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  1. Hello everyone. I am new to the forums. I have looked around the forums for a little while now and finally decided to join. I have previously played and beaten Fates: Conquest on Normal/Casual because I valued my sanity enough to not play it on a harder difficulty. I am playing an on again, off again file on Hard/Classic. I am going to avoid using DLC, but I would like advice on which units are good ones to Kidnap. I know there are other threads that people have used in the past for advice on this game, but if you have more advice, feel free to add. However, primarily I am just wondering what are some good units to Kidnap to use for my army's benefit. For reference's sake, I am currently on Chapter 10, and I have captured Haitaka. Thanks, and I look forward to talking with you all in the future.
  2. So having beaten Conquest Hard (too scared right now to try Conquest Lunatic) and just about finished with Revelations Hard, I was wondering what you guys think of the various classes/archetypes and which characters are "best in class". As in, which of the three base ninjas is the best, which of the casters (mages and diviners) is the best, and so on. I am thinking purely in their base classes and promotions, and for the story mode. So I guess the rules for this discussion are as follows: - No DLC classes or characters. - No Corrin. - No consideration of Partner/Friendship / Heart seals (because at that point you can create a monster of any character given enough gold). - Join times \ availability are important, but that cannot be the main staple of your argument for or against a unit. For example, Revelations Odin joins late, at the point where your main party is promoted, and is a pain to grind up into use -- but his damage/utility results are subpar at best without some interesting reclassing using seals, which breaks the rule above (I do love Swordmaster!Odin, but that doesn't adhere to this ruleset). Arguments can be on a game-by-game basis. I don't want to talk about healers, because there's a lot of them, and it is very route dependent. For example, Conquest Elise is Jesus Christ in pigtails on a horse. Revelations Elise is an adorable benchwarmer, and eventually Odin's bedwarmer. Not going to talk about the beast units because the Kids are just straight up better because they get access to a parent's skill. The Wolves are better than the foxes IMO though, because of bulk. EDITS: 10/11/17: Mozu moved to lances (we all make her an archer and think of her that way, but she does technically need a heart seal to be usable, so I can't break my own rules, can I? I'll leave her description though, still kinda works. Some minor clarification edits 10/11/17: I FORGOT KIRAGI I'M SORRY. Also, some shifting in the Archer rankings. 10/13/17: I forgot more people. Such a bloated cast. Adding Percy, Anna, Izana. Will add Rhajat, Fuga, and Scarlet after reasoning for their placement is provided (I've never used them). I suppose I'll start with my personal ranking, which will probably change as the discussion develops: Mages 1.) Ophelia -- Conquest is a specialist-oriented game, meaning you want someone to do their one job super well. Ophelia consistently turns into a glass cannon that can one-round or one-shot many units with her personal tome. In Conquest, where your only other mage option really worth talking about is Leo (Mage!Odin just never performs for me, sadly), this makes her very valuable. Odin's early join allows for her birth relatively early on in the game when compared to other kids (with the exception of F!Corrin Dwyer and Effie!Percy). In Revelations, she is harder to get by a decently large margin, but the work required to build a support between Odin and someone else is, in my opinion, worth it. 2.) Leo -- Leo being #2 and not #1 is going to trigger people, because in Conquest he joins at a good time, with good bases (needs a speedwing, that's it) and is mounted. There, the key requirements for a strong unit. Oh, and also a powerful personal tome with a situationally useful effect (Final battle vs. Iago comes to mind, with Leo dueling the room full of Sorcerers). So why do I put him this low? Well, its because his damage output is just not high enough for endgame without heart sealing him into a sorcerer (which would then make him quite powerful indeed, I've tried it). Leo not being #1 is purely opinion. Strictly speaking, Leo is probably a better choice for #1, but I value Ophelia's damage highly. He does take a penalty from his late