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XeKr

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Everything posted by XeKr

  1. I pick Camilla. tc will still be terrible @Carmine Sword's pick. My preference is access to all shops and no online features, but again I’m willing to play under whatever rules.
  2. Lvl 40 4* Chrom, 5* Robin, 5* Eirika, 5* Linde (in that order for 2v2s/buffs), gave 4444 (lol) for 7 adv wins with no deaths. Chrom isn’t bad for 4*, he’s 157 total stats while Robin is 160 for example. Eirika is 173, Linde is 165. Total rating is 655, average is 163.75. Rank is currently 5112. Hopefully that stays sub10k.
  3. Wyvern!Xander is totally going to work so him.
  4. I don’t care too much what the particular rule is (fine with current set), but let’s stick with something because the number of early heart seals, the weapons available, etc, might impact drafting/resource allocation/etc. imo either 1. No online mycastle, so you’re limited to DV points from chapters. The is most “pure” as you’re already restricting forging, capture, meals, etc, presumably because it’s inconsistent to get specific materials in a no online My Castle environment. 2. Allow online mycastle features, including all the DV points, forges, meals, etc. A mixture of restrictions, like the current set, might be the most balanced/interesting, but there aren’t too many Revelation drafts (to my knowledge) so it’s hard to say what rules are most appropriate. Again, @Bandido Banderas just give the final word, whatever your preference is, so we have something solid to draft on. tag @Carmine Sword for his pick
  5. My Linde is +Def/-Atk but it works out fine since base 46 Atk/39 Spd is still ridiculous, and can be buffed by Eirika. And +Def may narrowly avoid some Brave orkos or straight ohkos. Can you imagine +Spd/-notAtk Linde though? 52 atk/46 Spd with Eirika’s buff. Robin is looking to be +Spd/-Res which works out nicely. Prevents doubling by the 35/36 Speed crew, which is a lot of the red lords. Can double a lot of “average” Spd (30-31) units with Eirika. Linde can generally handle mages. Not sure about Eirika, but she’s probably not –Spd unless the later levels are really terrible for her. I think +Def/-Res but again not totally sure. But that’s pretty solid, if it’s the case, since she’s largely a support who sometimes fights greens head on. I thought my Nino was +Atk before (as a 3*/4*) and was fairly excited but now I’m not very sure. It depends on how the wiki is calculating Atk/Res with her weapons/skills. Still potentially 49 Atk/36 Spd or 56 Atk/40 Spd with Eirika sounds fun (60 with Linde’s Fortify Res too). +Spd might be better, since Atk gets boosted so much by her Tome, but maybe this nets some ohkos. If I check the unlock potential screen for 5* and she’s -Atk or -Spd I might not use the feathers on her. I think Chrom is +Spd/-Hp. So that’s 29 Spd or 33 with Eirika. Pretty decent as he doubles Hector at base, doubles Fae with Eirika’s buff, and isn’t doubled by Takumi at neutral Spd, loliTiki at neutral/boon, or after Eirika’s buff, the red swords around 35/36. But I might not use the feathers on him either, since the team would appreciate a Green/Grey to balance things out. We’ll see.
  6. For story/events: (mostly) Permanent spots 5* Linde: The goddess. Obtained in the first round of pulls (no rerolls), which was extremely fortunate, now looking back. –Atk/+Def, but it’s not as bad as it might seem since she (over)kills almost everything anyways and the durability can actually help her take an extra hit on occasion. 4* Olivia: dancing + mage obliterates things as they get into range. Fortify Atk is nice too. Eirika will likely have a permanent spot once she’s leveled up. Rotation spots 4* Chrom: Red to fight against greens. Linde honestly beats a lot of them anyway, but Chrom can tank and one-shot mages and such, so he’s quite useful. 4* Awakening Tiki: Red that can counter 1-2 range and attacks res. Bulky but slow. 4* Wrys/ 4* Clarine: Healing is nice sometimes. Wrys can heal a bit more, while Clarine has 3 move. 5* Robin(M): Mostly backup blue mage, though the durability (and lower offense) is great sometimes, like Narcian’s map. Beats Takumi solidly. Bonfire has fast activation and is a nice booster. 4* Cecilia + 4* Gunter: For fun mostly. Green for some variety, mounts for the mobility, Hone Cavalry for the damage, and they can sometimes tank with Res/Def respectively. Also have a number of other characters with some levels because I like them or their weapon/skills seem useful or for a specific map/event, but tbh they don’t really matter too too much with Linde present. However, I do expect good things out of Nino once she’s trained more (just promoted to 4*) as a relatively fast Green mage, Eirika buff synergy, and Draw Back which is really nice. For arena offense: Linde, Olivia, Chrom, Robin: Linde+Olivia easily kills most things, especially the Lords/Manaketes/Armors. Chrom fights green. Robin is pretty balanced, adv against Takumi/Kagero, and gives the special character bonus. Haven’t paid for orbs, and still like 20 stamina potions, 30 crests (grinding to lvl 40 not worth for me), so 4.3k seems to be around the max points for these characters. Should level Olivia more but eh. Using a mid-level Olivia over a lvl 1 one (for easier opponents) because never really lose adv arena matches nowadays (not even really deaths unless I make mistakes from autopilot). Tho haven’t run into full green yet. But Linde/Robin can somewhat beat wyverns anyway, and Chrom facetanks Hector between Defiant Def and high Atk+triangle+Sol. And mages can do solid damage to finish him. Will probably soon run Linde, Eirika, Chrom, Robin as they have the highest stats (of my characters) for arena. Nino perhaps later on. For arena defense: Linde, Olivia, Robin, Olivia: Currently running with 2 high level mages, 2 low level dancers to troll some people. Got most of my earlier defense wins with Linde, (low level) Olivia, Cecilia, Gunter. I think Linde really surprises people with the damage she outputs and dancing giving her actions/move, plus Hone Cavalry+Cecilia has decent Atk/Spd and huge range. Not really sure what’s the best approach here tho.
