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Kuroi Tsubasa Tenshi

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  1. It's two match ups. I also wouldn't use it against the Wind Caller. I realize a lot of people lean on Divine Pulse, yes. The fact that gambling on 60s becomes a regular occurrence is a very good reason never to touch it, though. I'm not going to let my play deteriorate like that. Turtling is hardly the only strategy when avoiding taking unnecessarily poor hit chances. It's maybe required very early in White Clouds, but once certain units get rolling, it's quite possible to play fairly aggressively, if for no other reason than Canto with bows is so insanely abusable. Enemies will readily break formation and get chewed up for it. While it's not LTC pace, forward momentum is rather easy to maintain. The only place this possibly runs into problems where falling back on turtling starts looking really good is the maps that have the infinite reinforcement spam. Throwing out a Gambit, hoping it hits, then resetting the map doesn't strike me as remotely good play. Doesn't matter if it's only the second turn of the map.
  2. My Raph definitely wasn't getting enemy mages with a one-two from normal gauntlet attacks. I needed to get him Str +2, Death Blow and mastered Grappler before he really started contributing via Fierce Iron Fist. Not exactly the highest investment, but still not really a great situation. While mine was a little Str screwed, bringing him up to average wouldn't have changed his 3HKOs into 2HKOs (though it might have made some of the Fierce Iron Fists that missed kills actually secure the kills). The same build felt way easier to get going on Caspar because of his personal giving +10 Hit on his targets and Bombard softening how much the pre-Fierce Iron Fist period of gauntlet damage sucks.
  3. At the point I was fighting Wind Caller, my Byleth was still about matched to its Charm. Never fought The Immovable, so can't comment on that. Both Immaculate Ones have something stupid like 52+ Charm, which was actually about 3 higher than my Byleth hit each time. However, the point also isn't that it would be a problem for Byleth, because even at roughly matched Charm, they're usually seeing good hit rates (same for the house leader). The point is that both Byleth and the house leader have other, better battalions they'd rather run (and/or they're flyers), and Absorption ends up being complete garbage on anyone else because they're usually a good 10 (early game) to 20 (end game) Charm behind Byleth. I was barely able to get 50-Hit Gambits up to the 90-100 range against the Immaculate Ones with a couple of my most stacked units with triple links, Hit +20 and an Adjutant. I'm not gonna drop 20 Hit for no good reason. Must be a Paralogue I haven't played then, since the Blaze DoT hasn't ever contributed any notable damage to my runs. It's never a factor in my decision to use Blaze, anyway.
  4. In addition to what was said about Ignatz, I want to reiterate that his Authority strength means once his Charm starts to fall behind, he can easily transition from running CC via offensive Gambits to the high-grade utility Gambits. Impregnable Wall and Blessing are both stupidly good. Doesn't Thyrsus just give Aegis and Pavise as though they were on a unit's skill bar, so it'd be Dex%? I still advocate for Dancer Lorenz. He gets it right when his Mage shenanigans where he can double Cavs are falling off and the magic focus of Dancer still lets him throw out an emergency Ragnarok if Dance is somehow not the optimal choice. Admittedly, I haven't tried Raphael in War Master, but I can't see giving up Fierce Iron Fist being a particularly good idea for him. I gave him a metric ton of favouratism when I ran Deer and he was still missing one rounds with uncomfortable frequency with Fierce Iron Fist. Going back to just two hits with his gauntlets is not something I'd care for. Also, seconding the value of Rally Str. My quadders appreciated it a rather lot. Mind, there's also been times I've lamented that he has to be the one who has it because an extra 12 damage is something he'd have also appreciated (if I were to do a non-blind Deer run, I'd probably consider stealing Annette to that end).
  5. There's definitely no such thing as getting too caught up on Hit for me, as I ban Divine Pulse in all my runs. With the user having to initiate in melee, the primary targets I'd want that size of AoE for would be the 3x3 monsters, which almost always match or overtake Byleth's Charm for whatever point in the game it's at (often 50+). Only Byleth and maybe the house leader would be able to push up toward 100% against that and they've all got other way better battalions they'd rather use. The healing is also largely useless because my units simply don't get damaged 95% of the time.
  6. If you don't think you can avoid standing under a Panic Manor or getting hit by the odd Panic Ploy/Panic+ Staff/Sudden Panic/Aversa's Night, then increasing her HP is probably your best option. Summoner Support C, a single Dragonflower level and HP +5 Seal would put her at 63 HP, would make her significantly harder to Panic. Probably owing a fair amount to WTA in that scenario. Though the one I faced was tanky enough that only greens would be guaranteed to kill her.
