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Hello72207

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Everything posted by Hello72207

  1. In that case, I apologise. In my defense, however, you did call the topic a guide, and the post itself is telling the reader to do the actions, e.g. saying "You need to switch between Roy and Lance". This language implies you, the author, are instructing the reader to perform the action. If you wanted to more clearly show this was what you did last playthrough, you could say: "In the first few chapters, I swapped between Roy and Lance." By switching out the "you need" for "I", this changes it from a guide to a showcase of the strategy you used for this playthrough. In its current state, the original post is labeled is and is presented as something the reader should follow and as good advice for a new player. Because the post read as such, people responded by criticizing what we saw as poor advice. What you perceived as attacks were less attacks and more rebuttals of what people thought was better advice. Nobody penalized you for the quote problem either. Nobody knows how to do something perfectly the first try, and the moderator did not penalize you for your mistake. Some things I do enjoy about this "guide" is its editing and labelling. There was clearly a lot of effort put into making it neat. Underlining important names to help emphasize certain parts of the "advice" given is a nice touch, and a step that adds quality most people, including myself, would probably skip. Additionally, you showed off some units that are worse then other units, but did say they were functional substitutes. Some things I would suggest to help fix advice or sharing your experience in the future: Once again, make sure you know who you're talking about. If you're talking about your experience, use phrases like "I did this" and "I decided to" instead of "you should". This will help people know whether you're speaking about what you've done or what they should do. Additionally, you should separate guides and help for a chapter from guides and help from what units to use. Telling people how they can recruit a unit is fine, but sometimes people may want to just use the best units to make the game easier, and come up with their own strategies. Additionally, this will help group up some similar units or sort units by join time a little better. For example, you talk about Raigh, a unit who joins in chapter 12, after giving a guide for how to complete chapter 16. Well then, glad to help you out. Once you enter the forums, the very top link, in big font, is the Serenes Forest Code of Conduct. This will very clearly explain the rules and expected conduct of users of this site. I apologize if you feel like we attacked how you play FE, or if we attacked you as a person. I assure you this was not the intent and the users who offered criticism have nothing against you as a person, but are instead trying to offer advice and help you and others get better at fire emblem.
  2. I do not agree with some of the advice here. As someone who is a fan of binding blade, has played through it many times, and done some funky challenges, there's some issues with what's seen here. Assuming this guide is to a player new to hard mode trying to get through as smoothly as possible, here's some pointers: In the earlygame, train Roy, Lance and Allen, Shanna, Lugh, and Rutger. These units all have various strengths and reasons to be on a team, and provide utility throughout the game. Roy is the weakest of the units recommended here, but investing in him will make later maps much easier as he can survive siege tomes without any worry. Early on he has swords in axe land, so his combat is actually fairly good. Lance and Allen are essentially the same unit. The top post claims to focus on lances, and this is not true. Use the weapons on the cavaliers that work best in the moment. Early on, there's so many axe enemies that not equipping a sword when you have the option is going to drop your survivability, as fighters will be hitting more often and dealing more damage, and contribute to the accuracy issue many new players attribute to binding blade by losing 25 hit over using an iron sword. Shanna is an interesting case. In the midgame you will be able to purchase killer lances, and with them Shanna's combat is much stronger, but early on she will be a struggle to train. Soldiers, archers that are weakened, and mercenaries are your best bet. She will die if attacked by an archer or two axe users early on, so be careful with her. You can give her the early angelic robe to mitigate this issue, but another option is to not train Shanna. She can still provide great utility on some chapters by saving villages without fighting and rescuing units, but if you aren't comfortable with frail fliers, don't worry too much. Lugh is another interesting unit. His base stats are very low, and his low durability early on means he has to watch out, but he's easier to train then Shanna because of one reason: anima magic. Anima is the best weapon type in the game, hitting enemies lower res, having 1-2 range, and having base 95 accuracy. Lugh will eventually start doubling everything he sees, and his combat will be some of the best. Another topic to talk about with Lugh is bosses. Lugh can very easily wear down bosses or other powerful enemies thanks to his high accuracy, and in some cases can be safer then Rutger on them (looking at you, Henning). Rutger is a good combat unit. That's about it. He's the first unit with hard mode bonuses you get, and he definitely shines. Rutger can double many enemies early on and if you're in a pinch, he can reliably kill an enemy with his killing edge. These are the units I recommend absolutely using early on as combat units. In terms of healers, you can use any combination of the first three staffers, Saul and Ellen are essentially the same unit