  7. I'll join if you need a 4th. The MyCastle rule might be relevant if you want to go Wyvern immediately and have access to Bronze Axes/Clubs. Or you could say no online DV grind to balance somewhat Wyvern vs. Cav talent (I don't actually know how exactly the balance works out but the flight seems useful).
  8. Saved 40+ orbs and only pulled Red/Green since my only 5* are blue mages (Linde/Robin). Got Eirika (!). And lemme just say, her art is sdjkflsjkfdl amazing. Her atk/spd buff synergy with my Linde/Olivia team core looks to be really nice as well. Plus some potential for positioning tricks between pivot/drag back which should be fun if i ever remember they're available.
  9. Think triangle is 20% atk so going by stats here, https://fireemblem.gamepress.gg/map/grand-hero-battle-narcian-wyvern-general-hard you need Robin to survive a floor(38*0.8)=30 phys atk from the red sword and 40 mag atk from the blue mage. So roughly 30-def + 40-res and compare to your Hp. Mine was 5* also but not max level and still comfortably survived. You could try buffing Robin’s Def/Res. Or maybe Nino (chip red sword)+Olivia+Draw Back to aggro the map safely, then hopefully Takumi+Leo/Roy+Olivia can clean up enemies as they go through the chokepoint, kiting if necessary. edit: The green mage has Death Blow 2 which is 4 atk and triangle so he has around 50 magical atk. Your Peri might not have the Hp.
  10. Did hard map with 5* Robin, 5* Linde, 4* Chrom, Olivia. Team was a bit underleveled. Robin aggroed them. Chrom handled Narcian (couldn't separate and pull him down like some people, but still worked out) and Green magecav. Mages (both great damage between Defiant Spd+Bonfire and Linde being Linde) plus Olivia clean up rest. If you got Olivia and Wrys from the special maps, they can help greatly in repositioning, multiple heals, etc. Wrys can heal a lot between Rehabilitate+Imbue+Olivia too. You might be able to train in the arena using all the free/quest Dueling Crests if stamina for the tower isn't enough.
  11. Finally pulled some more reds I like. Hinata is tanky, and brash assault/fury synergy is fun, but his Spd/Res is pretty sad. Awakening Tiki and Chrom look to be quite good, though will need some feathers invested. The only 5* I've pulled since the beginning is male Robin. Which is nice, but Linde is already the blue mage mvp. Robin much bulkier and has triangle against grey vs. Linde's insane speed though. Gunter (with Hone Cavalry) and Cecilia are still pretty good in combination, and the green is nice at times. Clarine still heals, and the Fear staff works well to debuff or train weaker units. Mostly Linde+Olivia carry though, especially against all the reds in the arena. Even have quite a few successful defenses, probably because dancing messes with the danger zone and Linde surprises people. Still waiting on a solid flier for the Hard quest stop giving multiple Est/Shanna when Caeda/Catria/Palla/Minerva/Cordelia exist, and some more cavalry to use w/ Gunter. Maybe will just use Shanna, it’s pretty trivial to train to 15-20. Might save orbs in case the alt Lucina form needs pulls (hope not), and wait for Michalis/Camus/Xander/Ursula to show up in the Grand Hero special maps (if they follow Narcian). About running out of story maps.
  12. Messed around a bit. I got 5* Linde and 4* Olivia to start. Nuke+Dancer pretty good. Also using 3* Clarine as a healer, 3 move, Reconcile, Imbue, all she really needs. Works out so far. 2nd pull resulted in 4* Gunter and Cecilia who I like. Training up 4* Hinata a bit too because otherwise the only red unit (besides Alfonse) is Olivia, and her stats don't seem very high.