join time in Revelations, but it really isn't that late, so it's nbd. 3.) Hayato -- He's got acceptable bases and good growths in Revelations, so he can make a quality Onmyoji. I think his potential outscales that of the other options, though I admittedly haven't done a ton of digging for that comparison -- and I haven't played Birthright. I don't have a lot else to say here, I found myself not using him in my Revelations run despite his nice early join time and the lack of real mages at that point in the game. 4.) Orochi -- She can hit hard, with a good magic stat, but she's slow. Oh dear god is she slow. If you can't double, that's a major problem. Her personal is also functionally worthless, as there's no reason to really capture units in any of the games except MAYBE Haitaka in Conquest for the Rally Defense pre-Ch.10. 5.) Izana -- He is a strong replacement unit. He is a decently strong, but not exceptional, Onmyoji, with a personal skill that makes ALL units within 2 tiles of him take 2 less damage. If properly positioned, this can be helpful, if not properly positioned, this can be a detriment. You get him in by getting the bath house to max level IIRC, which takes awhile, and is a waste of DVP for a lot of the game. So he's good, but any of the above mages are just flat out better (except maybe Orochi, because of how many levels she would already have). 6.) Nyx -- She has higher dps potential than Orochi, in my experience, but she at no point avoids getting one shot by a physical unit -- even some mages can ORKO her, and that frailty is really bad for me personally as a player (I have a tendency to miss 83+% hit chances. A lot. It's a curse I swear). Ophelia above is not much bulkier, but she does a fair amount more damage and has a strong personal weapon, so I forgave her for that. 7.) Odin -- I'm sorry Odin, I love you, but you are just a middling mage at best. You are at your peak magic performance when Nos-tanking, and that isn't even as strong a tactic in Fates. A forged and named Mjolnir tome can potentially patch up your offensive problems, and your skill ensures a lot of Vengance procs (which doesn't matter, as Nos can't use offensive skills, so no synergy), but you just aren't a stellar mage. You are leagues better as another class, but we cannot consider this, because of my rules. You make a decent Dark Knight I suppose, but unless you're Corrin or Leo, Dark Knight just isn't a great class. Ninjas 1.) Kagero -- Based purely on my experience in Revelations, Kagero joins at a decent time, and only a level or two behind, so getting her to be in line with the rest of the team requires practically no effort. She has the highest strength growth of the ninjas, and her speed is equally high (70%/70%), both of those being higher than Saizo's, and her speed only being 15% lower, which doesn't affect much. She joins only three chapters after Kaze, and has a much higher potential for damage. While yes, ninjas are primarily debuffers, being able to have the strength to reliably kill things is incredible for a ninja. As a master ninja she won't proc Lethality much, but it's useless ass Lethality so who cares. She abuses Shurikenfaire to do even more damage (my kagero is currently doing roughly 30+ x2 to everything she initiates against that isn't another Master Ninja), and in the more even pairup against enemy Ninjas, her personal skill functions like a situational counter that also mirrors the debuffs. This allows Kagero to win just about every 1v1 (and a lot of 1v2, if paired up) Ninja duel in Revelations. She's also hot as fuck, so I can't in good conscience leave that out. 2.) Kaze -- In every route of the game, you get Kaze early. He's one of your first locktouch units (except for Niles), he's fast, so he can kill weaker enemies in the earlygame to scale up his level to stay somewhat relevant, and his natural Ninja kit allows you to easily set up kills for other units that need exp. His personal skill has saved me a few times, but you can't rightly rely on it (unless you have Kaze support Midori -- then you might be safe). However, as the game progresses he simply stops doing damage -- especially in Conquest, where you can't really get good shuriken for him (No Barb or Sting shuriken, those are the big-uns to make him useful). As a master ninja in conquest, he can be a BOON to you with a Hunter's Knife during the Furry Genocide, but after that he just can't hold his own. He's also made of wet tissue paper, so oneshots happen if an archer looks at him wrong. 