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Relytive

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    Blazing Sword

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  1. I never said Edward>Zihark? I used the latter the entire time he was available due to mentioned earth affinity, the same reason I used Oscar as my chosen Cav and benched Ed. The point was exp isn't as barren as it's made out to be, but sure, investing it all into Jill/Nolan makes more sense than spreading it. The point was you probably can get away with it, even on hard. Things get overblown online about the difficulty of these games though, an example being that if I blindly trusted what I'd heard, I would have reset for beastfoe because otherwise 3-6 and (13? Iirc) would be nearly impossible... which wasn't close to the reality, though it certainly would make them easier I'd presume. I didn't get the bexp bonus every single map as like I said, I was playing blind, but my Mic hit 20 at the start of 1's endgame. I only trained Jill/Nolan significantly otherwise though, so maybe I just ended up sac'ing and chipping more than someone replaying through with ltc strats would (very likely the case).
  2. Eh, DB's experience spread is a bit overblown imo. Funnel Nolan and Jill (the former kinda naturally happens), Micaiah hits 20 by chipping and using Sacrifice, and you're left with enough extra experience to get significant levels on someone like Illy, Leo, or Edward as long as you aren't throwing free exp away to Zihark, Volug, Sothe etc. unless absolutely necessary. At least, that was my experience playing blind on HM recently, which for sure would be improved upon in terms of spread for anyone that knows the game already. The only thing I regret about pulling a save to run through hard is not knowing about beastfoe, definitely would have preferred to reset a handful of times less than I did due to not knowing it existed. It would probably be akin to pulling teeth, but I feel pretty confident you could promote 4 of the DB units by the end of 1-E, especially like Leo/Ill due to poke potential.
  3. Hey all, recently decided to start up the DS games to scratch the FE itch that's been nagging me for a bit. I decided to emulate both (this for Cirosan's QoL patch mostly, and New Mystery because...well, yeah, my Japanese is non-existent). I was wondering if anyone has played through Merciless/5* with this patch, and your general thoughts on how having the prologues available on HM affects the difficulty curve? From my understanding, the first few (specifically 1-3) chapters are infamously difficult due to the constraints on you at the time (not unlike titles such as Awakening, still have nightmares about resetting a paired Chrom on Chapter 2), but there wasn't as much push back as expected and I'm 100% sure it is due to those extra 2-3 levels before Ch. 1. Part of me wants to restart a non-patched version, but on the other hand, prologue 3 and 4 were kind of absurd... like, beyond anything I can remember from other Lunatic/Maddening/whatever hard modes from previous titles brought (you'll probably know what I'm talking about if you've used the patch, tons of resets for rng misses to get them done with all units), so I guess it almost evens out. Considering I likely will only use Cain/Abel (maybe even one of either) and Marth ofc, is it worth restarting Merc on the normal game, in your opinion? Edit: or better yet, is there a way to run the patch without the prologues?
  4. Yeah, unless your Petra (or whichever fast girl you may have, or Yuri) is already a dodge goddess, or you have a thick Sylvain with an aegis on his back or something, I wouldn't bother beating my head against Hilda's paralogue pre time skip. I always do it on AM early, but the left side is just annoying to deal with if you don't have Dedue to clog it up, or a dodge tank. It's definitely doable (I've done it as soon it was available with way underleveled units a couple times, and people have completed it on no growth runs) but it requires a lot of patience, and likely divine pulses and rng. Balthus could probably fill the gap, but not as reliably as a Dedue at that point. The battalions and Freikugal can wait a couple chapters tbh. The key to Felix's paralogue is unit placement in the pre battle screen with a well placed stride or two turn one. Clear the upper group so Rodrigue doesn't die, then work your way SW. Keep in mind he can tank all the magic users on the map, it's the physical mobs that one shot him. Also, take one of your stronger units, preferably a flier to the northwest to wipe the group up there. The villager most prone to dying is the one there, and just to the south behind the soldier in the grass patch. It isn't a map you need to one turn by any means, but I know many do it just to avoid green AI decisions. It's very consistently controllable if you have a unit that can solo handle the nw side before the villager suicides, though (with physic support). Another option is bringing Flayn strictly for Rescue cheese on him the first couple turns to prevent him from moving too far ahead into packs. Anna's paralogue pre-time skip is the most challenging map on maddening in this game, having played every map on every route on ng maddening. It makes 13 seem easy, and is probably only matched by 22 AM on a first run, but most use dodge mechanics/getting in the throne room, and maybe retribution to make 22 AM laughable at that point in the game. Secret Merchant as soon as it is available pre-skip doesn't have that luxury. The bow knights can and will ruin your day without smart placement, and you need a few decent rng rolls to clear all the mobs before turn 10 ends.