  13. Usually what skills you get aren’t that important, what matters more is how much out of the way do you go to get them. Basically for Mag paladin the crucial part of the build is just the Levin Sword+8 move. Shelter also lets you do interesting tactical things like double refreshes. Corrin keeps his Sword rank which is a minor benefit, and picks up Elbow Room early so Cav is like his base class just with more mobility and damage. Malig Knight is mostly relevant since flying offers a lot of flexibility and helps to complete chapters efficiently. Corrin is one of few that can pull off unrestricted 1-2 range with good durability + flight. Trample just happens to be a really good skill, given how few mounted enemies there are lategame when you get it. Still, it’s really a late thing so it’s not that big a deal. If Malig Knight the class wasn’t so good, like if it was unmounted with low Def base and no doubling 1-2 range, it probably wouldn’t be worth switching into for the skill. It’d be not worth going into Dark Knight if for example your Corrin is too slow to double in it. It is probably worth it if you Corrin is fast but Mag got screwed. Early Shurikenbreaker would be neat to trivialize Ninjas, especially a certain cave, and is obviously nice for some lategame maps. Worth 4+ levels in Bow Knight with Bronze Bows and Felicia’s Str? Questionable, but I suppose you can snipe fliers with a forge or use Tag-Teams. I would say rigging is discounted by most here because the idea of “averages” is so ingrained in these types of discussions from the days of FE7-10 (and some older games) tiering discussion on gfaqs/sf and other old fe forums and so on. Basically people would go into topics and talk about how their Lyn/Amelia/Mia/Nephenee was an amazing unit and arguments ensued. A standard arose that instead of personal experience, which is different for each player, the average stats of a character would be considered, which is more objective. Not that this stopped the flame wars, but this particular idea was mostly agreed upon. The idea of thinking about things that happen on average across a spectrum of playthroughs (binomials for growth procs and such fall in the same category), rather than occurrences that happen rarely or ones that are reset for. This idea persisted even as player knowledge improved. For example when it was understood gba games have fixed RNG (so “averages” are perhaps not that relevant in reality if everything is reproducible) and bexp/drill grounds allowed easy resets at base camp for good levels. In more modern days of efficiency oriented discussion, one of the controversies has regarded how unreliable some low(est) turn strategies can be, but I think generally it’s accepted that for tier discussions, improbable things from extremely low bosskill chances, to low survival rates, to stats significantly above average, are not weighed much. Indeed here the op clarifies this, if a little vague (I think purposely to some extent). I think you mostly know this, so I’m not sure why rigging Odin’s Mag growth is at all relevant. I’m also not sure how Odin is getting so many levels without sacrificing efficiency elsewhere. Post some actual positionings, levels, Mag/Spd/Def stats, etc. It’s not like no one else has even tried using Odin, it’s more that he’s unmounted and doesn’t oneround things so it’s hard to see how he contributes to efficient clears. I don’t think it’s impossible he’s underrated, especially compared to characters like Effie who are so high, if Nosferatu is that good. But compared to other commonly accepted good characters? Don't assume everyone always knows what you're talking about; tbh your posts are hard to parse sometimes. Again, give some clear numbers for context (or a video!). What level is Odin, how is the combat forecast vs. the enemies, where is he positioned, etc. Oh and I suppose you can go ahead and open the can of worms that is real-time efficiency, but that’s a complicated discussion.
  14. Make a video, because it doesn’t seem like anyone is really being convinced that the efficiency of your strats is comparable to mounted Corrin/Jakob + siblings steamroll. PKL/Gwimpage/Chiki/others all have tons of video/playlog evidence for Fates or past FEs, and general credibility as extremely good strategists in efficiency/ltc/draft/speedrun contexts. (edit: ltc and such have partial relevance in efficiency lists because it informs us what's fast, even if the exact strats are often mostly discounted due to their low success chance) edit2: I guess I should clarify this is kinda a "extraordinary claims require extraordinary evidence" thing. Anyone can post in this and other topics about how characters should be tiered or contribute to efficient clears. The claims will be discussed and reasonableness assessed. But when you aggressively promote certain characters and strategies so contrary to the thinking by established players (Odin is unmounted with bad bases. He's presently in bottom. Corrin/Jakob/Camilla dominate the game, not Ophelia. etcetc), you should have some clear evidence. A lot of your posts have some details that make sense, but also many things that are opaque or counterintuitive. A video is one potential way to address this, otoh calling people "heathens" will probably cause them to ignore you.
