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SRC

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Everything posted by SRC

  1. Dolph. (Not Macellan, just for clarification.)
  2. I'll take Lorenz. He's so POWERFUL.
  3. Sedgar and WRYSSSS. Baldrick gets ASSRAM and Est.
  4. Billy Xane. I hear he's a cool dude.
  5. No worries. Just try to leave a warning when you'll be absent for a few days if you can. You may also leave a list of your draft choices from top to bottom so the draft can keep going. I'll pick Medea.
  6. We could probably just get someone to do a pick or two for him to keep it moving along and then just commandeer the entire topic if he doesn't come back. Here's an updated unit list. If anybody would like to take over for Gabe until he gets back, feel free! Wrys Cord Darros Matthis Sedgar Bantu Caesar Radd Roger Jeorge Maria Minerva Linde Jake Dolph Macellan Tomas Boah Beck Astram Palla Catria Arran Samson Xane Est Tiki Lorenz Elice
  7. Of all the characters to accidentally get drafted twice, I wouldn't have thought it would be Roshe.
  8. Picking Merric might have some merit.
  9. I'll pick the guy with the turban
  10. Your plan for Celica route seems sound. Some of the things you'll just have to play by ear, like whether to use Kamui. If he doesn't promote to hero quickly, you can just dump him since he's not great before promotion. As for Geyse, if you're nervous about his battle then you can always promote Catria and Palla to Falconknight before you head over there. They'll be able to tear most enemies apart and will have enough durability to take plenty of hits from Geyse. The chapter 3 cemetery will have some mummies about 1/3 of encounters so you may save and reload when passing by to get some extra EXP for those two. Celica's lion head bonuses are interesting in that none of your characters are in serious need of them. Jenny has enough speed to double already, unlike Silk, and Boey is still mediocre even when you pump speed into him. Rein and I were discussing them a while back and came to the conclusion that +2 Power for Cellica and +1 Speed for May is probably the way to go. That will allow Celica to hit harder with her Fire Magic and allow May to double Thieves with her Thunder magic. Both of them will nuke level 1 pirates in a single round with those bonuses! Alm's str and def lion head bonuses can also go to a lot of different characters. My favorite is to give +3 def to Hero!Cliff which propels him into near invincibility. Pumping up Alm with def will also have a similar effect. Claire is also a great candidate to receive the bonuses since it makes leveling her up quite a bit easier. Giving her +3 Str will allow her to one round certain enemies if she has the steel lance, but +3 def will make her WAY more durable. Whatever you decide to do, I think it's mostly a matter of preference. Skipping out on Grey and Robin aren't a huge deal, though I find Mage!Robin helpful since he can double with Fire at base level and Cavalier/Merc!Grey since he has decent base stats. Neither of them have much long term potential but are great for setting up kills for others in chapter 1. Cliff is really a lot better as a Mercenary. The thundersword gives him a strong magic attack when you need it, he'll be way faster, Demonfighters have 4 more movement than Sages, and Cliff will even get a crazy +15 res bonus on top of his great base res.. Plus, you get a competent excalibur user in Ryuto during chapter 3 while Alm's route doesn't have any demonfighters aside from the villagers. Overall, I probably would have built my chapter 1 team differently, but I don't think it's worth starting over for. You seem to have a good idea of what you're doing and you have enough strong units to lean on, so you have little to worry about.
  11. Alm makes the game so much easier by participating that I highly recommend using him. You're right that a trained Alm and untrained Alm are nearly identical after promotion, but the stat gains do make a difference before he promotes. Besides, experience is so plentiful in easy mode that holding him back is unnecessary. Level 7 is the golden number for Cliff since Excalibur is the gold standard for spells because of its combination of high hit/crit, good mt, and very low weight. Thunder (level 4) also has its moments with its 3 range, but other than that it's nothing special. Libro and especially warp are extremely helpful and should probably be a priority. They won't be easy to level up without the lion head bonuses, but at least they gain a lot of experience per kill. Claire is really good and falconknights are absurd, but she really shines on chapter 4 so just have her promoted by then. The main thing is to make sure she doesn't lag behind. You can pretty much ignore Celica once she gets angel. She'll be really helpful in chapter 2 and then nuke an enemy with Angel here and there, but her low movement and lack of a decent promotion gains make her a waste in chapter 4. If you want a late game magic user in Celica route, just give Noma the magic ring (raises attack range to 5) and have him spam excalibur from a distance. His stats are low, but his range keeps him safe most of the time and his offense gets the job done. Leo is decent. His speed really is an issue, but his range is a definite asset that gives him a good niche. Since you're on easy mode, you might as well use him. The dreadfighters are your best units in Celica route besides the pegasus sisters. You really just need 1 or 2, but having extras probably won't hurt. I'd say just plan to use Saber and Deen, but having Kamui too won't hurt if you have enough experience to go around. On Alm's route, I consider having a swordsman extremely useful. You get the thundersword early on, which is ridiculous when you first get it and still very useful as the game progresses. Alm can use it, but the thing weighs so much that you need a merc to double with it consistently. Celica chapter 3 is a pain in the neck. Going to a shrine is going to be a huge hassle no matter what, but just make sure that you're ready to deal with three dracozombies at once should you go to the chapter 3 shrine. I usually go Geyse first since Est and Dean are nice to have. His map isn't too hard if you have a strong team (which you'll probably have), but it's long and tedious so save states are recommended. However, Geyse himself is a huge problem. His stats are really ridiculous for that point in the game. Still, there's a reliable maneuver to take care of him. Stay out of his attack range until you're ready to deal with him. Once you're ready, bait him into moving 8 spaces down (in between the two wall tiles) then trap him during your turn by moving a unit behind him. Use Baro and any decent unit equipped with the steel shield to trap him and tank his hits, while providing chip damage and healing support. You'll eventually be able to grind him down to 0 HP, though you might need to take out a couple enemies with Libro first. Well, I hope that was helpful and didn't come off as too rambling. Enjoy Gaiden!