3.) Saizo / Asugi -- His best growth is 80% in skill. Ninjas don't have issues hitting things, and lethality frankly is a trash skill that isn't worth using, if given the option to replace (which you wont, no heart seals, remember?). Every one of his other growths are average at best, and fall severely lacking behind the other two ninjas in the stats Ninjas need to be effective. Combine that with a personal skill that is literally only a positive in scrub-casual (phoenix) mode, and Saizo is the weakest ninja of the bunch. Again, we aren't considering seal usage here, even though I've heard he might be a decent Samurai. Asugi's base growths are similar to Saizos, but they might be able to be patched up with a good parent. I'm not sure. Cavaliers 1. ) Xander -- Siegfried is an amazing weapon, Xander always comes into the game with excellent bases, and in a class that can be both a damage class and a physical tank class (especially post-Defender). Good movement is obvious as a Paladin, and he is just a solid unit that most players agree is a very powerful and necessary unit for higher-difficulty runs. I don't need to say much more. 2.) Siegbert is a mini-Xander sans Siegfried. His personal makes him a decent pair-up bot, but his stats are respectable upon recruitment, and he makes a solid Great Knight (a class I'm not particularly fond of, but his stats are good). His effectiveness is depended on his mother to an extent, however. 3.) Sophie -- Silas' kid outshines him by default, especially with a good mother. She has a fun personal skill and can grow into a solid Paladin come lategame. She's a decent choice to pair up with Siegbert actually. Again, effectiveness may be hindered or buffed by her mother. 4.) Peri -- Peri is a mixed bag for me. On one hand, she has decent growths in strength and speed (60+% at base and with either promotion). On the other hand, she is frail. 35% defense growth frail. In Revelations, you get her too late for her to be worth training. In Conquest however, she could be worth training, as she comes into the game early on, at the same time as Laslow, and at a decent level with usable bases. Her personal skill is weird and slightly un-intuitive to make use of, as it gives her +4 to all offensive stats after initiating combat and killing the target. But only for one turn, meaning that to USE that stat boost you either need to dance her (which may be worth it, depends on scenario), or put her in a position where she can use those buffs in enemy phase, while counterattacking. Let me remind you, 35% defense growth, and base 10 in both defense and res in Conquest upon recruitment. She can counterattack mages fine (55% res growth), but if she's counterattacking on enemy phase, she is probably in melee, and Bloodthirst doesn't give her any defensive buff. So she's clunky to use to maximum potential. 5.) Silas -- He's good earlygame, and should be benched in the midgame, because he is painfully average in every way, and his personal skill encourages risking a reset-by-Corrin-death. Lean on him for as little time as possible. In Revelations, he's hot garbage with a late join time. In Conquest, he's mediocre at best but you get him early. Use him for his kid and move on with your life. 6.) Gunter -- It's Gunter. I need say no more. Swordfighters (Mercenaries and Samurai) 1.) Ryoma -- He has a personal 1-2 range weapon that gives him +4 str. This weapon pushes Ryoma into a power tier with Xander, though perhaps less reliable because of Swordmasters' reliance on dodging for survivability. Vantage is a skill I like a lot, and paired with Ryoma's high skill and Astra can lead to some clutch 1vMany scenarios -- but don't rely on these, please? His stats and growths are above average, and in Revelations he joins even before Xander and Leo IIRC, so you have more time to abuse him if you should so desire. There isn't a ton to say here. 2.) Soleil -- With a non-mage mother Soleil can be a very solid unit. As both a Bow Knight and a Hero she can perform as a solid offensive threat with her base 60% strength growth, though her defenses aren't amazing. An argument could be made for placing Laslow here instead because he is slightly bulkier, and therefore can more effectively use Strong Riposte, but Soleil is a reliable unit with a strong personal skill. Her personal benefits from having a bulky female unit support her (In my runs I've supported Soleil with GK!Sophie), and that can effectively patch up her defensive problems. 