  15. Aren’t dashes pretty much bullet points? >_>. And generally what’s in my posts is there for a reason, whether it’s (carefully) read or not, subtle or not, so eh. It’s not a race to respond. Anyways, if you can bait Takumi’s AI, then it seems many Brave users with weak durability can get the kill as you get 2 more hits on enemy phase. Corrin who can hex back needs just 57 att, and other units need 59 att (for 16+16+16 before hex and 14+14 after hex. Need 39 Spd also to double after hex). Rally+Lazslow+Tonic is 7, Braves are around 10 mt after weapon rank/triangle. So around 40-42 atk from other sources which includes natural Str, Pair Up, skills, etc, which seems pretty lenient (there’s like a 2.7% chance of whiffing the 3 hits in 5 attempts at 85% hit but w/e). Does only Berserker have the requisite weak durability/low dodge to bait Takumi? Do you know the specific cutoff? And what? For the clean oneround on player phase, Corrin has to hit around 43 Str with Pair Up/Weapon rank, so she only as to hit around 34 natural Str (which she can hit without +Str boon). Camilla has to hit around 43 natural Str (as you already counted +8 from Pair Up+Supportive. Her cap is 41 but add in weapon rank/Lazslow). Here the benchmark att number of 78/77 is ultimately similar due to Yato mitigating Dragonskin but only getting 2 attacks vs. 3 off. So the comparison is (Trample is a wash), Elbow Room + Defender + Triangle + Shadow Yato’s mt advantage vs. Berserker Str cap + Axefaire. And Corrin probably has 100 hit while you claimed Berserker has ~85%. Corrin has no chance of death to Vengeance crit. The ~3 Energy Drops for Camilla to max Str are whatever since too lazy to find out not sure who else best uses it and Corrin might want 1-2 to hit her cap also. Wyvern/Paladin Corrin has already been shown to be effective in various efficiency/ltc runs (with video evidence), so I don’t think it’s an outlandish build. So far, I haven’t seen much utility in taking a Wyvern/Malig character through Berserker in an efficiency run, except for some of your posts (videos or playlogs with positionings/turncounts would help, certainly). Unmounting your highest move, double boots, unit seems fairly questionable? (fwiw I talked about pace and such previously because this is the Lunatic Club, not a tier list or whatever topic, so I figure we should be accommodating as a baseline. But I’m fine discussing wrt the framework of efficiency, which I consider to be fast and reliable clears) As a side note, I forgot to mention because I forgot that a number of teams and builds are likely capable of a near 100% reliable 2 turn with double refreshes sending 2 bosskillers. For some players, the efficiency may be comparable to a sub100% success rate 1 turn strat or one that requires a narrow team composition or skill build.
  16. Not sure how much progress you’ve made since but eh. +Mag Paladin with the Levin Sword steamrolls most things (but Ninjas) so it’s definitely a good choice. It’s not necessary, but you may want to build some A supports for various purposes such as Dark Knight for more Mag base+Malefic Aura (if for some reason mag is too low for various enemies) or Malig Knight for flight+trample (even Fire should do decent damage). Per your later edit, +Mag Cav has a worse earlygame compared to +Str/Spd Cav/Wyvern, but the Levin Sword makes up for it. Usually Jakob/Camilla can cover until that point. Jakob has higher Str/Def and early Paladin is ridiculous due to getting Elbow Room and Defender so fast. And he can then pick up other lategame skills quickly. It’s generally harder for Felicia to pick up those promoted lvl 15 skills with Bronze. At a faster pace, she generally has some Spd/Def troubles as well. Still, she’s can be useful support with her auras (and early Inspiration) and as you’ve seen can do good damage with Tomes or the Flame Shuriken. Early promoting units is mainly for filler help until Leo/Xander join. Effie/Nyx are notable since they can get mounts. Nyx in particular is naturally fast which helps as a Dark Knight. The class bases give her a bit a bulk as well. In the lategame (even if promoted at 20), she may run into some trouble regardless due to her Skl/Luck and Def. Being conservative with Staves is good as Conquest gets harder later, but avoid hoarding when using the item now would make things much easier. (Just save 1 Rescue for Endgame. That’s pretty important. >_>) Felicia!Ophelia has slightly more bulk (but not much), a lot more Luck, but less Mag/Spd than Nyx. Though Ophelia can get advanced skill inheritance from Felicia, doesn’t require training, and has access to Vantage (obtaining it might require some work/planning though). Leo is usually the easier mage to use (just needs some Spd), but Ophelia can do some interesting things in certain builds. Re: Port Takumi. Nice job clearing it. I think some people feel it's overhyped since smart use of Tonics and Camilla basically makes it 11 turns of free exp for other characters. Still, it's arguably one of the best Defend maps in the series due to the twist and the increasing pressure. I think most players (at least on initial runs) barely finish, as in next turn would overwhelm them, so it feels very impressive. Most other Defend maps are far more easily trivialized. For C12, you may have cleared already but there’s a few options for efficient clears. Can go up middle, break pots, and Camilla can fight Ryoma for a fast clear but the chance of success isn’t great. Hit rate almost decent with Dual Club, but even still not so easy to meet Str/Spd benchmarks without meals (maybe take a turn to get an Enfeeble off). You can also go up the sides, ignoring the DV, for a more reliable clear (and the chests). Re: ? about midgame Heart Seals. Camilla gets more physical stats but she can also be a pretty dominant magic user in Malig due to Bolt Axe mt. May want to switch between the classes. Some will use Selena as a Falcon (if capture is not used) since it’s a way to get Rally Speed and a flying Rescue Staff user. Gunter to Wyvern/Malig is also useful if Corrin isn’t in a flying class, or Bow Knight if Corrin needs Spd. If C19 is proving to be a problem, an option is Xander to Wyvern Lord since he has base D lances anyway (but it should be fairly easy with Beruka and Percy as you do).