  5. In general, Ocean View is imo the most valuable paralogue for a couple reasons: Cichol Wyvern co., and probably the most controllable source of xp spread the game has on maddening due to the level mechanics. It comes at just the right time to get your party up to speed/at or near 20 for advanced promotions. Cadeceus Staff and Spear of Assal are also great relics, with the former being ideal for your other caster not using Thyrsus, and Assal being the best source of taking down mounted units in the game with a single, accurate hit (that and Dspikes). It's even better if you're using Seteth or Ferdinand.
  6. Oh, and you can make Byleth a flier on VW. It has a couple extra high rank flying battalions that other routes don't have, so he/she can comfortably use your Cichol Wyvern co., for example. Otherwise, assassin is my preference for grounded Byleth.
  7. That list is fine for completing NG VW, but if you're asking for more optimal advice: Go fighter for +2 strength on Claude, grab -3 weight from heavy armor asap and certify for armored knight for the 12 defense, switch immediately (next week) to brigand. That basically holds true for every physical unit, Hilda especially likes this as her seal speed budding talent is useful throughout the game, but especially early game. If you're doing no grind (quests for merchants and paralogues aside), Ignatz's usefulness is gonna be determined by his dice rolls on strength. If he falls behind early just bench him because he will start to struggle to chip for more than a couple damage even with steels. In that scenario just grab a chapter 6 or 7 Shamir and forget about him (Claude and Byleth can save him and Lorenz in chapter 13. Put the flying impregnable wall battalion on Hilda or Leonie and you can just sit them in a corner against the wall they start at and hit them with the gambit for 5 turns until your other units clean the middle of the map up). WM is exceptional on units like M-Byleth, Felix who have good speed alongside strength and luck/Dex growth, Raphael only wants to get quick riposte from it to avoid being doubled on EP and then switch back to grappler for FIF. His early levels are also huge for him. Balthus is a better version of him if you need to replace him/have the DLC, or you can grab Felix, slap killer knucks on him with aegis shield and one round everything in WM. Toss on a high avoidance battalion and Felix will be dodging left and right, while eating hits with consistent aegis/pavise procs otherwise. I recommend Valk or DK Lysithea over Gremory. +1 move along with +1 range or tomefaire (though it is only like a 2 mt difference magic bases considered) are better than double spell casts, that's before even considering canto which she loves with thyrsus to get in, pick, and canto back out. I never use Lorenz, but if I did it would probably be utilizing his lance gimmick. Paladin in that case for the terrain resistance would probably be my pick. Maybe let him grow in lock or DK a bit for his magic, though. Get weight -3/seal speed/12 def on Hilda at 10, switch to brigand for death blow, switch to peg for darting>go into rider, and then Lord. WLord is just superior for all female axe users. Her authority bane is the issue, so you can run her in warrior if needed until you can use a good +hit flying battalion for one of the many grounded options. Maybe let her hold the March ring until she is a WLord along with an accuracy ring for switch. Smash is a relevant art for her throughout the playthrough, though. Once she gets B authority and her relic + Wlord, she will one of your best units, only topped by probably Claude and Byleth. Gremory Marianne is my preference for 2x spells (physic, silence) and the extra