is 1000 points (50 baits x 20 exp per fish, since you can only catch light blue ones for points in that event) (and this is already highly unrealistic) 1000 points are not NEARLY enough to get to A+ by chapter 6 lol
  3. I was arguing about Lorenz in the midgame in the first place (tho admittedly I have not made it very clear). but anyway, once hit lv30 he gain access to Dark Knight and Black Tomefaire, while the others will probably transition to Gremory, meaning he will still have comparatively good/better offense. it's hard to compare him to Hubert because he's a CF exclusive, and you probably won't be levelling Lorenz outside of the Golden Deer, though yes as a pure offensive mage he will be probably better (when he hits) the jump from A to A+ is quite significant, considering Dorothea will most likely be splitting some attention to Faith magic in order to become a Gremory I don't see how she should have Agnea's Arrow at around lv20-25, and even then, she would not outdmg Lorenz also, early game Lorenz is using Tempest Lance and Frozen Lance to do dmg (tho yes, he has to be babbied a little) anyway, I think I made my points plenty clear already, I'm not here to argue that Lorenz is a secret top tier, I was just answering PPPPPPP270 on why Lorenz is not actually bad.
  4. As I did not want to spread bullshit, I did some calculations first of all, here are the stats of the various students who will likely want to be mages at various different levels (assuming 1-5 commoner/noble, 5-10 monk, 10-20 mage): (I ignored the 5% charm growth as a noble that commoners don't get in order to make the calcs easier on me, should not make any difference anyway) and here are some practical numbers: (I already added the 2 extra dmg from Lorenz's personal skill in the image) (dmg is just mag+spell mt+bonuses from personal skills) as you can see, I was not wrong in my earlier post. Under level 20 only Lysithea can do more dmg than him, and past level 20 he still is in the top3 of most damaging mages. All of this while being more accurate than both Lysithea and Hubert, his only 2 real competitors. If you included Frozen Lance (which you should be using) in the calcs, he would look even better, even moreso at earlier levels. As far as speed goes, they all basically have the same AS. Damage on weaker spells is not really important, if they double (aka: against armored units) they kill even if weak, if they don't kill, they deal similar chip dmg. Yes, he lacks utility, but as a pure damage dealer mage there hardly are better options, also, compared to the other mages, Lorenz has some semblance of bulk, meaning he can actually be used even on enemy phase if the situation calls for it, adding some bit of flexibility in your strategies.
  5. if she'd have 35 mag at level 40, at level 35 she should have 2-3 points less on average, that's what he meant, and that even with 32-33 mag she can still kill some stuff
  6. Dedue's tanking abilities are still rock solid in the endgame, he still takes like 0 dmg from assassins and most other enemy types, he even manages to survive 1-2 berserk rounds (his worst non mage matchup) (this is assuming you're using him in an armored class) (and yes, I'm talking NG maddening) If only BL endgame was not so chock full of mages Dedue would still be amazing there Lorenz might have lower magic bases than other mages, but he easily makes up for it by having: - a personal skill which gives free +2 extra dmg - super high power spells (learns ragnarok early at B reason and sagittae at C) (and between this 2 points here he already outdamages most mages barring maybe Lysithea, while still being accurate to boot) - the easiest path to dark knight of all mages - he also has his crest which occasionally boosts his firepower too (not really a huge help since it's hard to plan on randomness but it's still there)
  7. I don't get why you completely ignored the rest of my post but: if you're using gremory Dorothea that means you're actually attacking sometimes, which means not having meteor equipped thus no accuracy bonuses (yes, you can work around this because you don't always need the extra bonuses), as a dancer, this is basically never the case. (would be a non problem if you could trade magic equips like you could with weapon but alas) Meteor will not be one hit koing enemies on maddening, you're going to use it mostly to chip away scary enemies or finish off enemies safely. both thing can be accomplished by dancing in her case, with basically the same degree of success. Having dancer's 6 move vs gremory's 5 move means you're also extending your linked bonus range, getting more utility out of it. and no, I don't think I'm doing something wrong if on some maps there are some turns where your dancer can't do a useful dance. your team should be composed by lots of mounted units, it's not uncommon that you should spread out your army to seize objectives quickly (the term objective is used loosely here, can mean killing some siege user, grabbing some chests, stop someone from escaping etc). a dancer simply can't keep up at all times if you're not playing to conservatively. physic access also gives you more flexibility in what strategies you can do, besides giving you an useful action while dancing would be impossible or impractical. she's not going to be your healer anyway so you're not robbing your team of an useful physic user either. that aside, I do agree with your reasonings of using your weaker units to be dancers (even tho I might not necessarily 100% agree with your actual picks), though I feel like you're overstating the importance of chapter13 btw, my arguments are based on some kind of "standard" efficient play, not LTC in a LTC setting I could see your arguments being more valid overall
