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Irysa

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Everything posted by Irysa

  1. Yeah I acknowledge this and I'm not saying you're playing slow, I'm saying compared to my own slow playthroughs, I find C/C a bit baffling. Thats 100 Sword Wexp and 50 Lance Wexp, which in the absoloute best case scenario (that doesn't actually exist) means 50 doubled and killed situations. Realistically, they only get 2 from finishing stuff off a lot of the time, or 1 for chipping, so really its more like 70 enemies? That's like, 4 maps entirely solo. I do the things you outline too and they just don't have that many kills. Perhaps I'm just making a lot more use of Marcus and Dieck than you are though, IDK? Do you have reservations against letting Marcus take kills? I'm happy to give him EXP early on and even have him take bosses in case he procs speed or something since it makes a lot of the earlygame way easier. I also let him raise axe rank a lot since I really like Hammer/Halberd Marcus in Chapter 7. How was your Shanna doing on EXP? Maybe if I frame this mathematically it'll make more sense - Alance need about 50 kills to be at like level 13 by 8x. That sounds pretty reasonable to me. Where are the extra 20 to 30 enemies coming from?
  2. Yeah but it's not just accuracy that matters. Enemy accuracy is a thing when they're using Swords, and the two of them can go from being 3HKO'd to being 2HKO'd if they are eating an extra point of damage or so. Additionally, lances let Alance 3HKO Soldiers instead of 4HKO, which exposes them less if you're combining EP and PP, or helps to let someone like Shanna finish without taking a counter too. Then there's just things like Javelins, which whilst inaccurate, are better than not having a chance to get any EP action in against other Javelin wielders or Mages. The extra power also really does matter in maps like Chapter 7 too, where nearly all the enemies use Lances so the Mt difference is 3. I've done plenty of slow playthroughs where Alance are like D and a bit Swords and D and a bit Lances, so whilst I accept C Swords is pretty feasible if you bias it, I don't really see where all that extra lance WEXP is coming from. You don't "need" to but the fact is that having them promoted at that point results in a much longer spree of dominance than promoting later does. They go from being just solid and maybe your 4th best combat units to being possibly your best for 6 maps, then being your second and third best for most of the rest of the game. Percival's existance basically allows them to have that period of dominance without it meaning you'll be lacking in a more powerful unit come lategame. I mean, do you at least agree that you don't need a 5th Paladin after Percival joins and you get the other Knight Crest? Because I've always found that it's totally not worth it, and holding off on their promotion effectively moves them closer and closer towards being like that instead of having a very strong showing midgame. Like, the midgame maps are where you don't have warp and where the maps are wide and movement matters. Terrain, Warp, etc all actually make the extra movement less relevant later than they do in the Isles.
  3. It's nice but it doesn't really affect the strategic possibilities much. Comparatively, Percival's stat lead does let him actually ORKO a bunch of enemies Alance can't without crits and bosskill better. Being 13 at 8x sounds about right to me, but then I promote him right there because you want him promoted to leverage that extra movement, durability and typically the Weapon rank increase too, (at least for me) in the Isles. IDK how the hell he has C Swords if he's not promoted by then though, considering that's well over 40 kills. Are you sure you're not playing a modified ROM or something? Alan gets 2 WEXP for finishing an enemy an 3 for doubling and finishing, and killing somewhere between 40 to 60 enemies by chapter 8x is not something I consider feasible unless you are super sandbagging Shanna. EDIT: Math was off, fixed it. I strongly disagree with this. I've played FE6 without making use of a Dancer and it's really usually not that big a deal to just warp the bosskiller first, position them favorably, then have them fight the boss and Warp Roy a turn later. In fact, this is how many of the Warpskips in the game function anyway. Dancers are typically only saving 1 turn per map a lot of the time, although you are correct that they add a lot of reliablity and flexability. But that's pretty much what Percival does too.