move over bishop. Her mag gets high enough by ~chapter 14-15 to top off units with a healing staff, and she can nuke with blutgang's combat art when needed. Bow Knight Leonie with PBV/Brave Bow or Inexhaustible for range is really good, but if you want a dodge tank from this list, she is your best option. Falco Knight Lances in that case with the usual setup (as+, evasion ring, defiant avoid, etc). Don't bother with death blow if you do, she has enemy phase options that are better for parking her in the middle of a mob. As far as recruits go, Felix is a good addition to the GD roster. BK or WM/aegis are both excellent A+ tier units. Get Catherine to C+ support with the random flowers you get in the garden (check for C+ on the dining options, you don't need to go all the way to B) to recruit her as a lvl 9 Byleth in chapter 4 as a lvl 7 sword master base, or 9 in chapter 5. Needless to say, get her dblow and grab darting if you can, and she becomes a monster doing this basically every time. Falco Knight or assassin. On my VW NG file right now, she is an assassin with like 43 speed (before darting) and 35 strength at chapter 19, level 35. I have basic alert stance on her along with prowess 5 and she doesn't get touched in terrain/one rounds everything. VW/AM Catherine recruited like this is on par with the lords and Byleth, imo. Sylvain Paladin into DK is my guilty pleasure. It keeps him from using up a good flying battalion and gives him great defenses on both ends while one rounding with SS and grabbing +1 move. I throw Edmund Troops on him and SS anything with high accuracy. Gautier for avoidance with BM avoid is also an option for EP, and really strong with his defenses and an aegis on his back. Lindhart is unfortunately completely outclassed by Hapi now. She provides a similar range physic/warp, while absolutely dumpstering him on spell list: Banshee to lock units in place, Swarm to drop speed by 5, Hades as a nuke button, Seraphim. She is Mire B away from being one of the most busted units, and probably the best utility unit (if she isn't already) in the game. But, personally, I don't like using two physic users (her being an exception because she offers so much more) over just tossing Mercedes on the roster and handling all the healing you'd ever need. Stuff like The Immovable for example, where you would normally want to canto out and wait for a physic is trivialized by fortify. You just sit units on his platform and she heals everybody to full, usually 6-7 times because her crest frequently saves fortify uses. Marianne and Lindhart feel redundant with her, but Hapi as a secondary physic/warp with her spell list is probably the best combo on maddening. I'm not talking LTC strats, before someone comes in with that. I'm talking clearing maps, first NG runs perspective such as the OP. Please don't @me telling me how good warp is. I'm aware of what you can do with it. As for the mastering two intermediate classes without using aux battles, just makesure you plan ahead on your units skill ranks. When a unit hits 10, they should be ready to go into their first one (brigand, for example). Then after they pick up dblow, switch them directly into, say, peg knight and get darting before switching to your advanced class. Delaying until 21-23 isn't a huge deal, the growth loss is negligible compared to the benefit of skill gain with stuff like that. I'd add that fiendish blow, magic +2, dark knight Lysithea will still one round enemies lategame unless she gets rng screwed. In that case, using the magic boosters you get on her is never a bad idea and can patch that up, though I typically don't even use boosters now (have 24 speed carrots at chapter 19 on my current VW file, lol).
