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  • Favorite Fire Emblem Game
    Three Houses

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  1. Ideally it would be a golden route. Byleth partners with Claude, Dimitri, and Rhea when Edelgard rebels. Dimitri's insanity is a subplot introduced and resolved much faster. Edelgard still gets plenty of scenes showing her perspective when she's away from the heroes. Every character from every house except Edelgard and Hubert join Byleth, but only the popular ones get significant screentime. Ferdinand also stays with Edelgard, but Byleth defeats him and he admits that Edelgard is wrong and joins them to stop her. When you meet Edelgard, Byleth saves her with the power of friendship and she reveals the existence of the Slitherers and why she was doing this. Edelgard reconciles with everyone. The final episodes focus on the fight against the Slitherers with the whole team. Nobody dies. If it had to really focus on just the events of one route, I'd have it focus on Dimitri. However, he still manages to save everyone and his insanity is severely downplayed. The Slitherers are written out entirely or Edelgard says she managed to kill them all herself. If there's a season 2, it follows the conclusion of the original plot I wrote above. (Edelgard was tricked; she didn't actually kill the Slitherers.)
  2. Lorenz is pretty good on hard GD. I haven't completed it or tried maddening. His great HP and defensive growths make him a unique frontline mage. Raphael is much worse than Lorenz: Raphael generally does less damage, takes more damage, and is rangelocked unless you train him in bows or give him a hand axe with which he'll likely miss half the time.
  3. I just had this idea as a very simple solution: Mortal Savant uses both magic and strength stats combined to calculate damage on melee attacks. Damage is treated as physical or magical depending on whether the enemy has higher defense or resistance. Your attack will always check against the stat that is lower. Edit: Oops, I didn't read the thread and saw that my idea has already been said by others before me. The only difference is the additional buff to damage overall by combining strength and magic.
  4. Why is Raphael so low on maddening when people praise Dedue so much for his early game? It seems like a reasonable idea to recruit Raphael early on BE to be your tank, or to have a second tank in BL.
  5. I'm writing this guide as a quick breakdown to explain how Maddening differs from other difficulty levels and what changes need to be made in the general strategy to succeed. At the time I'm making this post, I haven't played Maddening myself, so this guide will be useful as a learning tool for both myself and anyone else on the forum. I've gathered these insights from reading posts from other players about their own experiences playing this mode. People are free to discuss the nature of Maddening in this thread, and if new information comes to light, I'll edit the OP to include it. I've also written the guide in a way that doesn't focus on being a walkthrough for each chapter, explaining what to do or what character to use, but rather what is the general best way to play the game to maximize your chances of success. Gardening for stat-boosting items is important in order to counter the buffed enemies. You'll need these items to make your strong units even better, rather than fixing flaws in weaker units to make them adequate. Cooking also provides a temporary, but useful, advantage. Enemies will greatly outspeed you, making training weapons important for improving your own speed... BUT there will be more units who can benefit from using heavy weapons if they can't ever avoid getting doubled. Because enemy units are fast enough to double even speedy allies, defensive characters with low speed lose one of their downsides and become more important for tanking. However, the enemy's speed advantage will eventually be neutralized as they begin to switch to heavier weapons, and your allies gain more speed over time. And because of the general strength of enemy units, rallying is now more important. Units who have early access to rally strength, defense, speed, or dexterity gain value for supporting your stronger units. Bows are more important. Many units may not be able to survive multiple attacks. This makes having a bow important for staying useful by dealing damage safely, even if the unit isn't specializing in that weapon. Javelins and hand axes just aren't worth it. However, the greater importance of bows also means that more students will like to become snipers and bow knights. Hit +20 from archer is also significant. Debuffs are more useful because enemies live longer. Units who learn seal abilities from their budding talents may want to consider dipping into them even if their skill won't be used. Again, archers are also useful for their combat arts that apply a debuff. Gambits are more important. Like bows, they allow you to deal damage safely. When dealing with large groups of enemies, multi-target gambits can also help you debuff and immobilize enemies, letting you pick them off at your leisure. Also, support gambits like stride, retribution, and impregnable wall are worth using. Combat arts are more important. Their added accuracy allows units to reliably confirm kills, and their higher power compared to a normal attack is significant when units are unlikely to double. Skill experience from lessons is halved. This means that students are inclined to enter classes whose skill requirements more closely match their strengths... BUT this is mitigated by a greater volume of enemies, resulting in more skill experience. However, this benefit doesn't extend to units who will spend most of the game not in a class that trains a skill required for their final class, such as mages who plan to become dark knights. Units may not be able to afford to dip into classes like brigand or pegasus knight for their useful mastery abilities. Characters who can most easily enter the more powerful classes, such as wyvern lord, are more valuable. Recruits are both tougher to acquire and benefit more from late recruitment. Recruited units gain stat boosts as they're considered enemies until recruited, meaning you gain from leaving them unrecruited as long as possible. However, this also means that bad default skill training is more devastating to a recruit's potential, especially with the reduced skill gain for your own students giving you less leeway to fix it. All in all, this reduces the pool of great recruits while also making the best recruits even better. Students who are recruited early will have to be very useful immediately to make up for their lack of enemy bonuses. A general rule for early recruits: Archers are fine as early recruits because their bows are immediately useful and their low growths aren't significantly helped by enemy bonuses. Mages greatly benefit from early recruitment because they often have trouble meeting benchmarks for learning needed spells due to not learning reason or faith fast enough without the player training them. Maps will tend to take longer, at least in the early game, due to the extreme power imbalance. You may have to spend many turns systematically pulling and killing enemies one by one. This is less significant later in the game, when your units become stronger. Enemy reinforcements can move on the turn they appear.