3.) Laslow -- Laslow is a (Marginally) bulkier Soleil, and his high skill, strength, and luck let him be a reliable, if not exceptional, player phase and enemy phase unit (if given a 1-2 range weapon). All of his pros are generic Merc/Hero pros, aside from his unique personal skill. His personal rallies +1 speed and +1 strength, which may not seem like much, but can make a distinct impact on a chapter. If you promote him into a Bow Knight he also picks up Rally Skill, so he can (by still following these rules) become a semi-respectable rallybot, which is never a bad thing. He is a solid unit all around. 4.) DISCLAIMER -- In my Revelations runs I have not ever found much effective use out of the samurai retainers, and therefore I don't have much of a good idea for how good they are. They just never seem to pull their weight, especially fucking weak ass revelations Hana. So I'm going to assume at least one of them (Probably Hinata's kid, kids are usually better) falls in here. 5.) Selena -- Selena is a slightly weaker, but noticably faster, Mercenary that comes into the game just a couple chapters before Laslow, in a chapter that has many axe users that she can just kill for easy experience. She, much like Laslow, won't become a stand-out combat unit in the lategame, but she can, like Laslow, be a reliable pick with a good pair up, however her personal skill provides disincentive for pairing up, as it is solely a situational crit for the attack stance -- a situation in which her supported ally's crit doesn't kill the enemy, which doesn't happen often. She's decent, but second rate. 6.) If they werent in #4, they go here. Fliers 1.) Camilla -- Joins early in both playable routes, has excellent bases and actually okay growths, she has flier utility, and is just generally strong. Malig Knight is not the optimal class for her, Wyvern Lord is, but that takes a Heart Seal so I won't consider it. She as a Malig Knight still has strong speed and strength, allowing her to scale into the lategame as a damage threat without babying (or even dedicated use). Her magic stat is just bad, so its not worth trying to use her as a flying magic threat -- so unless you're one of those people who burns a ton of spirit dust on her, she will be a physical threat pretty much exclusively. That said, she is a strong flyer and can ORKO most of the other characters in the game without much effort. She also gives some nice physical attributes to her kid, some good strength and some good defense. Excellent unit. 2.) Caeldori -- Cordelia, because we all know the best pairing is the Selena!Subaki pairing for story reasons, is a quite solid flying unit, and frankly the only flyer besides Camilla that that I found good use out of. Hinoka was good, but fell flat. Her personal evens out power imbalances to an extent, she has good stats, and a good parent can double down on that. She is a solid flying unit that is worth using useless Subaki for. 3.) Hinoka -- Her personal skill is really nice, but other than that she just never works out statwise in my Revelations. I might just be unlucky, but I don't have much to say. Remember, I have not played Birthright. 4.) Shigure -- Shigure can either be quite powerful or totally useless depending on his father. If he gets some rally skills passed down to him, and then promotes into a Sky Knight, he can double down on his personal skill, which is a rally that does small heals. This is usefull, but rarely lifesaving. It is just easy sustain. Like other pegasus riders, he will not hit super hard, but he will usually double, and his utility as a flier makes him usable by default. His combat effectiveness is reliant upon his father, and his best non-Corrin father is Kaze by far, giving him a 53%/65% strength/speed growths, which can make him deadly indeed. 5.) Reina -- Reina is a powerful midgame pre-promote in Revelations with a mini-Lifetaker personal skill (which I am a fan of). Her stats are decent, and she will serve as that strong flyer until you can get actually decent fliers trained up. A big weakness of hers is her total lack of supports with non-Corrin units, which limits her pair-up potential for stat bonuses. She is your midgame crutch unit if you need it, and I say that's okay. She will be effective for awhile, but she stops being useful lategame. 