  17. Late reply, etc. Well yeah, if you want Str/Def/move Gunter gives that without a seal (or he can fly). Base Gunter already gives 5 Def due to C support probably building in C15 so it’s just like 2 Def vs. 3 Str/Mag out of the gate (with Jakob using a midgame seal). The avoid can be nice but so is the hit to patch up accuracy against many generics or to improve odds on gate/throne bosses. Potential flight (in combination with Shelter!) likely the most relevant though. Felicia (and Gunter again) also can give Spd/Move for to cover other Corrin builds, I don’t think Corrin can always be expected to get around no +Spd Pair Up, if no meals and if not +Spd Boon and in a slow class like Wyvern/Dark Knight (even Paladin borderline, iirc). Or if RNG isn’t too happy. Jakob can give some Spd in Butler, but then no Move and less Str/Mag Still, fine, his Pair Up niche is probably better than whatever Mozu can try to do. Not sure how it really compares to others in low. Is Odin really getting hyped at all? He’s in bottom in PKL’s list. I was more referring to differences as a Sword unit compared to Selena (he has a Mag growth and Malefic Aura). I’m speculating that maybe he gets some imagined credit as a lite version of Corrin’s Levin Sword builds (despite the ultimately massive differences in their situation and performance) Vantage is occasionally clutch to build a Dual Guard before a lethal hit, or to bait some weakened enemies that think they have a kill or perhaps for Swordfaire/Line of Death (though very late and it would really require a lot of Mag). Vantage is probably better with Nosferatu and Tomes (that can Crit/Astra) and Odin in theory has some Str for a quick reclass (bronze though). Basically Samurai access is pretty nonexistent in Nohr, so just talking through the implications. atm I don’t actually think it’s very useful for Odin, especially in efficient clears In brief for fast/reliable clears (imo. PKL or others might have better advice. I’m still getting back into Fates and reacquainted with what’s been figured out the past months): - +Str or +Mag. – Luck. I wouldn’t disregard +Spd either. A lot of the fastest clears that some cite as efficient use Raider weapons/Mess Hall/other my castle stuff which isn’t that consistent. - Reclass Jakob to Paladin and Corrin to Cav/Wyvern early on. I prefer Jakob first, but it’s a bit contingent on doing Mozu’s paralogue for him to snowball. Other builds include Ninja or Mage for 1-2 range since Corrin is bulky, fast, and has the servant bonuses unlike other ranged units. Ninja probably more relevant since it’s physical. Magical builds compete with Cav/Wyvern using Magic weapons who have more move and durability. - Early promote some people (maybe Effie, Nyx) for midgame - Have a Wyvern Lord with D lances to Beastkiller C19 - Get Silence in C25 to save some C26 headache. Have Shurikenbreaker to ease this (or brute force through, break the wall, and get it the turn Corrin wins the duel) - Save at least 1 Rescue staff use for endgame. - Other chapters have various nuances (many I’m missing/forgot) but I think those make some of the biggest differences. - In general spam Freeze/Entrap/Enfeeble as necessary to stop nasty enemy combinations. - There’s a lot of potential good captures if you allow it. The rallybot in C23 is cool, but also fliers for ferrying purposes, shove/swap bots, combat units that don’t require training, generally disposable units, etc. joshcja will probably recommend you use Odin, but I’m not sure who else has had much success with him (low/bottom on all tier lists I’ve seen). Kanna/Ophelia pretty great though and Nosferatu still can help even with the nerf. The Lunatic Club (Fates) has a lot of discussion that may be relevant if you are playing though Conquest Lunatic the first time, at whatever pace you prefer (efficiency or not).