  4. Not really, +2 or so speed or str doesn't tend to make them perform drastically better (most enemies are within good range), wheras being -2 tends to make them perform drastically worse. One assumes averages but when it gets into nitty gritty specifics, I think it's worth considering the inherant reliability of a prepromote as a positive. Raising swords is preffered but its still pretty difficult for them to have A by the time Percival joins, it's more than likely B which is still a lot of WEXP. It's certainly possible, but you have to put way less effort into Percival for him to use it, and really you benefit more strategically from using Lances when it helps you rather than exclusively hyperfocusing on using Swords in order to meet the requirements in time. As for level...I'd say being promoted at level 13 to 15 and being about level 5 to 7 is a pretty reasonable estimate for them.at the point Percival joins. I dunno man. He's more accurate than Marcus or Zealot are, and Marcus can't use the KE at base, and his promotion makes him leagues better in reliability terms. Rutger basically saves turns by adding shitloads of reliability and not requiring you to sit waiting to kill the boss before you can seize. Deke can "replicate" Rutger's bosskilling but he still has a much worse chance of killing because he's missing 30% crit and doesn't double nearly as consistently. Fir takes time to catch up to Rutger's ability of bosskilling and doesn't have as good a Weapon Rank (which matters for using shit like the SIlver Sword or Durandal for killing bosses, which is a legit choice sometimes) Rutger also kills enemies that the Paladins don't handle that well easily, like Mercs or promoted enemies. As said elsewhere, he's a delete button. I agree that Percival is far enough ahead of Alance that he deserves to be Top, but Alance are self improving for a lot of their existance, Rutger is being clutch from the get go. The availability lead really matters.
  5. -Top Tier- Miledy Marcus Percival Rutger Lalum Elphin Suggested changes -High Tier- Saul Shanna Shin Niime Tate Astor Alan Lance Zealot Suggested changes -Upper Mid- Zeiss Noah Deke Yodel Cecilia Clarine Klein Sue Echidna Igrene Ellen Suggested changes -Mid- Fir Bartre Roy Lugh Chad Fae Lot Treck Suggested changes -Lower Mid- Gonzalez Garret Lilina Cath Raigh Oujay Suggested changes -Low Tier- Dayan Juno Wolt Dorothy Karel Ward Geese Hugh Douglas Bors Suggested changes - bump Hugh above Geese because even minimum stats Hugh is still in a better class with better weapons with okay bulk. That's a bit of an exaggeration, Alance statistically are like 3 to 5 points behind him offensively and do not have nearly as good weapon ranks. A in one of Lances or Swords is doable (A in swords is kinda ass to get tbh), but it's at detriment to the other, and they're not packing C Axes either. Percival also has a gigantic bulk lead, especially in resistance. He's also RNG proof.
  6. Lalum/Elphin - 9 Both get the same score because Elphin's tiny durability advantage and body ring shenanigans dont really exist in a regular playthrough. I could also argue that it cancels out because you have to go a slower and more annoying route plus get a worse prepromote, and also limit the HM bonuses of Tate and Klein. Klein - 6.5 Solid filler unit that due to his growths can become a longer term contributor if you give him kills, but his lack of mount impedes him compared to other Bow users like Sue or Shin. Like many other prepromotes, his main advantage is being a good choice to deploy immediately without any training, which helps to compensate for his relative lack of availability and other issues. If I was breaking the .5 decimal scoring I'd give him a tiny up over Sue and Noah. Tate - 7 I think Tate is historically rather overrated. Her strength lead isn't very significant compared to Shanna, and comparatively her speed loss and crappy weapon rank are. Shanna has a huge availability lead over her, and MIledy (who'll likely be doing most of the heavy lifting) joins right after her. Promoting her means you have to buy another crest for Zeiss or slog around in tedious C20 chapters. She's still a flier though, and is around for C14, so she still has relevant advantages, and I'd easily rather have promoted Shanna, Miledy and Tate and leave Zeiss in the cold anyway. Echidna - 6 Again, solid filler. She's basically just on the edge of everything you need, just strong enough, just fast enough, just bulky enough, etc, to fill all the roles you'd want a second string infantry unit to do. C Swords is enough for access to most of the best utility, and B means she can Brave Axe walls along with be one of the few good users of a Killer Axe. Lacks the oomph in any area to really be a big deal though. Bartre - 5.5 Most people haven't actually used him, I have! He's less flexible than Echidna but you'd be surprised at how well he can broadly replicate her. Still, he's definitely worse but his huge strength generally means he can hit hard enough to allow someone else to take a kill easily even if he doesnt double, and his bulk is high enough he doesn't care much about taking hits. He also has just low enough con to be easily rescued too. High luck stat and bow access helps to mitigate his somewhat mediocre skill, and his speed is high enough to not get doubled. If the Brave Axe was a better weapon he'd be a lot stronger (midgame Dagda hype).
  7. Hypothetically? I guess, but dancing a different unit so they can travel further or use a staff again is more useful anyway. And she has fucking 0 base str and E swords with 3 build, having her kill anything is a miracle in itself. It's not like Feena who can use the Lady Sword or something for a laugh.