6.) Percy (tentative ranking) -- Percy has always been hit or miss with me. I usually get access to his paralogue (which is the child chapter that actually gives me the most trouble for some reason) pretty early because it's easy to pair off Effie and Arthur and then forget the dad exists. Percy is another wyvern rider, with decent growths and really high skill and luck. But he has never seemed to work out well enough for me to justify filling a slot on my team with him. I'm interested in other opinions here, potentially in what mother is better off for him. I've tried a few different ones, but Percy just never works out. 7.) Beruka -- Tankier Camilla(?). Without the lovely breasts. Her personal skill frankly doesn't matter, dealing +4 damage to helpless units makes little difference when those units are healers or archers 9 times out of 10 -- the latter of which you probably wont double, and therefore shouldn't be hitting. She's decent pair up fodder, gives good defense to kids, but she's overshadowed by just about every other flier. 8.) Subaki -- Subaki doesn't do damage. At all. He's hot garbage and literally exists to help bring Caeldori into existence. I hate this unit. Fighters / Savages These are just kinda...bad. Across the board. I don't use them for similar reasons as a certain Berserker-triggered user that will probably show up here ( <3 ). Doesn't help that Arthur is abysmal, Charlotte is bad, I didn't use Rinkah and I just don't have an opinion on where they fall relative to eachother. I'm interested in what you guys have to say on this one. Knights 1.) Benny -- Benny is a min-maxed tank, make his ass a General for wary fighter, and watch him just not take damage from anything that isn't a mage. His strength is decent, his defense is excellent, his res actually could be worse, and that's fine. I personally don't find myself using this entire class of units in the endgame, just because of low movement. 2.) Effie -- She is Benny, but with earlier Conquest join time, and respectably higher damage output. In Conquest, she's better because of availability and damage, but Revelations Benny is better across the board, so why use her there? 3.) Ignatious -- He's like Benny, but a child unit, and therefore potentially really good or gimped. It's hard for me to rank this class of characters, because they all do the same kind of thing, with slight variation. Lancers 1.) Oboro -- Comes early, comes strong, her base classes have some excellent skills, and her personal skill is only situationally effective in Revelations, but that's okay. Lances in general are pretty damn strong in Fates as a whole, and she can abuse that. She's your best candidate for the Waterwheel come lategame, and can be both a debuffer, a frontliner (if not a tank, per se) and a damage threat. 2.) Shiro -- Child unit, child of Ryoma. Potentially stronger than Oboro, but I haven't personally used him, so I'm not sure. Again, this is a category i'm interested in discussion about -- for learning purposes. 3.) Mozu -- She has a lot of levels to get stats in, and as Conquest's only potential Sniper, she has a lot of value. Her stats will lead her to out damage Takumi in the late game, she is only #2 and not #1 because of the amount of effort it takes to level this little girl up. She can scale up super hard, and can be decent, but I find that she isn't worth the grind required. That exp could go towards other units. But all of this is moot because she needs that heart seal to do literally anything. Archers 1.) Takumi -- His stats are only slightly above average at best, but he is #1 because the Fujin Yumi is just...strong. His availability is excellent, his usability is similarly so, and he can scale into the lategame because he gets carried by the Fujin Yumi. 2.) Kiragi -- He's a better Takumi without the Fujin Yumi by default, and give him a strong mother like Camilla and he can make for a super powerful Kinshi knight. His personal skill is designed around enemy phase, which isn't a great thing for any archer unit, but it can be helpful if you want him to duel Ninjas with WTA. His good stats and strong weapon options in Revelations make him quite powerful, and is worth a slot on your team. Come endgame, he might be more powerful than Takumi (especially if you make him a Sniper instead). 3.) Nina -- She's Niles but with more magic focus. I haven't personally had her be incredible ever, but she can put in work with a Shining Bow and provides excellent staff utility. Her personal benefits from you having two dudes paired up nearby, and that isn't a hard thing to do. Her biggest flaw for me has always been her abysmal defense. She is super frail, and that can make her a liability. That said, I think my experiences with her have resulted from me making really bad decisions regarding her mother, and I have been told by others that with an actually good mom she becomes a very nice adventurer or bow knight that can replace Niles on Conquest or be a solid unit in Revelations. 