  18. Apologizes for the late reply. Quite interesting, Berserker can certainly reach some ridiculous att values. Though I have a few comments/questions. - I assume because you mentioned the boots that there’s a 1 turn strat that only requires 8 move on the bosskiller (and how much on the Rescuer?). I haven’t counted the squares in a while but a cursory search shows videos of 1 turn clears using 10 move Wyverns. I also do expect there are a number of players unwilling to forgo full recruitment which could be a factor. - This seems to require Camilla getting 4 levels in non-mounted class. I’m unsure how much a problem this is (probably highly dependent on the team and pace) but I imagine there are certain chapters affected by her not being on a Wyvern. - Camilla averages 5 Str off from her Berserker cap (of 41) if she spends most of her time in Malig/Wyvern. Of course you can Energy Drop this. (I think statues, weapon rank bonuses, Lazwald make up for the 43 cap you calculated). - If you do 50 damage with 2 brave hits before the counter, doesn’t that give Takumi +25 Vengeance damage on top of his 48+3 Competitive att? How are you living a crit? Is Camilla even living a non crit? Seems kinda close. At a glance she averages around 54 hp and 24 Def after HP+5, tonics, +2 Supportive and -4 from Brave. Corrin would comparatively deal with 15 less crit chance between Yato and not being a Berserker. He also has +4 Def from Yato, Triangle negating S bows, better Def base in most classes, and maybe some Def from Pair Up (Wyvern Gunter?) - Suppose you survive, if your hit rate isn’t 100, it doesn’t seem to be a guaranteed kill. If you miss your player phase attack (61%ish to hit 3 consecutive 85%s that you mentioned, isn’t too much higher than 49% of 1 Dragon Fang in 2 attempts. Berserker has more crit chance to slightly boost that.), your Pass/Lunge/Rescue unit gets killed. If you’re using a disposable one, then the offensive benchmark is more lenient anyway as earlier mentioned. I guess it could be an AI thing, vs Berserker, Takumi doesn’t see Dual Guard, so he thinks he has a lethal hit and attacks first in turn order? That would make things much easier in general for any Brave user, for example, killing in 5 hits only requires 30 damage before reduction, or around 57 att (slightly complicated by Draconic Hex, though Corrin in particular can hex him back). Regardless, Corrin should have much better hit, probably 100%, with triangle and Yato’s higher hit compared to Brave Axe’s 55+15 S rank. Assuming we are doing a bit of optimization and still somewhat care about efficiency, I’m curious what Wyvern+Paladin Corrin (both mounted classes with good 1-2 range) can do… 38x2 to one-round Takumi, so that’s 51 before reduction and 78 att needed. 78 - 16 mt – 1 triangle – 4 rally – 1 lazwald – 2 tonic – 5 trample – 3 elbow room – 1 defender – 2 Str+2 = 43 from natural Str+Pair Up+weapon rank. Different ways to reach that, what first comes to mind is Great Knight which has 34 with any boon plus Luck Bane and Gunter gives 7 at B support in Wyvern. +2 from B rank swords is enough. Also statues, potential +Str boon, maybe other factors I’m missing. So it’s comparable I think. I’m not seeing Berserker as the clearly superior option to Corrin. Samurai skills do seem pretty unnecessary, it’s just more lenience, perhaps allowing statboosters to be used elsewhere instead of meeting benchmarks and in case of RNG screwage (and misc cases like if Rally Str wasn’t captured/trained, Energy drops gone, various characters dead, etc). And I think in general Conquest is kinda hard if you play it straightforwardly and fight through all the Seals/Poison/Lunge/etc. It’s easy if you use Corrin/Jakob/etc in good builds to straight up oneround or ohko stuff so that stuff doesn’t activate. Well, and have a plan for the lategame silliness. Re: C25 clears: If Corrin is good and has damage stack or Poison, just kill Ryoma (even weaker ones will probably eventually win through convoy items plus Dragon Fang/Killer Crits). Possibly grab Silence on the left the turn before you win the duel (just brute force through the wall). If you really need to open the door or want both chests, the easy way is to just spam Entrap/Freeze as necessary. If not allowing or not having staff uses, then it’s probably more tricky. On the left I think you can Azura+Shelter to kill the Ninja at the breakable wall, without triggering the Lunge Yumis, then force your way through. On the right, you can bait the poison stack ninjas with weak units, then break down the wall and through their formation. Shurikenbreaker makes everything easier though typically you can wait out debuffs as well. Rallies give you more stats which make it easier to break through. Other strats: apparently you can actually lure Ryoma down and attack him through the door with your other characters (meaning a Paired Up+Rallied one).