  8. Dancer class bases are lower than Thief, that's why Lara loses stats. Her personal bases dont get affected. Promoting in FE just changes your current class bases, so promoting three times doesn't do anything for Lara besides give her more levels. If anything it's actually worse though since for whatever reason, the game still thinks Lara is a Thief when she promotes from Dancer, so her stats only go up by the usual amount instead of the actual +7 she should be due.
  9. Time for controversial opinions. Lilina - 3 Base C anima and Roy support mean she can actually do more damage against most enemies than someone like Ogier can, and although he can take one hit, Lilina's at leisure to not take counters when chipping or finishing things off. There is no significant benefit to training her, much like Lugh, but she is considerably more salvagable than many other bad units in this game. Although it is worth noting that really, Lugh's advantage is not in his stat spread, it's the availability at critical moments. Consider the following points; Without heavy favouritism, Lugh struggles to reach C Anima by 8x meaning he can't make use of Elfire for a while, nor will he be able to double most of the isles enemies till he's over level 10. A level 6 to 8 Lugh is usually doing less damage with Thunder than level 1 Lilina does with Elfire. Additionally, Lilina gets more speed on promotion, so there isn't really that significant a gap between them in doubling ability until more levels are obtained; at 10/1, Lugh has only about +1 or 2 of an AS lead on her, whilst she has +4 mag. He gets an extra point of a lead in speed on her every 4ish levels mind, whilst she gets 2 points of mag. However, against promoted enemies (some of the few enemy types that Sages can be quite nice against) Lugh generally can't double and again, Lilina will outdamage him in raw hit power. Lugh also fails to double many enemy Wyverns until he's much higher level, and he doesn't oneshot them with Aircalibur either - something Lilina can do fairly easily at a lower level. There's also things like Bolting or larger heals that benefit from Lilina's higher Magic. Lugh's slight durability lead can get him out of range of some OHKOs, but his avo is generally very similar to Lilina's anyway due to her higher luck. Obviously, a counterpoint to much of this is that once Lugh's speed growth accumulates a significant gap after many levels, he'll be a much stronger unit than Lilina is, but the degree of investment he needs to get there is pretty suspect. Unless you are planning on heavily training him, it can be argued that Lilina is at least as good, if not better than Lugh in most long term use scenarios. However, as I stated earlier there isn't a real significant benefit to training a Sage anyway, and Lugh's clutch earlygame more than outweighs whatever possible tiny advantages Lilina may have long term. Shin - 8 Best bow user in the game, and in a game where bows are really useful. Excellent bases, good growths, only drawback is his bad weapon rank but he doubles so much that it's not a big chore to fix. Endgame performance with Murgleis is insanely good. Fir - 5 Basically irrelevant in any scenario but a speed screwed Rutger, and she generally runs into the same problems he has mid to late as well. However, she is self sufficient from the get go thanks to the Wo Dao she comes with, making her extremely easy to train up into a pretty powerful unit if you choose to do that. Whilst I'd rather just sell the second Hero Crest, since we're considering best case scenarios, Fir shouldn't be overlooked entirely. Gonzalez - 2.5 I consider him significantly worse than many here do because it's impossible for him to keep up after promotion without utilising unpromoted Shanna or Shin (who as stated earlier, have better things to be doing). He can be an okay filler unit on some maps thanks to chunky bases and high offensive growths, but if you promote him to uncap his strength and improve his skill, movement and ORKO potential via the crit boost he actually gets a lot worse past the opening turns of many chapters due to not being able to do anything. Obviously not promoting has downsides, but at least he only has a chance to miss or not ORKO compared to being nearly guaranteed to not do anything. And before someone says "just slow down", man, between sandbagging every mount in the game or sandbagging two of the better mounts, 2 is definitely better than all of them, and 0 is better than 2. Geese - 2 I've said before I think Geese is marginally better than Gonzo because of the constitution thing, but to be entirely honest, that's purely in the context of a run where you're really insistent on using a Berserker and having them significantly contribute, then evaluating them against each other. The relative contributions nearly base Gonzo can make compared to a Geese that has been given heavy favoritism are pretty similar though which skews it towards Gonzo. Geese might have a slight edge in usability because he can actually be carried around and maintain 6 mov and the crit/stat boosts from promotion unlike Gonzo, along with having a decent accuracy lead, but besides Brave Axing a wall in Chapter 11L (something you don't even really need to do) he lacks any niches that Garret doesn't offer for free, and is in a vaccum harder to train up than someone like Lilina who has some unique utility, plus he's competing for a more contested promotion item to actually be usable. It's difficult to quantify this but basically I think that if you hard commit to using Geese then he can be around about a 3 to 3.5, but the cost associated with that hard commital brings him down a lot. Conversely, Gonzalez can't really get past 3 even in his best case scenario*, but being far more usable at base means he can immediately make slight contributions without impacting your team negatively. This means Gonzo has more possible team compositons in which he's capable of helping out than Geese does. *if I waive the cost of having to sandbag Shin and Shanna then maybe he gets to 4 but like fuck if I'm doing that.