4a.) Setsuna -- She's either #4 or #5 depending on which Shura you are looking at, but she can become another Mozu, with just a little less effectiveness. Her personal is kinda just...bad. It's not useful, so she gets not unique combat edge. 4b.) Shura -- In Conquest he's a decent Adventurer that you will usually kill for free Boots. In Revelations he's a super powerful prepromote that you can get pretty damn early. You can bench him until chapter 20, then pick him up and he will put in work. He does decent damage, and he comes with staff utility. His personal lets him debuff 1 range units, which is situationally quite nice. He's solid. 4c.) Anna -- Anna will be a better archer for you than Shura outside of Revelations. her personal is a fun little quirk that nets you some spare cash, but she won't be doing a lot of damage until she promotes to Adventurer to make good use out of her magic stat with a Shining Bow and staff utility. Shining Bow Anna can hold her own, but her biggest weakness is her physical frailty, so don't misposition her. Her recruitment chapter is...interesting. I have problems with trying to do it early (as in pre-CQ ch.10), but if you can do it, it's pretty decent. 6.) Midori -- She can be a money-generator for you, or a decently powerful unit as a Merchant. Mechanist is also an option for her, and her stats are decent enough to facilitate both option, but as a merchant she gets the capability to generate gold, and then throw it at people for bonus damage. She has some powerful sets that abuse heart seals and the like, but she's a solid unit with just her base promotion options. Her personal makes her generate gold so much more often, it's really nice, especially in college-debt-poor Conquest. But, she doesn't kill as efficiently as others, and as such is somewhat gimmicky. 7.) Niles -- He's great earlygame in Conquest, unusable in Revelations, and he will never be a superstar or even a reliable lategame unit. You use him into the midgame, then you should either not need him or replace him with Nina. I'm really interested in what you guys have to say :)
  3. Just finished a Conquest draft with a friend of mine. It was so fun, and I think I am ready to do another one. Copied the rule set from the thing below, but changed a few things around. I would love it if we could get this started. Drafting: 1. This draft is for 4 players 2. Corrin, Gunter*, Felicia/Jakob**, Rinkah, Sakura, Camilla, and Azura are free for all 3. The game will played on Hard Classic mode (Conquest lunatic is not fun) 4. The remaining two units after the 6th round of drafting will be free for all. Exceptions: 1. Only the servant that joins you in chapter 2 is a free unit. The other is a draftable unit that joins in Chapter 15. 2. Gunter is only free for Chapter 2-3. He is not free in chapter 15! 3. Rinkah and Sakura are free in chapters 4-6. Kaze is not free! There is a reason for this, i'll explain below. 4. All units are free in chapter 6. 5. Two undrafted units may be used in Chapter 10 without penalty. Rules: 1. Undrafted units may: pair up with undrafted units and trade with undrafted/drafted units (but must not be in range of a drafted unit when battling) 2. Undrafted units may not do anything not listed above, including but not limited to: pairing up with drafted units, entering batte, meatshielding, healing and supporting with drafted units. 3. NPC units may do as they please without penalty. 4. Paralogues excluding 1x are optional and are free up to 20 turns 5. Challenge battles are banned, as are any invasion battles. 6. Use of DLC and Spotpass (including Free Content) is strictly prohibited. 7. The Chapter 2 Servant is banned from reclassing to a mounted class. 8. Mozu's Paralogue must be completed before Chapter 9. 9.You must not start from branch of fate. My Castle Rules 1. You may build, upgrade, and use any of the following: Armoury, Rod Store, Lilith's Temple, and Hot Springs. Using any other building is prohibited. This means forging is banned! Suck it Odin. 2. You may build and upgrade any Siege weapon for the purpose of recruiting Flora. 3. You may not trigger any conversations in my castle. Corn: 1. Boon, Bane, Gender, and appearance must be randomized in order to participate . Penalties: 1. Use of an undrafted unit is a 10 turn penalty. I will randomize the draft order once everyone is ready. I will honestly not cheat, so just please trust me that the order I got is the one we use.