at slower playthroughs, while Clarine is a very flexible healer thanks to her horse. I suggest using two of them, but however you want to split it up you can. There are other units that I suggest using as filler. They will definitely be useful and you should not sideline them, but they won't be useful the whole game. Dieck is pretty strong early on, but will fall off eventually without high investment. As a combat unit, he's great, but competes with Rutger for a promotion item and is definitely weaker then him. Marcus, on the other hand, is the actual savior of your earlygame. Marcus early on has your best combat, and he can always pull you out of a pinch. Need to lure a group of units? Marcus has higher durability then your other units. Need to kill something? Marcus silver lance. Need to accurately wear down a boss? Marcus has high skill, a hit boosting support affinity, and weapon flexibility. Marcus has some of the strongest combat in chapter 7, a very hard early map, and can use axes to have advantage over the cavaliers and wyverns. He will fall off, but use him while he's good. I don't suggest using Lilina, but she's definitely capable if raised. Lilina is very weak early on, and will remain pretty slow and frail until promotion, where she will gain enough speed to not worry about being doubled and onerounded by enemies. Even after promotion, keep her out of enemy range and don't let her take hits. She can work as a second, harder hitting, but slower Lugh. Hugh has ok bases, and can work as a filler unit, but he's also not necessarily that good. Steal his member card and kill him if you don't want to spare the gold. Raigh is not that good either. He lacks anima, giving him accuracy issues, and nosferatu is a fairly rare and expensive tome and not worth training him. When Niime joins, she performs the same function in combat: hitting hard once, while providing incredible staffing utility. Use niime when she shows up. Yeah use Percival he's pretty good. Melady is a wyvern rider that joins in chapter 13. She's the best unit in the game, practically undisputed. Dump exp on her in her join chapter, promote her in that chapter, and watch as she snowballs through the rest of the game. Any problems Shanna has in combat are completely erased with Melady. She's bulky, she's strong early on, and she's very good overall. Careful if using Sue or Shin. Between the two, I recommend Shin, but both work very well. However, if you use one, train a pegasus knight. Whoever of your two groups gets more exp chooses your route. Pegasi send you to Ilia, but nomads send you to Sacae. Sacae is... not fun. Don't go there. If you must have a bow user, I suggest Klein. He joins earlyish and has a high bow rank and good bases. A speedwing on him guarantees him good combat for the rest of the game with consistent use. For the legendary weapons, don't worry about them. You don't need a user for each of them, and the only map where the main weapons used are legendary weapons is pretty easy. You don't need to design your party around having a user for every weapon. Use who you want, but the units I recommended above will make the game much easier and smoother.
  3. To be fair, the comic is titled "a superior plan", and Lutes thing is superiority
  4. Personally I think Soma Cruz could probably solo all of Chrono trigger, but it'd be fun to see.
  5. Hello, In FE6, there's quite a few fun ideas I can suggest https://feuniverse.us/t/oops-all-sophias/10190 Oops all sophias replaces every playable character with a sophia of the same level. It's surprisingly fun, and after a rather rocky first five or so chapters on hard mode is actually quite reliable. It's an interesting challenge for sure. I enjoyed playing it a lot, definitely breathes a fresh air into FE6. https://www.dropbox.com/sh/64nlrkwny4ucx8a/AAAQXPwVKErfibCgMs5gDn2Va?dl=0 Lunatic mode is made by the same person and is not for the faint of heart. It removes all bugs from FE6, including double HMB from the first five chapters, along with HMB for player units. It starts giving enemies forged weapons, along with a semiforced time limit for each chapter, which, if not met, spawns an 8 move flying dark dragon with a brave nosferatu 1-10 range dragonstone and 50 in all stats. I'm in the middle of a run right now and it's quite entertaining. The dropbox link contains a readme with all changes. As for self-imposed challenges, ironmans can typically make a run pretty fun. FE7 isn't as hard as FE6, as enemies typically can't hurt your juggernauts even on HHM with a bit of planning, but they're all pretty fun. No-xp sounds like a slightly harder 0% growths run, where any unit who joins under level 10 cannot promote, instead of just having no obtainable stats from levels. I tried a no promoting no prepromotes run of fe6, and it went pretty well. It ended on chapter 20x Ilia when the phone I used stopped working. The biggest issue a no shops run can reach is lategame, when hordes of enemies demand weapon uses. no healing sounds... not very fun. It seems like an rng check for most games, where you'll just have to get lucky dodges.
  6. 8/10. A nice, happy song. Kirby is a happy little boi.
  7. Merry Christmas to all, and to all a good night.
  8. If I'm interpreting the rules correctly, it really is. I'm assuming that we're just going with displayed and not total level for rule 3, because you let us use Seth, who is higher level then all bosses up to chapter 8 at base technically. you can get Seth to audhulma and win easily. D rank weapons gives you effective weaponry, javelins, hand axes, and steels. Plenty enough to win. The prepromote rule only makes the Seth solo even more encouraged. In fact, the only thing remotely making this a challenge at all is just the one sitting rule and the recording rule. Many people just don't have that time or attention span. Aside from that, some xp management is all you need to get through with ease.