  8. Dorothea is easily one of the best dancer (if not the best) precisely because of meteor and physics lol meteor gives basically your entire party linked attack bonuses when equipped, so Dorothea gets double utility, dancing AND granting extra accuracy to all of your units, no other unit can (easily) fulfill this role. this is especially useful since by the endgame most units will have better mov than your dancer, meaning that there will be situations where your dancer would not get to be useful for a turn or so. with meteor linked attacks and physics your dancer is always relevant in the battlefield the fact that you don't get to use Dorothea as a combat unit with 2 meteor usages instead of 1 is easily a worthy tradeoff, she is not a great combat unit. meteor won't likely orko any unit on maddening, and guess what, by dancing you get another unit to basically chip/finish off another unit instead of you meteoring in the first place !_! also, you keep dismissing logical arguments presented to you with statements like "a turd is a turd!" "I have better things to do with my activity points!" (that, unless you are trying to get a severely underlevelled/charm screwed unit to be your dancer won't even be necessary in the first place) where are YOUR arguments? who would YOU make a dancer and WHY? what do YOU use your activity points for? (besides activity points are super abbundant once you reach the midgame)
  9. if anything, Anna is a repurposed Manuela (similar proficiencies, basically the same growths, rescue instead of warp, meteor instead of bolting) no support also means no linked attack bonuses
  10. ???? what is it you don't understand in: "Frozen Lance is often the only way your mage can finish off / one round an enemy, you obviously use it only when safe and/or in conjunction with canto", you obviously don't go attacking enemies that can retaliate back, also frozen lance is actually not great on armor dudes, for them it's better to use magic that will double them, I don't have the calc on top of my head but I'm pretty sure you're not going to orko armors with frozen lance due to their high HP, but you definetly can orko other types of enemies like thieves (assuming obviously fiendish blow), a feat which other spells cannot achieve in the midgame also, higher accuracy than spells, which if you're using dark magic/blizzard (aka: hubert/marianne) is very important (and all the previously listed benefits) I'm not arguing you should turn all your mages into paladins and go around frozen lancing everything, there's obviously a tradeoff in utility when going this route, just saying that this option is heavily underrated and that they outperform basic mages in some situations
  11. Frozen Lance is often the only way your mage can finish off / one round an enemy, you obviously use it only when safe and/or in conjunction with canto. Having your mage in a mounted class can sometimes be more beneficial than keeping it in a standard mage class (talking about mid game without master classes), they keep up with the rest of the army and can provide good support through gambits+canto and repositional combat arts, and can still nuke stuff even harder with Frozen Lance (also they can chip away enemy mages with physical attacks if need be)
  12. my dudes frozen lance is a pretty bonker combat art, your mages won't be doubling anyway and this combat art outdamages most spells it also helps that hubert/marianne will have to train their lance rank anyway to get into a cavalry master class and that mages do not need their 3 combat art slots anyway
  13. Considering that even average battallions give 5-6 extra atk + other bonuses like extra prt/hit/avoid... you should reach the answer on your own
  14. remember: you can (and you should) cook in the monastery to give everyone +2/3 speed every month, only 2 story missions iirc don't have access to atleast +2 speed from cooking attack speed formula is also super easy, it's just 1 less weight (=extra AS) every 5 point of STR you have
  15. Wyvern is amazing but I don't really fancy the idea of having shit battallions on half of my team, especially when gambits are also just as broken as wyverns. imo Dedue is overall more useful as a designated tank rather than ""wasting"" a wyvern slot edit: I don't mean it as a "don't use wyverns" before this causes confusion lol, just saying that you probably don't need more than 5-6 flying units in your team especially considering the lack of flying battallions in a ng setting
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