  10. Noah - 6.5 Has good midgame performance with an early promotion, starts at a high level so not difficult to get him there. Falters afterwards but still fine vs most enemies. Astol - 7 Steals good stuff and reveals in FoW, doesn't die if sneezed at. Combat is surprisingly good due to C Swords and high speed, plus 6 mov means he gets around easier. Ogier - 2 His terrible base stats make it difficult for him to even finish off enemies if you're trying to raise him. If he had C Swords he'd at least be able to use the Light Brand like Roy can to finish things off, but D is so limiting. His growths don't even really help him out that much since they're pretty middle of the road, and training him up doesn't offer any particular benefits over the myriad of other Hero Crest users that could use the second one. Barth - 1 Hurr. Low movement and unrescuable by everyone except Shin, and unpromoted Shanna, two units that have way better things to do than ferry around a thwomp. Technically Dayan can too but he joins so late it doesnt matter. If he promotes then nobody can so lol, not that he can instantpromote anyway. Base HP is also pretty awful for his level and class for some reason (Ogier has 1 less and is 6 levels lower in a less durable class...) Wendy - 0.5 Durr. Not giving a 0 because no unit is truly useless. Fun fact, beamcrash used Wendy in his LTC
  11. Dorothy - 1.5 Chips one or two enemies plus a Wyvern and that's it usually, but marginally better than Wolt in the long term. Bad either way. Saul - 8.5 Good base staff rank and mag + a solid growth mean he consistently has access to staves Elen and Clarine don't, and uses them a lot better than them anyway when they eventually catch up. Warping in the midgame is the most notable one, but Physic and Sleep are almost exclusively his for a significant portion of the game, and instant Barrier access being really handy too. What's really the best thing about Saul is he doesn't require a large amount of effort to reach these benchmarks either compared to the others, where you're almost forced to impede yourself strategically to get them opportunities to build staff rank. Sue - 6.5 Despite being obviously outclassed by Shin in every area, Sue is a lot like Noah in that she's perfectly up to the task of broadly replicating a better unit if given the chance, with a few choice advantages of her own. The first and foremost obviously being her Bow Rank. Sue's earlier jointime permits her to make use of the Killer Bow much earlier than Shin can if trained, and until Shin has been trained up, their overall combat performance is very similar; both rely on Killer Bow crits to actually ORKO anything that isn't a magic user or a flier, and both double nearly everything. Her availability lead is also relatively meaningful, as she has above average performance in Chapters 7 and 8, and has to be deployed in 9 to recruit Shin anyway. Lategame, she uses Murgleis just as well as he does against Manaketes, and Silver Bow/Brave Bows are obviously great against the powerful enemy fliers. She doesn't really compete for Shin's promotion item either, given you get two of them, so she avoids the issues that hurt other units like Dieck or Noah. However, Sue's strength does make her less useful against other enemy types, and her lower con cuts into her speed lead, along with meaning she can't really use weapons like the Longbow or Brave Bow as effectively. Her promotion bonuses aren't as generous either, and all this combined with a slower start and substantially worse survivability, along with the potential prospect of forcing you onto a relatively harder routesplit make her a bit of an underdog. Zealot - 7.5 Very reliable unit, with some cluch performance in the hardest map in the game, along with solid contributions till the lategame. I'm not diverging from .5 variations but if I were I'd give him an extra few decimals over Alance, primarily because they have that chance of being stat screwed, but his weapon ranks also give him a pretty good edge over them for a while too. Treck - 5 Actually pretty okay even if he never enters combat, because his horse gives him some good utility for Chapters 7 till 12. His statistical bases are really nice for a level 4 Cavalier, but that low level combined with his his mediocre speed growth and poor weapon ranks seriously impede his viability as a candidate for the first Knight Crest. Still, if you do decide to go that route he isn't drastically far behind in midgame performance, but he seriously falls off afterwards, and if the other Christmas Cav or Noah aren't really worth promoting with the second Knight crest, Treck certainly isn't either.
  12. So skin tone being changed is disrespectful but changing the design other ways (hairstyles, facial structure, etc) is not. https://i.redd.it/5u9zvss1yily.png Okay. Kinda telling how nobody feels the need to call those out. Some of you are in denial about something.