  9. Props on completing this. Two years is a long time. I dropped off after sacred stones cause I didn't know any of the other games after that, and since I had completed a grand total of five FE games, them being 1,2,6,7, and 8. Since I dropped off, I finished Thracia and Por, and am in the middle of 4 and awakening. Glad to see a huge project like this finish. I enjoyed your breakdowns of every game that I read, and your ranking system did seem pretty fun, if I disagree with the final rankings a bit. Gaiden should get +100 points for having bigle in it, dangit! If I could suggest hacks to try, I'd suggest playing through The Last Promise, Vision Quest, and Code Of The Burger King. Project Ember's definitely something to try out, cause a lot of people who dislike FE6 enjoy Ember. Personally I preferred FE6, but PE does make some changes I can get behind.
  10. FE1: Jake/Beck, FE1 ballistician is the worst class in all of FE FE2: Sonya, rip female mages in gaiden, she's up against Mr Insane bases, worse avail then Mae FE5: something like Miranda, bad bases, join time, Ronan at least has a lot of the game to do something FE6: Sophia. Difficult to train due to accuracy, gets onerounded by every attacking enemy in her join map, bla-deh-bla FE7: Karla. Joins late with terrible bases, and poor growths. FE8: Marisa. 25% str, terrible class, bad join level, horrific bases. FE11: something like Macellan or some crud, IDK
  11. Question: After finishing the actual FE series and Kaga Sagas, are you planning on doing any fan hacks? Some are pretty good and it would be pretty neat for you to try stuff like Vision Quest, which is very close to GBAFE, or Four kings, which I wouldn't suggest ironmanning.
  12. Abuse Warp. If there's a map that looks difficult, warp lets you take care of it easily. Don't worry to much about promotions, it's not that important in this game Marth is on steroids in this game. Train him, and use him as your bosskiller to save warp uses. Don't be stingy with your gold. This game gives you far, far, FAR more then you will ever use. Statboosters are also on steroids in this game, and there are secret shops here that sell them. Check a guide if you want to know, and also know how to obtain the member card, cause it's pretty hard in this game.
  13. Y'know, an age of empires two campaign centered around Surtr would be pretty interesting...
  14. Asides from Marcus, Rutger, Melady, Shanna, Percival. Yeah. Hugh. Also Bors. Bonus points if you train all four generals, and bring them all to the final map, and keep them all alive, like I did in a FE6 ironman. This is probably my favorite FE game, and I've done crazy things with it. Right now I'm doing a no promotions, and no prepromotes hard mode. I shall wait a little longer before beating you to death for this horrendity of a pun. however, the plot actually somewhat holds up under analysis, and has a fairly enjoyable story. Bors is the best armor knight in the game, after all. I've used Bors before in ironmans, and while training him can be a little hard, a trained Balls can actually help out quite a bit in chokepoint chapters like 4, (especially if you don't do the Marcus Halberd strat), and on 7, he can do quite a bit of work as well. If you do train him, and he gets good, he benefits quite a bit from the first knights crest, for that speed boost and also the ability to tie in weapon triangle instead of wtd against the western isles. he's probably still like a 5/10 unit at the most, tho. Allance, two of the strongest units in the game. I prefer Lance over Allen in HM, cause Lance is more likely to double, and doubling with killers is very nice, and makes up for a lack in strength. You will want to give him his Allance support however, cause otherwise he tends to have a few low percent crit issues. 9/10 unit, probably the fifth best unit in the game. Other good unit. Fun fact, he curses in an old translation patch. Grinding his axe rank is a dummy good strat. FE6 gives you a lot of nice earlygame axes, with the halberd cheesing chapter four, killer axe being nice in quite a few places, and brave axe from geese can stave off his falling off for quite a bit. He is not quite the best unit in the game, I think Melady's better, but I do think Marcus beats out the other two units I consider S tier, making him second best unit. actually, Earlygame Roy is quite nice. He can contribute in chapter four and seven with rapier chip, and he has wta against almost all earlygame enemies. You can use the western isles to train him up, and then not worry about him. I like to dump the chapter four angelic robe on him if you aren't using Shanna, and he is fairly tanky with it, taking 3-4 hits if he's being trained. Wolt's chip falls off after chapter three, because after that he does like two damage. if you don't grind a few RNs at the start, there will be a lot of low percentage hits. FE6 do be like that. it varies on the patch. Allen, Alan, Alen, Allan. This is with other characters too. Tate, Thito. Ray, Raigh. Jerrot, Zealot. Balls, Bors. Translation patches are something. that means he gets doubled a significant less in the earlygame. Anyways, good luck with this LP. FE6 can be pretty fun to ironman, as a bad unit will inevitably be good (looks at Ellen with almost capped magic and speed), and also the game gives you enough bodies to throw at the enemy to get you through. Good luck, and may the memery ever be with you.
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