  7. Oh, yeah, only 54 HP after two Mythics leaves her vulnerable to the last two levels of Panic Manor, unless she's Summoner supported or picks up HP buffs from other sources. That's definitely a concern. The stats I gave assumed neutral Sothis with just her weapon buff accounted for, so that looks about right for getting hit by Dark Shrine 5 and Panicked Tactics buffs. A properly supported Sothis will see +10 Def from double Naga, so she's not as squishy there as she looks. It's a shame that M!Corrin's dead, since she'd probably appreciate his support if B!Ike isn't going to get it. Unrelated, last night I encountered the defense of someone who must really hate Altina. They had a F!Delthea set up with 56 HP and Panic Ploy, plus the ability to, after Bonus Doubler, Def/Res Bond Seal and Death, hit 49 Def. Plus roughly 80 Atk. I'm kind of surprised she didn't have Hardy Bearing (their Deirdre had it and she wouldn't have done anything but die horribly against Altina), but given the formation, I think she was built to just tank Altina's attacks regardless of if Altina was baiting raw or already in Vantage mode. Unfortunately for her, that setup didn't do jack for her against B!Ike.
  8. Lysithea takes a little time to get rolling, but she still gets to a point where she one-shots stuff or leaves it almost dead (early on it'll takes Hades, but as things progress, the other spells will join in). Thyrsus gives her absolute safety to just nuke whatever she feels like. Mind, I play a very PP-heavy strategy where after a certain point, my army simply never gets touched by anything due to being out of enemy attack range 95% of the time and Lysithea's raw power is often pretty integral to obliterating the current pull. As for Warp, it's for assassinations, then retreating (or winning the map, if you kill the commander). There's a thing I like to do that I call "Surprise Pegasus". I Warp a Pegasus/Falcon Knight within two tiles of a key target (usually a siege enemy, but often times I'll also do it to highly mobile enemies or bosses), shoot them in the face with a bow, then Canto back. This tends to render a number of otherwise dangerous formations harmless. Don't get too used to Ignatz hitting offensive Gambits. His Charm growth is pretty bad, so there's going to come a point where his personal Hit +20 can't overcome that deficiency. However, his strength in Authority means he can seamlessly transition into running utility Gambits.
  9. Okay, what typically overwhelms her, though? A +0 on her own should have 46 Spd, 35 Def and 40 Res before even accounting for Mythics or Tactics buffs. Do you have Atk Smoke on her? If you put Res Smoke in her C and Atk Smoke in her Seal, her durability should go up drastically. Add NY!Eir support to make things even nastier for the enemy. There's an increasingly large number of uncounterable and Hardy Bearing abilities. For Hardy Bearing, there's the Seal and five different daggers. Firesweep is also an issue. Dazzling Staves as well. Altina and her trash Spd is also extremely vulnerable to Windsweep. Some defenses just really hate Vantage and they put in 3-4 countermeasures.
  10. If your Lift is in such a dire situation, you might need to consider changing Alfonse's blessing so he can carry Astra for you until you can find a replacement. What's giving your W!Sothis issues? She should be fairly tanky with high defenses and Sirius on every attack giving her prolonged sustain. Which support units are backing her up?
  11. You said you have NY!Alfonse, right? Even without bonus stats, I find my +0 still quite easily sweeps a lot of defenses. Helps that he doesn't care about Hardy Bearing (though he does have to watch out for uncounterable attacks). Bolt Tower support may also be required against some greens.
  12. The Deer do have easy access to early Curved Shot spam. The damage output can be a little on the low side, but it's almost completely safe. They do, however, lack Deadeye for early (pre-Canto) on-demand AI abuse. For Claude, I ran him as a Sniper and had no issues. I tend toward hit-and-run Canto bow abuse, though, so I had little use for Alert Stance+, so keep that in mind. I don't believe a Guard Adjutant's stats matter. The block is just a percentile reduction. As to when to recruit a unit if it's just for their Paralogue, I don't think it's a big deal if you just get most of them whenever. They're typically not going to be that helpful even if their stats are pretty close to up-to-date (mostly because their class and skill EXP is going to be extremely stock build), so just do whatever. For someone like Caspar where you need him to contribute, you'll probably still be better off recruiting him earlier and tailoring a build to letting him accomplish what he needs to. In this case, you may need to consider putting him into Lance training and set him as an Adjutant in order to pick up EXP of both kinds. I say this because your best bet for a low-effort build that reduces the headache against Death Knight would be to get Knightkneeler and nail him with it with the Lance of Ruin (Gambits will still almost assuredly be required to set this up, though).
  13. If they weren't such a pain to obtain or make, I might consider using the Venin Bow as part of my Mongol Horde strategy. Their stats seem okay enough, but nothing that makes me want to go out of my way for them.
  14. That's a pretty poor substitute for the likes of Fierce Iron Fist or Hunter's Volley, which will be much more accurate and have guaranteed damage multipliers.
  15. Wild Abandon could have a Windsweep effect tacked onto it and I'd still be hesitant to use it. -30 Hit on axes is just that bad.
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