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Tacticslost

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  1. So let me begin by saying armor knights have existed since FE1. Their purpose was to have high HP or defense to tank ridiculous amounts of damage. They have had access to generally lances/axes but sometimes have had swords or even bows ala FE3. Yet ever since FE 10 unless they are raised from the villager class or given a specific personal skill that helps reduce extra damage they feel useless to have. Ambush reinforcements are ever present in larger numbers than before and a lot of enemies like Saizo from Fates simply carry magic weapons on them making tanking with armor units pointless. They never get enough resistance to stop those or spells usually without talisman usage or reclass support. So even with the new "Break" system someone can still ignore a general with weapon advantage and probably double them enough to kill them because being slow isn't the problem. It's trying to face tank a fire ball or thoron. Does anyone feel these classes should be scrapped and recreated from scratch in a new game? I have not had great luck with them and found that even the characters Louis and Jade lauded for being pretty good in this class still feel like trash to me unless reclassed. Both have now died and I've completely given up on the class as a result because my only remaining general option without reclass training may be... Saphir.
  2. The only person I've technically reclassed is Boucheron into an axe armor. I thought he could do well as an axe general or great knight since people say his base class is hard to use/train. He is now stuck annoyingly at level 2 on maddening mode. Other than him Amber went straight to Wolf Knight (Lance) and isn't doing too bad considering his personal skill makes it so he loses 10 avoid but gains 10 crit if he fights away from the rest of the team. The only people besides them I might want to reclass are Pandreo into a martial master and Yunaka into a mage knight just to see how that goes as I've never tested these classes on my team.
  3. Best A choice between Citrine or Alcryst maybe. Citrine is a Sage and Alcryst is still a Bow Lord but Long Bows rock in this game. Even Etie (who I'm using alongside him to compare and choose for the finale) is viable with one. Worst Alfred He died in chapter 5 alongside Clanne and Louis because his lance strikes kept missing and he couldn't survive counter attacks eventually. I feel like they nerfed Cavaliers or Paladins in this game. The problem is I've used Vander who's an axe Paladin until chapter 10 where Hyacinth murdered him with that broken Mani Katti sword. 4×4 + an extra 2×24 damage goes way beyond a unit's HP cap and yet we're supposed to replace him with Alfred by chapter 6 who in my experience got around 71-74% hit rates versus Vander's 74-85% hit rates. Jeigans are actually useful for the hardest mode this game offers.
  4. I am on Chapter 10 (Maddening/Classic) and need some help. I have lost Clanne, Alfred, and Louis way back in chapter 5 but thanks to dragon crystal powers nobody else has died. My promoted units include: Chloe, Citrine and Celine as a Griffin Knight, Sage, and Vidame. I've been using the break system, magic attacks and obstruct staff shenanigans to get around most maps. The problem I'm having is all the fliers on this map seem to ignore the break attacks I do if I use physical attacks on them, and obstructions plus my other units don't seem to stop Goldmary's group when I somehow clear Rosado's side with Celine and Citrine using Elsurge/Wind. I'm also using Chloe to take out the mages that will switch to attacking you if you clear Rosado's side. Yet I'm wondering if I shouldn't just drop Alcryst and Etie onto the map and Longbow the crude out of them to save headaches. As it stands, this is my toughest map so far.
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