  12. Yeah, I guess their existence at least makes some sense in theory even if they're baffling in the actual game. (There's like one bridge that seriously impedes progress and none of the bridge keys in the game are even close to it.)
  13. I think Rickard was free because Julian can be slightly used as a combat unit (making him a reasonable draft pick) while Rickard is basically useless at fighting. Making Julian free here is a good idea since it somewhat makes up for having less units than a 4 player draft. And yeah, Baldrick is correct about the chest thing. Medeus is really tough to kill without the Falchion, which requires you to open a few chests. Marth is the only non-thief person that can do that, so it's a good idea to make the thieves available for everyone. Also, let's take a moment to appreciate the fact that bridge keys exist in this game and chest keys don't. Good ol' FE1!
  14. I actually played in a fe1 draft a long time back. We went by this ruleset. You don't have to follow it if you don't want to but I thought it worked pretty well. Either way I would like to join in the fun.
  15. Your magic users aren't going to see a whole lot of action after Sonia joins, decent stats or not, because their movement is so low on chapter 4's large and terrain-ridden maps. Deen is pretty much always great since demon fighters have great stats, good weapon selection, and most importantly a good move stat to navigate the maps. Still, if you're doing a grinding heavy run picking Sonia isn't a bad idea. Atlas, Jesse, Saber, and Kamui will more than fill your needs, and Sonia is realistically your only magic user that will end up with decent endgame stats. But, if you're not grinding, you might as well just use Noma. He will nuke things with the magic ring about as well as a lower leveled Sonia will.
  16. It's pretty much never going to be updated unless someone decides to step up and redo them on a whim. I would like to see improved modules as well, but I can't imagine it's high on anybody's priorities with the existence of Shadow Dragon & New Mystery of the Emblem.
  17. Allow me to clarify a bit. I have no problem with these guys pocketing money to pay for their labor. These operations tend to be made by small operations that don't exactly get rich of them, so they don't really bother me. My problem is when they're sold for exuberant sums (say, $100+ for cartridge only) by 2nd hand dealers, whom I feel are exploiting all parties involved.
  18. Using repro carts isn't inherently worse than using a rom. However, it gets shady rather quickly if they are being sold for profit. It's bad enough to be profiting off of the original developer's work, but it's even worse when the translators are being exploited as well. It's not so bad when they're sold at a nominal price just to cover the cart/labor expenses, but I find it shameful when I see people asking for $100 for second-hand repro carts on Craigslist or Ebay.
  19. I think it has a lot to do with this. Fire Emblem is actually a fairly complex game, and would probably be intimidating if not unappealing to most American gamers of the time.. Bear in mind, JRPGS like Dragon Quest were selling loads of copies in Japan since 1985, while the genre did not really take off in the US in spite of Nintendo's best efforts. Now, why would Nintendo take a risk on an even more complex JRPG when Japanese hits like Dragon Quest and Final Fantasy were modest successes at best? Meanwhile, Earthbound, came out about half a year after FE3. It's about as player friendly as an RPG can be and has a style that I think would much better resonate with American audiences of the time. While it's hard to say exactly why Earthbound failed (bad marketing?), we can probably say that in hindsight that not localizing FE3 was a sound decision on Nintendo's part. SMB2 is such an absurdly difficult game, though. I'm actually surprised that it sold many copies in Japan to begin with. (FWIW, I'm not sure how well it was received critically.) Maybe it was riding off the success of its older brother, haha.
  20. Wow, that's pretty huge! It's good to see that Fire Emblem is as popular as ever. Of course, the true test is if it will be able to make its way over to the 'States and Europe... The cards also look noticeably different from the original series. Maybe we'll see a little departure from the game mechanics of the original. (Whatever they were...)
  21. If anybody has been on the fence about getting Partia II because of possible glitches, the newest update fixed some big issues and I haven't experienced any game crashes through chapter 11. The game itself is looking pretty good so far. Its game balance is substantially better than the Partia I's, as is the character art. The campaign is also a bit larger with a slightly more interesting story line, and there is a much larger variety of viable characters to choose from. Skill scrolls add a bit of room for customization for characters, giving everyone potential access to powerful skills such as Mug. My only glaring problems with the game now are its difficulty and the tendency for enemy phases to drag on a bit. Still, you really get a lot more bang for your buck at $6 than the $4 price tag for the previous game.
  22. You start with all of them in the game. If you're in the story mode, each character is limited to a certain pool of cards which iirc has few if any synchro cards. Plenty of XYZ staples like Maestroke, Lavalval Chain, and Giant Hand should be available in their stead. If you want to access all of the cards, you can always use the deck editor in free duel mode or complete a few different story lines to unlock the player character's story, which grants you access to all of the game's cards. Just bear in mind that the game is randomly missing a few cards. (No Magician of Faith! D: )
  23. I don't really have any sources on it, but I believe it's roughly in the range of 0-12. It's not really worth resetting over. Each point of luck is only worth 0.5 points of crit and 1 point of magic avoid, which is not all that noticeable even with a 12 point difference. Edit: Thanks for the correction, Refa. Happy Birfday!
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