  13. I assume you're not planning on making use of the forged Thunder glitch, so RIP Soren. Though I question your choice of boosters on Ike, surely Boyd would be performing a lot better with the wing, given his better strength and weapon type?
  14. Shanna - 8.5/10 Flying owns. A lot of people overstate how bad her early combat is even in non rigged play; her base attack and AS with an Iron Lance is basically the same as Lance and her durability is pretty comparable too (aside from that lone Steel Axe Fighter in Chapter 2 who can oneshot her). Sure, the gap widens as they both level up but there are plenty of lower defence targets in the earlygame like Soldiers, Mages and Archers for Shanna to double for a chunk and get good EXP off. She should be promoted ASAP with the first Elysian Whip in Chapter 8 which improves her dramatically. +3 speed for most weapons, uncapped speed, +2 str, sword access and +1 mov are all great in the Isles where she can really help to trivialize many of the maps. Sword access improves her survivability a lot and still lets her 2RKO most enemies (plus building Sword Rank is a worthwhile endeavor on her here too, esp in casual play), whilst with a decent lance she becomes one of the best units to utilise vs otherwise obnoxious enemies like Mercs and Myrms, all while maintaining her good performance against enemy magic users. The non stop doubling she does also helps improve her lance rank fast too, so she can function as a flying nuke with a Silver Lance once promoted/shortly after promotion. All in all, promoted Shanna is essentially a flying Zealot, and not to be underestimated. Her long term combat isn't anything to sniff at either if you actually let her keep fighting, Killer Lances generally let her ORKO most enemies if she scores at least one crit, and effective weaponry obviously helps a lot too (which is why building her Sword Rank can be a real boon). And that was without highlighting the obvious gains she has as the only flier for nearly half the game. Chapter 2, 4, 5, 7 are all made easier with her flying utility, wheras 8x, 9, 10 and 11 can be drastically sped up thanks to her, and obviously whilst her exclusive claim over it diminishes once Tate and Miledy join, her flying utility in some ways is improved by having other units around her too. Chad - 5 Godawful combat and durability, I don't know why anyone even wants to train him. His growths are good but his bases are so terrible that he takes forever to even just compare to something like base Dieck. Combine that with a shitacular base E in swords, abundant Chest/Door keys after Chapter 7, and the fact Astol joins in Chapter 8 and Chad just has no business being deployed past then besides possibly to recruit Ray in C12. However, the Halberd is a reasonably useful item if you're going slow enough to grab it (not really for Lot or Wade though, put it on Marcus in Chapter 7 and he can pull about 70~ish disp hit on weighed down Javelin Cavaliers whilst oneshotting them!), and there is a lot of good money and loot in Chapter 6 that one can grab even in a low turn clear (thanks to Cath's late appearance). There's also the Red gem from the Wyvern in Chapter 7 and Cath's lockpick that he can steal, so overall Chad is likely netting you at least 10k and some decent items, probably more. That's a lot more than most other units can say, so even if he dissapears after that, he deserves a much better rating than most of the other earlygame chumps. Saves a turn in Chapter 3 by being able to rescue Shanna and starting position, GG. Lugh - 5.5 His safe, decently meaty and accurate chip against the Cavaliers in Chapter 4 is a godsend considering how shaky most people's hitrates are there, and he obviously has above average performance vs enemies like Knights and Wyverns in the next few chapters. However, his durability is really quite suspect (he gets oneshot by an uncomfortable amount of enemies for a while), and whilst he has a good speed growth, it takes a while to kick in, plus his promotion only gives him 1 speed, meaning he doesn't double against the average mook for a long time. Much like archers, Lugh also tends to function as chip instead of actually taking kills for himself, which impedes his EXP and WEXP gain. Both of these mean his chip starts to become much less notable as time goes on, as his magic stat isn't that great, and he doesn't really reach C Anima without favoritism by Chapter 8. If you put in the effort, he turns into a pretty powerful unit once he starts doubling at 1-2 and hitting res with stuff better than Thunder or Fire, but in the grand scheme of things it takes an questionable amount of effort to get him there. Still, there's no penalty for making use of him when he's nifty and dropping him, and he is definitely one of the easiest to train weaker units in the game if you do go down that route. Clarine - 7 Mounted and healing utility in a single unit means Clarine can be making a contribution just about every turn after she is recruited, which is not to be underestimated. She really struggles to gain EXP at an acceptable pace though due to how often she'll end up helping with rescuing rather than healing, and her poor base magic and growth impede her long term prospects with long range staves too, which just piles on with being stuck with E tomes after promotion to make her combat really rather underwhelming (in fact, promotion at all is questionable). She also faces stiff competition for her slot once Cecilia shows up, but the sheer volume of steady contributions Clarine can and continues to make as soon as she joins make her good unit no matter what. Rutger - 9 Strong bases with an ideal stat spread for a bosskiller compounds with amazing promotion gains to turn Rutger into arguably the most powerful unit in the first half of FE6. He functions as a reliable delete button for enemies throughout the game, and is basically unmatched for bosskilling prowess until about 3/4 through the game when his middling strength will begin to catch up on him. But it can't really be understated how much Rutger improves the reliability and efficiency of clears early on, so that fall off point, much like Marcus's, really does not matter much at all.