  6. Dimitri fits devil more than justice because his obsessive, pathological pursuit of justice is his own choice. (Something interesting that I've been told is that if you look at the Rider-Waite illustration for devil, you'll see the chains around the people's necks are loose and not held by the devil. They're voluntarily worn!) The justice arcana is more about a reasoned separation of things, which certainly isn't Dimitri. And despite the name, it isn't necessarily about literal right and wrong, though that can fall under its umbrella. (This is a common misconception for many tarot cards.) Marianne doesn't fit devil because her burden of her crest isn't her choice to bear. She also certainly isn't giving in to her wild side. It was hard to pick her arcana, but I decided on hermit for a two reasons. First is her ability to speak to animals: Despite her depression and isolation, she still has a desire to communicate. Second is that she still has a desire to grow and communicate with the professor and classmates. I compared her to Bernadetta. Marianne is hermit because she still engages with others, even if to say she doensn't want to, while Bernadetta practically has to be dragged out of her room due to her trauma. I like the idea of world for Byleth, but their sheltered upbringing is a little at odds with their all-encompassing skill. Them emerging from their shell as a result of living at the monastery really resonates with the death arcana. Also, their body being a vessel for Sothis. Edelgard just feels too unenlightened to fit world arcana. The primary attribute of high priestess is passive indecision, neither of which really fit Rhea, Jeralt, or Edelgard. Rhea is a clear fit for empress with her nurturing of the church, and the rest of the world. I put Jeralt as judgement because, like Bernadetta, this is a time in life where he's being forced to confront and move past his past. Bernadetta is thrown into a situation where she HAS to associate with others and overcome her anxiety; Jeralt is forced to return to his life at the monastery. Edelgard is extremely proactive. I could see it being somewhat related to the tightrope-walking regarding the slitherers, but I think there are arcana that are more closely related to her story. Either way, I'm not saying anyone is wrong, just explaining my interpretations with more detail.
  7. Lock flying classes behind limited items, like the dark seal. However, only one seal would be necessary per character. For example, Ingrid can use a seal to be able to become any flying class, if she has the skill ranks and an intermediate/advanced/master seal to unlock it. Keep the classes powerful, but keep them limited. Buff mortal savant. Make it a true upgrade to swordmaster, and a viable unmounted endgame class. Buff assassin and make it a master class. Same as mortal savant, but for snipers.
  8. @singularitySure, but those don't seem to correspond to anything about the characters that bear them.
  9. Not Personas, but rather, associated arcana. Byleth - Death Edelgard - Justice/Tower Bernadetta - Judgement Ferdinand - Hierophant Linhardt - High Priestess Dimitri - Devil Annette - Magician Felix - Strength Ingrid - Lovers Mercedes - Star Sylvain - Wheel of Fortune Claude - Hanged Man Hilda - Sun Lorenz - Emperor Lysithea - Temperance/Moon Marianne - Hermit Jeralt - Judgement Rhea - Empress Seteth - Justice Flayn - Fool Hanneman - High Priestess Catherine - Chariot Jeritza - Justice
  10. Okay thanks guys. I'll use Marianne. Shame that she had all that riding skill, but maybe I'll take it to A+ if I get the chance for the bonus move. I knew I should've worked on swords earlier.
  11. I would like to use it. Right now Marianne is in my main squad and Sylvain and Annette are backups that might go in. Marianne will be using a sword no matter what, either as a dancer or as a holy knight.
  12. Who would you turn into a dancer? Marianne isn't my only physic user.
  13. Is it really useful to rank students only by assuming they started in your house? Students don't exist in a vacuum; If one of your students is bad, you should be looking to recruit another to replace them. To do this, you have to compare your student in your house to a student who hasn't been in your house for some period of t´╗┐ime.
  14. Is it really useful to rank students only by assuming they started in your house? Students don't exist in a vacuum; If one of your students is bad, you should be looking to recruit another to replace them. To do this, you have to compare your student in your house to a student who hasn't been in your house for some period of time.
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