  19. The final boss has 75 hp/26 (+1 Competitive) Def and Dragonskin. Due to Bold Stance a Brave gets 3 hits off. So you need 25 damage, 50 before reduction. That’s 77 att. Brave Axe is 8 mt. Who is getting that efficiently? I fully admit I’ve never actually tried that too much so I guess I could be missing something. The few tests I did in early attempts of the chapter resulted in a broad conclusion of no one does good damage but Corrin with the Yato (which clearly outdamaged her using braves, iirc). Corrin is generally trained in almost all playthroughs (and is essential to fast/reliable ones) so in most teams she’s the most solid option for endgame. With capped Str, either +Str boon or some minor damage boosters like Elbow Room/Defender, she can usually reach the benchmark (with Pair Up/Rallies/etc) for 1 Dragon Fang in 2 attempts, which is around 49% with around 30% activation per strike. The double Dragon Fang is obviously far less likely at around 9%. iirc it’s around 68/69 atk as the benchmark, which is fairly strict, and that’s with a 16 mt weapon and triangle advantage. Samurai is probably not the most efficient early/midgame, but (+Mag) still gets Levin Sword use and can always partner/friendship seal to Paladin or Dark Knight. There’s also less worry about Spd screwage; perhaps a minor factor, but relevant given all the slow Nohr characters that probably want Speedwings (even good ones like Leo/Xander). Swordfaire and Line of Death give faster/cleaner kills on C25 and E bosses to compensate. Not having a mount in the early chapters is kinda lame but so is 50% reset rate on Endgame and replaying 27, even if short. Still useful for players that value safe play, especially when the jump in reliability is that big (or ironman/resetless runs). The main other option I’m aware of is 2-3 rounding while sacrificing a disposable Rescue staff user (Captured Pass Falcon from C24, typically). The offensive benchmark for that seems pretty lenient (very much so for Corrin), it seems almost anyone with the durability to survive 2 rounds (Vengeance a problem?) can probably do it. How early the support builds, how long he has Trample and flight, and dealing with E rank during later chapters (different from earlier when his promoted bases + Elbow Room/Defender are more dominant. ) are important factors though yeah that can be a nice pairing if Corrin is taken.
  20. Well he has some Mag growth but as a hybrid, his Mag (even with malefic aura) as a Samurai is pretty low and needs to get to C Swords. After somehow getting there and perhaps with Spirit Dusts, he’s okay with 1-2 range/doubling/vantage (but no mount, flying still). Hilariously, Samurai!Odin has comparable base atk to Wyvern!Elise early on between Bronze Axe mt and Str+2, and obviously her Mag is actually high if/when reaching to C rank. Stick with Nosferatu, probably. How many 1-2 range ohkos is say…Effie really expected to get at this pace? Because if it’s more a durability thing, how comparable is it to Nosferatu Odin? I see Nostanking gets some hype still, though personally I’m still not very sure how it compares or fits into efficient clears (that seem to be more known). Re: Jakob 2, if you penalize him for Male Corrin/Felicia 1 instead of Female Corrin/Jakob 1, then he’s probably considerably worse. Otherwise, I guess Felicia 2 is a good default Leo Pair Up (Gives Spd and Maid’s mag may help ohkos. Doesn’t require a seal, which are limited midgame) and can Flame Shuriken dent things with no investment. Jakob is strictly worse at that (less Spd/Mag for Leo, no Forrest, less Mag for chip). Shelter requires a seal and setting up kills for 2 levels, and there’s diminishing returns after so many users. Silas, Peri, Gunter are all available in every context (since everyone is kept alive by the rules) and do not require resources. Still, it seems all of low/bottom have some kind of niche except Mozu. Tho, I suppose Mozu can catch up in exp with minimal turncount/reliability impact in chapter 10 and become a Kinishi (so even she has something usable, flight+move+player phase offense), but it requires 1 of 2 early heart seals. Corrin/Jakob/Arthur can use it for mounts, or maybe save it for later like giving wings to Selena/Gunter or switching between Wyvern and Malig for Camilla/Jakob. (I think Mozu in her own tier and shifting around low/bottom is reasonable though)
  21. I assume you Partner Sealed Jakob into Wyvern, which means you should still have a Heart Seal from Haitaka’s drop and two others from the Shop upgrade soon. Generally I do recommend Jakob going Paladin before or during C7 for Elbow Room/Shelter/Defender (early Res from Paladin base is nice too against some earlygame mages), but your reclass order makes it a bit awkward because you would want to go back to Malig for Trample. Waiting for lvl 15 for Trample, then going Paladin is still a nice option though you may miss out on a bit of midgame dominance from flight+skill stack+Malig magic base+magic weapon. Not sure if you built Lance or Axe weapon rank for Jakob in Wyvern; that might be a factor. It depends on how many other midgame reclasses you have planned until the shop gets unlimited seals (Dwyer?/Kana?