  15. LTC the game. Alternatively no promotion and no promoted units run if you're so desperate to get everyone to level 20. Might want to ban Myrrh, she makes lategame a lot easier. Twins can still use legendaries unpromoted.
  16. Roy's force deployment is a good thing, it means he has no cost to be deployed and the fact he has to keep up with the group to seize means he's not getting unfair bias or w/e by being moved forward by other units. Improving Roy's durability lets you give the angelic robe to other units (like say, Shanna, Niime, Lalum...) or sell it (Boots). If you don't invest in him a bit or give him a robe he becomes significantly more of a PITA to handle around some of the LRTs in this game. As such, even if he sucks it's broadly in your interest to let him fight, and finishing a unit off here and there for the whole game is not a terrible position to be in as I've alluded to earlier (and he can do it the whole game, the Light Brand exists and is not in terribly high demand, Cavaliers don't dissapear from enemy composition, SoS isn't just for hitting Manaketes and Idun) and he has reachable supports for various units (the cavs can support him even in extreme LTC). He is not a complete liability from Arcadia onwards either And for that matter getting him to 14 AS lets him double Manaketes and ORKO them, and this is a fairly attainable goal. And (I swear I'll stop now) you're kinda underselling the earlygame performance a lot considering that then more than ever you need people to finish things off a lot of the time. Alance are basically doing that the whole earlygame and yeah, they're mounted, they get to kills easier and such, but Roy can and does have the capacity to be helping in that area against many enemies, and is a better target of investment than many other units.
  17. I mean, you need all the help you can get vs the Cavs because even the better units dont have great accuracy to finish them off. Lot helps if Dieck or Alan or w/e misses a finish after Marcus weakened. Fair point about the Wade not being ORKO'd in C4, I misremembered. He's still worse at trying to contribute there than Lot is but since he's not getting ORKO'd it's not AS bad. That being said, it's still more limiting since he's getting 2RKO whilst Lot isn't, so your formation when using him has to be a lot more tight, or you need to waste mounted units to rescue him out the way, especially when there are a bunch of 2 range units on that map that can snipe over your heads. Wade is more useful for rescuing someone out the way to let someone else get a hit in if you get a string of misses or w/e rather than actually attacking in that map. I agree that he's a bit overrated (even said so myself in post) but I feel uncomfortable with the notion that he's neccessarily worse than Roy in his more favorable scenario (which at absoloute worst costs you a pair of boots for a unit that was basically just okay the whole game) and I also don't think Roy is sub 5 material in the context of a casual playthrough (if you can convince me Roy is really more like a 3 then I'd bump Lot down to 4). Alan may gain EXP faster, and will promote faster, but Lot does actually double in the Isles if you give him kills (not that this is a hard benchmark the reach), his skill is acceptable enough due to the enemies being non dodgy there mostly and weighed down, and if you give him the second hero crest he does double Cavs/Wyverns and has bow access. Also you get a Swordreaver in Chapter 10 on both routes so he can fight Sworddudes with that if he wants. Your attack power doesn't have to be that great in FE6 to be considered a decent unit because ORKOing most enemies is very difficult without crits or effective weaponry. Against promoted enemies he is pretty blagh unless he's using some kind of effective weapon though I agree, but there aren't so many promoted units around that he's a liability or anything. Like, I would agree that Lott is completely superfluous, but since the tier list is meant to be charitable and consider plausible best case scenarios (like we consider Dieck getting promoted first instead of Rutger as part of his score), Lot does not struggle to get to a promotion and does not really perform poorly with one, just, is uneccessary in optimal team comps. Also, Wade becomes unrescuable by many mounted units after promotion wheras Lot is equal to Dieck's promoted con, meaning he isn't as shit there either. Like, the way I look at it, Echidna or Bartre are basically as good as/better than the options you have for promoting with a second Hero Crest (short of RNG screwed Rutger), so there's basically no need to bother. But since occaisonal second string infantry unit is something you do tend to deploy a bunch for various things, even in LTC, so it's not that unfair to say Lot can fill these roles decently. The cost of not promoting Dieck/Gonzalez/Fir with the second crest is super negligble (in fact IMO, promoting Gonzo is a big waste since he's so hard to move around), it's really only the first one that you can't justify.
