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Raine

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    Master Tactician

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  • Favorite Fire Emblem Game
    Awakening

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  1. Doesn't even have an effect in Apotheosis or vs the final boss. 0/10 EDIT: My Gamble bot kills fools with a Vengeance!
  2. Tanguels got jipped in what stats get raised by their stones. Speed and SKill are great and all-- but when they alter your unit's overall ability to do anything by so little, it's not worth it. Not nearly to the extent of what a manakete does. I mean, it's the difference between 12 extra speed (I think that's +6 to dodge or something?) and 12 extra def for a cap of around 72 def without being paired. Six percent isn't really gonna make or break whether a unit gets hit or not-- but twelve damage is definitely gonna impact how much damage a unit takes to the point that one class simply outperforms the other. Not to mention dragonstones have 1-2 range while beaststones have a 1 lock range. nuff said. dragonstone>beaststone
  3. Nah is as powerful as her event tiles say she is. You know, she just shakes the heavens for practice-- no big deal. Kellam, Gaius, Vaike or MU make the best fathers for her. Armsthrift is not wasted on Dragonstones as you get so few of them up to a certain point-- but they aren't quite as rare as in some of the other games. Galeforce isn't really necessary on Nah seeing as she does better in EP, slaughtering everything that attacks her-- so I'd go with Kellam or Vaike. Vaike gives Sol while Kellam gives Luna. I'd say go with Vaike for a replenishing manakete your enemies can't kill... heck, I'm surprised they don't get Dragonskin-- then again, they'd be pretty broken then.
  4. Aggressor. All things being equal, you do attack more people with a higher damage output with a faire, but if you're going up against an oppoent with a very high defensive stat I'd rather have aggressor.
  5. Well, at least make it so that you can Dual battle without being two steps away from the person you're playing with =__='' maybe set up waiting rooms and have a random match-up option online. *shrugs*
  6. Or javelins or hand axes or levin swords or tomes or really any weapon that allows someone to walk up and stand 2 tiles away and attack... which there are plenty of in every weapon type. Sure, if they get rushed by someone with counter, they're in a 'pickle', but that's why they ensure they initiate the attack. Besides, things with counter on them and a 1-2 weapon will NOT come in the unit's face it's attacking-- which means you have to 1 tile lock the unit if you want it to use counter otherwise it's a wasted skill that'll never activate unless the person you streetpassed is just an idiot.. If used right, and I'm not saying it's not extremely useful on the computer when they've got numerous units with counter all rushing you with 1 tile locked weapons on high mobility units. However, it's not feasible unless you're just making a team focused on that. And when I say focused on that, I mean every unit having counter on a high mobility class like Wyvern Lord, Paladin, Great Knight, or Dark Knight... and giving them all 1 locked weapons of mass destruction.
  7. as I said, I've beaten the secret wave like this-- it really doesn't matter. Whatever floats yer boat man xD
  8. really? he can't proc skills? man, what game have I been playing to get these things so mixed up? @__@ as far as your 'one does not play defensively' bit Shady, it's true. You can't just put yourself in a shell. However, it's much more effective to use defensive rallies than to add 1 damage to your attacks since one damage isn't gonna kill an enemy. I played it through just fine the way I'm suggesting it be played. We each have our own ways of beating it, but the result is the same. I simply find defensive rallies (negating four damage from every attack) to have more effect in the long run than offensive rallies (one or two extra damage to every attack-- unless you're doing 39 damage despite reductions, in which case I say go for it.).