  8. Looking back, the most notable disagreement from me is probably having Alois in tiers that include the likes of Ashe, Caspar, etc. His A axe rank, B gauntlets, and solid authority recruit ranks are extremely efficient for a Brawler/WM, which makes him almost always a solid replacement for an underperforming house member at his time of recruitment. He's consistently a top 6 or so unit on any of my NG maddening pt's when I use him, but I am partial to quick riposte Brawlers, so there's some personal preference bias here, but his bases and skill ranks are worthy of B tier on any route, and I especially like him on church as a guaranteed solid deployment where usually one or two students are rng screwed without save scumming. Also, Jeritza should be like S tier, or in between A+ and Male Blyleth. Mastermind with immediate brigand reclassification, darting blow from a few tutoring sessions in flying, and the ability to be the (likely) only faire user you obtain on no grind with knowledge gem/mm in lances, plus counter attack... he's an OP unit that has the tools to catch up within a chapter or two for endgame. Darting/death blow + counter attack (it is still better than retribution as it requires no support or thought on positioning from other units) is borderline create a character skills, with great bases and growths. Even with availability issues, he can single handedly reduce turn count or handle problematic enemies (bolting mages chapter 17 for example) from his recruitment to endgame.
  9. Petra, Felix, Lysithea, Lorenz. The first three because they always end up being good if you have a unit or two that get rng screwed, plus aegis shield for either WM felix or another crest gauntlet user/cavalry sylvain, and the latter for the Thyrsus and minimal screen time.
  10. Balthus probably has the deepest character once you start unlocking supports. He also has more ties to the og cast than the others, indirectly. Lysithea, Hilda/Holst, Claude (his mom, at least), etc.
  11. Stable Dimitri would likely forgive her and try to rebuild Fodlan, as seen at the end of AM before he stuck Areadbhar in her gut to divert the dagger from going into his heart.
  12. Having only relatively recently played through all the routes (just decided to get a switch/3h in January), the love/high opinion from the majority on Rhea is probably the most surprising aspect for me. The game gives you constant signs that she may not be as pure as she appears, from Jeralt warning you to be careful around her, to finding out later he was explicitly "terrified" of her in his diary, to Seteth pushing for answers about what she really did to save you as a child, Catherine feeling apathetic a bit over her role in Lonato's son's execution/multiple characters reaction to the following executions, specifically Ashe, and most of all the last half of the CF route as a whole, where she is ready to burn down innocent civilians for a strategic advantage, because "we took her mother from her, and she will have her back", when even Catherine starts to question her decisions. Basically, yeah, I think she would have no qualms about deep ending the Empire with Kingdom/Alliance support in this scenario, as it is obvious, those in Fodlan who do not believe in Seiros are heretics. The only being in Fodlan more unstable than her when things didn't go her way was Dimtri in his early 20's going through psychosis over the tragedy that happened in front of his eyes as a child, but even he pulls it together by the end of AM.
  13. Upon another NG playthrough with middling magic and strength growths, I'd change my dancer answer to Yuri. The more I use him, the more I realize he is just an inferior flier girl (Ingrid, Petra, Leonie) that is stuck on the ground because alert stance+ is a pain with his flying bane... so he fills a niche as a dancer that fully utilizes fetters and sword avoid/dance... or probably warms the bench because this is one of the worst games for dancers in the series. Foul play is his most useful action most of the time as trickster, and that is situational as is. Easily the most meh unit of the DLC, with Balthus being basically a better Dedue late game, Constance being the best black magic user in the game (and aura knuckle user), and Hapi having utility for days.
  14. Not to mention in addition to what you listed, there are no Brave killer equivalents/it's reasonable to double even endgame enemies with gauntlets (x4) on a character like Felix. Brave axe, lance, even sword... not so much. Gauntlets have clear advantages. Braves are great (albeit, more conservative usage is necessary because you aren't showered with wootz on no grind NG), though. Edit: I should have read the replies as others already covered it, but yeah, killer knuckles are their own niche of power, tl;dr.
  15. And I also agree that grappler Felix on non-CF routes is also very good (comfortably lets you get that S+ gauntlet rank). I was just saying he is so strong with killer knuckles in wm that you can legit get away with like E authority and jeralts mercs. Just did a CF run where he ended up with S gauntlets barely, and A axes, D Auth, and he wiped the the final bosses up bars himself.
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