/Camilla to Wyvern Lord for the Str, Def and Beastkiller for C19? Selena to Falcon? Others?) I actually think Corrin x Jakob is one of the best pairings as Jakob’s best class is arguably Malig/Wyvern for the damage skill stack, Corrin is strong in it with high mobility (+Mag also a strong mage. +Str still will be workable with the Bolt Axe and maybe get some ohkos on weaker enemies with Hand Axes), and Kana/Dwyer can get early Trample. The reason others may not like the pairing is that Kana has relatively poor growths since Jakob’s are kinda low (relatively). Dwyer is actually pretty solid statwise, but needs to reclass and has to deal with E rank for a bit. It also puts most of your best characters on Wyverns so bows will need to be worked around, tho you do have Leo and Xander when they arrive. Others may prefer to pair Corrin with someone else for aesthetics/personal bias, or perhaps a particular child build. Also, you already chose Wyvern as the talent but if another one is preferred (Samurai to not rely on procs for final boss, Ninja for a strong, fast 1-2 range fighter, Cav for the mobility and keeping Sword rank, etc) then the Jakob pairing also loses some of its appeal. Note that Corrin can still use Jakob’s personal skill to great effect even if they aren’t married. The marriage is more for Jakob and the children. Camilla/Niles and Effie/Arthur are fine pairings. Don’t be afraid to promote Effie early if you want more help in the midgame, the royal siblings and the various children can probably handle the lategame. She can also use Axes in her promo, probably will just want D for Hammers I think. I think Percy is fairly effective in that pairing, just make sure he gets enough Spd. One option is early promote Effie for the help now, then drop her later and have Arthur to pair up for Percy. As I understand, for Effie some people like to delay promotion to squeeze out every pt of Str possible for 1-2 range ohkos later. If you don’t mind turtling, that will work, though note you do already have a number of nice 1-2 range options between Corrin, Jakob, Camilla, Xander, Leo, etc.
  22. A rough estimate. Supports build pretty fast, 6 battles max the points for a chapter. Corrin has fast growth with the servant. C should be built by C7. B should be pretty automatic from the left side of C7 before they split up/others arrive. Fast growth only requires 3 more points here which can be done in a chapter. A can probably be built between C8/9 from misc battles together. Paladin!Jakob also likes Corrin’s Pair Up here for the hit, +4 damage, +2 durability, and +1/2 Spd (depending on Boon). C10 is defend so you can find time to max points there. With C11/12 misc points that’s probably S. And there’s the personal quarters. Team is fairly small initially so Jakob is likely to be chosen at least once, potentially a few times. edit: oh Mozu's paralogue is another for misc points though I would imagine Jakob/Corrin split here. But maybe 1 point gets around the support limit for chapters and builds a rank. edit2: What might be ideal is if you can find time to build A from C8 and private quarters/P1, then C9 and C10 should give you S and you can start leveling in Malig to get to Trample. It seems the earlier the better, though there are perhaps small things to work around like enemy bows/Javelins access.
  23. To add to what others have said, usually Wyvern!Corrin x Jakob’s children aren’t that bad if passing Jakob’s early Trample to them. Not sure how early Seals are being allocated so far but that’s one of the best options. Jakob to Paladin for Elbow Room/Defender then Malig for Trample/Str+2/Lunge and possibly to Wyvern for stats/Swordbreaker/Lance use. 1-2 range is even solid due to effectively +11 Str/+9 Mag from skills and possible +2/4 att from forge. Again this happens pretty early, effectively level 15 unpromoted. Dwyer/Kanna may not have great growths/weapon ranks but early Trample + Cav/Wyvern is a great midgame combination (if a lite version of their parents and Camilla). One advantage to Camilla x Keaton (or Arthur) is it frees up Niles to dual strike for his attacks and Capture stuff. I do like the extra Str to sometimes ohko things (perhaps at 1-2 range with a forge, or giving 2 chances to hit an ohko which helps reliability in some cases). The 10 move Bow Knight (first turn with Camilla's boost) and +1 move to Camilla is very nice at times, but it doesn’t require marriage to use it in those cases (the +Spd Niles gives is at C and B support too). Nina’s magic and therefore Shining Bow use is better with Camilla I suppose tho. For Niles and Nina it doesn’t really matter too much who Niles is paired with. Just don’t ruin Nina’s Str/Spd and she’ll be a competent Shurikenbreaker + player phase unit lategame if Niles gets screwed (or be another one in addition to him). I like Velouria but having Nina is probably more relevant (if choosing between them) in case Niles gets some bad growths. Velouria is mostly a reliable combat option in the lategame, with her durability and high accuracy (can be underrated imo). Can be good to have, but not that exceptional if already using all the siblings (and Dwyer/Kanna with Trample). tbh if using Beruka I would give her Arthur or Keaton (and not use Effie at all) but that’s up to you. I would also recommend Kaze or capture a Master Ninja because the Res of most of the team is low.
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