  18. You say "should be" but Lot isn't getting doubled and ORKO'd by Cavs, Fighters or Brigands like Wade is and we're still in free deployment so it's not as unreasonable for him to actually try to help out on other enemies, esp when you need all the help you can get. I overexaggerated his hitrate issues with Iron Axe against Soldiers though, so I'll concede that much, thoughts were probably on Steel Axe use against stuff he isn't doubling which is kinda stupid to even bring up since only Lott should be using it early as he can ORKO Javelin Soldiers with it at pretty acceptable hitrates and Marcus doesn't need it. I think you're underestimating his speed though, after 9 or 10 levels he has the same speed as Alan, who we don't generally consider to be too slow, plus he gets an extra point of speed on promotion compared to Paladin so it takes another 10 levels for them to be even again. In the strength area it's a pretty similar story - 10ish levels and he has basically the same attack with an Iron Axe as Alan does with a Steel Sword.
  19. Each point of hit at the middilish hitrates (where Lot and Wade are at) is worth more like 2 to 3 true hit, so Lot is packing like effectively 10 to 15 more hit than him in reality early on.
  20. Bors - 1.5 Gets a village in Chapter 1 (technically Wolt can do this too though, but I guess it's relevant to LTC), minor help with trade chaining the Armorslayer to important people or rescuedropping in Chapter 2 (the fort rescuedrop is better done by the Cavs so they can canto back to prevent a the 1-2 enemies fucking up the chokepoint and Wolt can do the Armorslayer thing too), helps getting Lugh in Chapter 3 (this is actually really common even in casual playthroughs), can help with a few rescuedrops in 4 and 5. And thats about it. At the very least, he does eventually turn into an okay Armor Knight if trained (that's still bad though). I realise Wolt is better than Bors but like I said, I kinda underrated Wolt last rating and agree he should really be a 2 (it's fine though, some morons gave him unreasonably high scores so that little bit of bias to fix the scores up a little is appropriate) Ellen - 6 Saul and Clarine are better but Elen at least does have the next best claim after Saul for midgame warping, as she realistically has enough time to get to Warp by 16x. Comparatively, Clarine struggles more due to missing two and three quarter chapters of staff WEXP along with generally making more use of her mounted utility when she is deployed anyway. Ellen's base mag might suck but so does Clarine's, and the difference is that Ellen's growth is high enough to turn into a real tile difference later (esp when she actually gets to start Warping, the levels will start coming quick), wheras Clarine's mag is always going to be poor. That being said, it's still a lot of effort to get her there and Saul is so much better and more convenient that it's not worth weighing super high. Dieck - 7 Second best unit for about two and three quarter chapters, third best for another 2 and a quarter, then basically second string and not even that important to deploy till eventually becoming irrelevant. That's the average life of Dieck, but he is capable of being a much larger contributor than that if given the chance. His best case scenario of being promoted with the C7 Hero Crest mean he can end up contributing for far longer as a solid bosskiller and general delete button, and his constitution whilst high is just within the margins for being able to be carried around by all mounted units except Percival and promoted Noah. Has niches over Rutger in having better 1-2, his solid skill being able to make Hand Axes a real choice against the slower Isles enemies or Lance wielders like Cavalry and Fliers. Lott - 5.5 He has some decent early performance and can feasibly be used past earlygame if you promote him due to generous Warrior promotion gains, but the opportunity cost is pretty high since it's extremely difficult to argue against promoting Dieck or Rutger for bosses like Leygance, Henning, Scott, and onwards. As such, you really can't consider promoting him earlier than 12, at which point he's never really going to be making any notable contributions, so you should just sell the second Hero crest anyway. I think he's historically been a bit overrated, but I decided not to rate him equal to Roy since on the whole he does have a better earlygame than Roy does, and if trained is never truly bad, just not notable. Wade - 1 It is my controversial belief that Wade is one of the worst units in the game, because he's not even very good at the only things he's good at, which is hitting Soldiers and rescuing people. He's okay vs the Chapter 2 Soldiers, but by Chapter 3 he's failing to ORKO basically all of them bar that lone level 3 dude, failing to double any of them over 1 AS (a significant amount), can't pull acceptable hitrates and to top it off despite his huge HP stat gets 2HKO'd by high rolling combinations. Leveling up Wade helps a bit on the durability and accuracy side (although it really just goes from "dire" to "bad"), but he'll still never double anything but the odd Knight and gets doubled by an uncomfortably large amount of enemies. And that's even assuming he can get to a promotion in the first place, since the guy misses nearly half of the attacks he makes on anything but Soldiers. The Lott support is quick and helps him out a lot (har har), but he's still so atrociously difficult to get rolling that there is zero point in making use of him past his force deployed maps besides for the sake of getting reliably hit by Lilina's would be assassin through the wall for a staffbot to train on in Chapter 8. One might argue that Wade's still free in 4 maps, so he should get more credit, but he has no real significant impact on Chapter 2's beyond the lowest turn clear, is mediocre in Chapter 3, and is a general liability in Chapters 4 and 5. He can't even help with rescuedropping in Chapter 5 really, because his starting position is awful. tl;dr, fuck Wade, only dumpster trash like Sophia and Wendy are worse.
