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Kuroi Tsubasa Tenshi

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Everything posted by Kuroi Tsubasa Tenshi

  1. Picking the segmented run from Dec 20 back up tonight. https://www.twitch.tv/kuroitsubasatenshi
  2. Since Friday is Xmas Eve, I'm doing segmented attempts tonight instead. https://www.twitch.tv/kuroitsubasatenshi
  3. Okay, so since last week's run succeeded, I won't be doing non-segmented runs on a regular basis anymore (it may still come up on the rare holiday). Going forward I'll be doing it segmented, which should also theoretically stop 1/3ish of the run from getting stuck in the absolute dead of night. Anyway... https://www.twitch.tv/kuroitsubasatenshi
  4. Trying to turn that 3 streak into a 4 streak tonight. I'm going to be moving from non-segmented runs to segmented runs sometime in the future, because non-segmented is very taxing over a long period of time. I'm going to send it off with at least one more successful run. I'll either keep doing non-segmented until the streak breaks, provided we at least get it to 4 tonight; or I'll do one last standalone hurrah if 3 is where the streak dies. Anyway, enough rambling: https://www.twitch.tv/kuroitsubasatenshi
  5. Off-schedule compared to the usual, but we're doing attempts. https://www.twitch.tv/kuroitsubasatenshi
  6. Doing attempts again. Feels like it's been longer than 2 weeks. https://www.twitch.tv/kuroitsubasatenshi
  7. Generally speaking, you're going to want +5 Mt, +15 Hit. Less accurate supports, like Berserkers may want to flip it to +25 Hit and +3 Mt. I guess Waste would also want that, but there's little incentive to use that over Celica's. Don't bother with Crit unless you're very specifically making a character with the setup for it. Enemy Luck gets so high that it's a complete waste anywhere else. There's not really that much else to it, since forges don't have as much flex to them as the characters themselves.
  8. Hey, if you can handle vanilla Lunatic, it's really not the biggest leap to Lunatic+, but I can understand wanting to tackle all the other games first. Speaking of Lunatic+, going to be starting attempts pretty soon: https://www.twitch.tv/kuroitsubasatenshi
  9. Attempts, now with fewer plumbing issues. https://www.twitch.tv/kuroitsubasatenshi
  10. I do need to take breaks every now and again to avoid burnout, but no matter how many new FEs come out, Awakening keeps calling back to me. Three Houses caused a pretty extended break on account of how long covering the majority of the content in it took, though that's kind of a good thing. Despite how annoying it is to get out of practice and the time required to fix it, getting distance from the Awakening strats makes it easier to objectively reevaluate them down the line.
  11. Picking this back up again and have been looking at making some revisions. Not updating the guide yet, as I'd like to trial them against real runs first. Probably the most interesting thing I'm trying is having Miriel available as a viable pair option. Basically, I've never been fully satisfied with the crit Thunder being used with average or better Robins. That's supposed to be more of a desperation move for below-average Robins. A Robin with slightly above-average Mag can, with a Miriel C and a Flux +5 Mt, start one-shotting the non-HP+5 Fighters and Cavaliers in C6. C7 enemies also aren't much bulkier, so its usefulness extends into there as well. However, there are two main downsides thus far. The first is that trying to fit Miriel into the support routing is a pain. C3 and C5 are Miriel's best opportunities to get points, but the need for flexible position and pairing means it's easy for her to get edged out of Robin's top 3 for the map. C2 is also theoretically a place where that could happen, but Chrom, Fred and Lissa tend to accumulate tons of points with Robin there. The other issue is the loss of bulk. Hitting the Miriel C helps soften that a bit, since we get to maintain the +10 Avoid, but ideally, Robin's Def and HP should be average or better. In short, an uncommon scenario with lots of moving parts. So far, I've missed getting the support by the end of C5 as often as not, so not the greatest results. Considering spending the Seed of Trust to start skewing things in my favour. Similarly to Miriel, but with support gain being more consistent, is using Lissa as a back-up pair partner when Robin is a few points short of hitting Mag thresholds. So far, I've used her in P4 and C9. The obvious downsides are disruption to who is deployed and who is paired to whom. This can make it difficult to get people where they need to be or screw with AI movement. This is basically something I'd like to test against quite a few more skill combinations. Then there's a couple strategies that are farther along in testing, such that, unless I discover some kind of major flaw over the next few runs, they'll probably end up getting added. These are basically the C23 and C24 safer strats that involve bringing Anna and Libra for Rescues, and Olivia for Dancing (and Basilio/Flavia to C24 to bait off Spear Wyverns). For those interested in seeing, I'm going to start posting again whenever I'm streaming it. This will typically be the same old 7PM PT Friday slot, plus this week I've got some time off, so I'm looking at doing an additional run on Tuesday. I may also end up doing segmented runs or straight-up labbing every now and again.
  12. 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.
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