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About Agro

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    ilyana as a japanese schoolgirl
  • Birthday 04/14/1993

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    ya mum
  • Location
    Melbourne, Victoria

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  • Favorite Fire Emblem Game
    Radiant Dawn

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  1. Assuming Maddening mode... Caspar/Mercedes is absolute horseshit. Most of the other ones can be done without investing into the featured character - even Marianne is safe for a few turns if she just stays still in her paralogue, but Caspar and Mercedes will just get downright wrecked by everything around them. You can't even send wyverns over to come help, because that'll trigger reinforcements, and if Caspar and Mercedes move off the ledge, it triggers different reinforcements. You need both of them to meet at least one of several benchmarks so that they can kill the Giant Wolf and the Dark Mages coming at them. Really easy for this one to catch you off-guard and you're most likely going to nope out of it until Caspar can at least fly. Manuela and Hanneman's is actually pretty hard on Maddening - or, at least, keeping Manuela alive against the 7-move pegasus knights is. I always have to class change Manuela into pegasus knight just so she can sit out and survive. I always leave Hilda's and Cyril's for later so that I have the resources to deal with it. Stride + Warp = easy. Ferdinand/Lysithea's is also pretty dumb but at least it's easy to cheese.
  2. You could say that pegasi and wyverns fill these roles pretty well since, while there aren't any scouts, there's definitely times when you need a speedy unit to get ahead to reach a village, or shop, or hit that chest, etc.
  3. Uh... you do realise you get a free Charm+5 from dance practice, right? Combined with stat ups... it's honestly pretty hard to not have a character with a Charm stat of 13 at that point...
  4. So it's just a 6-move class? Changing growth rates isn't going to help rebalancing anything. Your characters have like, 10-15 levels at most in the class? A 5% growth isn't even a stat point at that rate.
  5. Mortal Savant mostly just needs a higher speed base to make it worth choosing over Gremory for females and not screw over males. GK: Haven't actually played Maddening with GK but I imagine the defense is not high enough to tank properly Wyvern Lord/Falcon Knight: Avo+10 and Alert Stance is busted af. This one absolutely should have gone to one of the foot classes. Nerfing move by 1 would give a strategic reason to pick Paladin over the fliers. Holy Knight: Why does this class even exist? At least give it Lancefaire so that physical units with good spell lists (looking at you, Bernadetta) are justified in choosing Holy Knight. War Master & Gremory are probably the most balanced Master classes. I would have loved to see Assassin and Hero as 6-move Master classes with both Bowfaire/Swordfaire and Swordfaire/Axefaire, and for Hero to not be gender-locked.
  6. The Advanced lord classes are fail-safes for newcomers/n00bs who didn't invest into their lords for whatever reason, or went with a weird build and ended up with a suboptimal lord.
  7. My point was that most of the complaints levelled at Wyvern Lord's combat are pretty easily fixed with Brave Axe+. Between Str +2, Death Blow and Axefaire you're already stacking an extra 26 damage in one battle without taking a counterattack, and that's not even including battalion bonuses and the unit's stat. Even units like Gilbert become suddenly useful by turning into flying Brave Axe wielders. Your character does not need a single point of speed to do this. Sure, they're heavy, but that's what Canto and Trade is for. Also, you won't get hit on EP if all the enemies are dead.
  8. Seriously, do none of you use Brave weapons or something?
  9. Oops, I got KOG mixed up with some other skill. It probably is a bug, and I would guess that units, when outside of battle, probably have a "current value" assigned to their HP which the KOG coding detects as being less than or equal to 50% and is therefore active.
  10. It's not a bug. The class change screen includes bonus stats from cooking as well.
  11. Which game was Canto a regular skill in, again?
  12. I usually have my units certify for both, then switch them between classes depending on the map. Sometimes it's fun to have Byleth run Gautier Knights and Alert Stance, or Enlightened One and Ordelia Sorcery Co/Nosferatu/Caduceus Staff. As for WL lacking in killing power, the obvious answer here is to make use of the 2-3 Brave Axes the game throws at you. As long as you can whack things and run away in one turn, WL doesn't want for power at all.
  13. They're fine. Most of them grant at least +4 to Attack. Underwhelming Prt/Rsl boosts (but it's Maddening, so who cares, everyone's dying on one enemy phase attack anyway) and no accuracy boost, but that's easily fixed with Hit +20.
  14. I'd argue that the ambush spawns that happen in The Face Beneath (Caspar and Mercedes' paralogue) are pretty bullshit too. If Mercedes and Caspar are uninvested this chapter is practically impossible since the Snipers will murder either of them unless they advance far enough, but if they advance too far the Dark Mages and the Giant Wolf will also murder them. FE3H's Hard difficulty holds up OK if you're playing blind. I remember genuinely struggling with the later chapters of CF because I hadn't invested into Authority at all so my fliers had no battalions, my Bernadetta was still a Pegasus Knight as I hadn't made enough effort to get her into anything else, and I didn't realise that you could purchase gifts at the markets to increase motivation for characters - I was just relying on flowers for that before. Maddening is definitely pretty tough. I think most players (myself included) are experienced enough to use Warp strats, etc. especially in the later chapters which leads to the experience of thinking that they're easy.
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