  21. Roy - 5 He's mediocre but free deployment and some clutch early and lategame with effective weaponry combined with feasible supports with other decent units mean he's not really total dead weight. Marcus - 9.5 Best unit/tied second best for nearly half the game and still has utility after that. Unlike many other Jeigans, doesn't even impede your team's growth by being used due to how effective he is at setting up kills. Inflated his score a little since I think earlygame near irreplacable clutch when you're surrounded by bad units > mid or lategame clutch when you've got a bunch of decent units that can vaguely replicate things. Also inflated since people are going to underrate him (lol rating him below Alance) Alance - 7.5 They have pretty solid contributions across the board (even if it's mostly just cleanup or moving people around, aka shit Marcus is doing after he's "fallen off") but once they promote they can become major players, with potentially brief moments of being your best units in the Isles. However, whichever of them doesn't get the C8 Knight Crest becomes pretty superfluous, especially if they're not at/close to D Swords, since you'll have plenty of other units capable of filling cleanup/ferry duty. And it's not even worth continuing to particularly focus on training the unpromoted Cav either, because by the time you get the second crest, you'll have Percival. The actual meaningful applications for a 5th Paladin are pretty limited, even if their stats are going to be better than Marcus and Zealot. Better to sell that crest. Basically, whoever promotes first can be about an 8 to an 8.5 but whoever doesn't is more of a 6.5 to 7, so I've averaged the score out a bit. I think Alan has a slight edge over Lance because the doubling difference rarely matters since they aren't really making their own kills on units that aren't Soldiers most of the time earlygame, and Alan's extra attack and bulk help out a bunch against other enemies (he's 3hko'd instead of 2hko'd earlygame by most enemy combinations early on and can finish off enemies more reliably without taking a counter). Once they promote Alan has enough speed to double basically everything except Myrms and Mercs (which Lance won't either) or the odd promoted Paladin/Wyvern (which you can just use effective weaponry on anyway). Speedwings are also more readily available than Energy Drops. Lance also tends to perform better when unpromoted than Alan; in the Isles Lance stands a good chance of doubling with Steel Swords without a promotion (he also gets to D swords more easily), which helps make him more useful than Noah or Treck. EDIT: I forgot Wolt, lol. Gave him a 1, because the only important things he ever does is usually chip like a grand total of 3 enemies, and Dorothy and Sue do the Wyvern thing better in C7. If I was being unbiased I should give him a 2 since he CAN do that though and he has availability.
  22. Yeah I'm sorry. I read too much into a few choice lines of yours and a few following posts in terms of assigning intent and kind of overreacted. But when I said approval I didn't really mean...approval as in like, the actual physical act of abusing young girls, more just, validating the viewpoint of it being a relatively trivial thing, that such abuse is not really traumatic, that the responses characters give are reasonable, etc. Basically more that he intentionally wanted to make light of the subject, which is kind of regressive in itself. I don't think it's trying to make light of it, even in the poorly handled scenes.
  23. Beowulf and Lachesis Okay for real.... Marth and Catria ... Ogma and Caeda? Okay okay, fine, real ones; Treck and Noah, Gonzalez and Garret. Hugh + any kid is pretty great too, as is Bartre and Cath. I like Fae's supports with like, everyone too? Jeez, it's so weird to realise I actually really like the supports with kid characters so much in a context where there's an actual nice dynamic for the age and experience differences. Pretty on point tbh.
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