  9. Chrom makes a better supporter than frontline imo-- DG+, Dual Strike+... not to mention leaves him a perfect three more skills for Luna, Aether, and Rightful King. Whenever he attacks in the pair, he'll probably be activating one of those to do rediculous damage, especially since it'll simply bypass Pavise for being a dual strike. Apotheosis is full of high movement enemies, so I can see your point with it being hard to wall, but leaving a defensive unit open for a retreat might also be an option... as far as other rallies, I'd say yes to def and res. skill, and luck are kinda terrible-- speed's another one you might want, but it's situational and depends on if you actually have any units not doubling the enemy already. Mag would be good-- but this is Apotheosis. The +4 turns to +2 (I think) when dragon skin gets done with it-- and goes down to +1 if you're unfortunate enough to be attacking an enemy with Aegis/Pavise+. I'd say don't focus on doing more damage as much as reducing as much damage as you can and then focus effective attacks on select enemies. Armsthrift is an awesome skill-- I have it on Inigo for unlimited uses of brave weapons/erika's blade, Nosfutanks, and my Manaketes-- and I kept it on for my play through of Apotheosis. It's really not maditory to take it off, but if you find you're struggling, it'd be in your best interest to first switch that before restarting your game is all I'm saying xD Hmm... I gave my Lissa Tomefaire, LB, all stats +2, DS+, and Galeforce. This works well with my sage Lissa granting her 88 attack with a valeflame equipped. Though, I could potentially see you switching out all stats +2 for healtouch since she's more of a healer in your party. Though, I love DS+ personally and would recommend you throw it on her and watch the awesomeness that is enhanced bonuses. I was able to get 40% crit rates and higher in Apotheosis because of that. Not reliable, but when the same unit that's potentially critting also has a near 80 attack without the pairing, damage gets pretty ridiculous, even with the reductions.
  10. I've seen a handful of these, sooo... Yeah? I was thinking, I heard people imply that Apotheosis is, like, something you NEED an army of minmaxed rallied married children for, so is this team even salvageable? Or should I just go and consider the Future Past to be my "final DLC"? Chrom (unfortunately) - Lord Aether Aegis Dual Strike+ Luna ______ It really just depends on where you want chrom. If you want him to be the support unit in a pair, take off Aegis and put on Rightful King. If you want him front lining, take off DS+ and put on Rightful King. In the end, Rightful King is just such a great skill that it's a crying shame to not have on him! ______ Avatar (Damage Dealer?) - Tactician Ignis Swordfaire Renewal Armsthrift ________ Uhh, I've never been much of a Renewal fan. Also, if you want to be a damage dealer, get Aggressor on him-- if it's a her, I might suggest Tomefaire to balance it out a bit-- you know, constant +5 irregardless of which you wield. Armsthrift isn't really all that great a skill in the long run and I'd put Sol on. Or, you could go something like: Ignis, Swordfaire, Aegis (or Pavise), Sol, LB. ________ Avatar 2 (rally bot) - Thief Rally Spectrum Rally Heart Rally Speed Dual Support+ (thinking of changing this to Renewal) ____________ Definitely not necessary for Apotheosis. It's always good to have, but not mandatory. The only thing I'd say is that if you're gonna use a rally bot, instead of DS+ and LB, put two more rallies on her and just have her walled so enemies can't get at her. ____________ Lissa (healer) - Cleric Healtouch Renewal Miracle All Stats+2 ________ Not much of a Miracle fan since my healers don't get close enough to the enemy to need it. At a stage like Apotheosis, you'll have about a full map length range on your heal spells, so you won't really need that or renewal. That's as far as I was able to get, hope it helped a little.
  11. Wow, that looks like a really annoying team to go up against. All I have to say is counter isn't really all that great. I mean, if the other team is 1 locked then it's good, but most people have 1-2 weapons on them... not to mention the unit tends to keep any 1-2 weapon equipped unless the 1 locked weapon is just that much stronger than the 1-2 range. Knowing this, counter wouldn't really pose much of an issue to most people and would actually be self-negated in the end. That's just the problem I have with counter *shrugs*. Good for rebounding lethality back on the person who uses characters who mostly know it-- but that's about it.
  12. I think an alternate timeline would be awesome... and actually have your plot choices matter rather than that weak "yes/no" oh, wait, it's the same story irregardless! *facepalms
  13. Confirmed, ALL snipers have hawkeye and longbows. (they must be the 3.59%)
  14. and a rallybot with a weapon uses the weapon instead of rallying, yes I know. Rallies are better left to the player to control and are useless with CPU, that's all I'm saying.
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