  4. I've been playing Conquest Hard Classic lately, and I was determined to use Odin because I love the Awakening Trio's characters, and I decided to test how Odin performs when you heart seal him back into Owain (Samurai). For me, this has resulted in a unit that I can quite reliably give a pair up partner to, and then throw him at half of the map and win. I realize that as a mage Odin is objectively bad, but after trying this I honestly think he is supposed to be heart sealed into a samurai. Unless your Corrin can go Samurai/Swordmaster, this would make him one of, if not the, only swordmaster-capable units on the Conquest route. This means Vantage, Astra, Swordfaire, and the (to me) underrated Duelist's Blow. I know that sword-lock is traditionally a not-wanted attribute, but in Conquest a lot of the bosses are either at WT Disadvantage, or neutral WT, so Swordmaster!Odin is a fairly reliable boss-killer too. His personal skill lets you get acceptable amounts of crit from even just a forged Iron/Steel sword, but a forged and properly named Killing Edge gives him enough to crit reliably. Additionally, even though his skill growths don't make it really necessary, starting with Heartseeker lets him hit targets with high avoid in the early levels more easily -- though there aren't a terribly large number of ninjas before he would likely be promoting. I guess what I am posting this for is for discussion on whether or not you think it's worth the early Heart Seal. If you bring it with you to his recruitment chapter, there are a lot of axe-users that he can get easy kills on, but that heart seal might be better used on Corrin? What do you guys think?
  5. After few responses on the Discord sever, they next next step was to move my Let's Play to a thread. Ah Conquest, so much to say about you. Any feedback to make this better would be appreciated. Chapters 1-2:"As If I Met Her in My Dream" More updates will be posted throughout the day.
  6. Drafting: 1. This draft is for 4 players. 2. Corrin, Felicia/Jakob*, and Azura are free for all. 3. Children are drafted with their fathers with the exceptions of Kana, Shigure, and Dwyer. 4. The game will played on Hard Classic mode. 5. The remaining 3 units after round 6 will be free for all. Exceptions: 1. Only the servant that joins you in Chapter 2 is a free unit. The other is a draftable unit that joins after Chapter 15. 2. Gunter, Rinkah, and Sakura are free for Chapters 2 to 5. All units are free in Ch 6. 3. Two undrafted units of your choice are free in Chapter 10. 4. Camilla is free for Chapter 10, and is available as a drafted unit starting from Chapter 16. Rules: 1. Undrafted units may: pair up with undrafted units and trade with undrafted/drafted units (but must not be in range of a drafted unit when battling) 2. Undrafted units may not do anything not listed above, including but not limited to: pairing up with drafted units, entering battle, meatshielding, healing and supporting with drafted units. 3. NPC units may do as they please. 4. Paralogues excluding 1x are optional and free up to 20 turns. 5. Mozu's Paralogue must be completed before Chapter 9. 6. The Ch 2 Servant must remain in an unmounted class until after Chapter 15. 7. Online functions such as DLC and Battle/Visitor rewards, and Invasion battles are banned. 8. Using the Branch of Fate option on the title screen to change your Boon/Bane after the route split is disallowed. My Castle: 1. You may build, upgrade, and use any of the following: Statues, Armory and Staff Store. Using any other building is prohibited. 2. You may not trigger any conversations in My Castle. 3. Building any turret for the purpose of recruiting Flora is allowed. Corrin: - May not reclass into a mounted class (any class with 7 or higher base Move). - May take any combination of Gender, Boon, Bane, and Talent. Penalties: Use of an undrafted unit is a 10 turn penalty. Units Remaining: Participants: General Horace: Silas + Sophie, Beruka, Leo + Forrest, Odin + Ophelia, Selena, Nyx Nobody: Arthur + Percy, Kaze + Midori, Camilla, Effie, Kana, Charlotte Hylian Air Force: Niles + Nina, Elise, Dwyer, Mozu, Lazlow + Soleil, Keaton + Velouria Michelaar: Shura, Peri, Benny + Ignatius, Xander + Siegbert, Shigure, Izana Gunter, Felicia/Jakob (Chapter 15) and Flora are free for all
  7. Been wondering about this for a while now. What would be the best way to play Conquest? Which characters should you use? Which pairings should you use? Which classes should you use? I'm sorry, I realize that this is a very big question to ask, but I'm just super curious and I think that others would benefit from this information as well.
  8. I just finished doing a two person draft of conquest with one of my friends. I know that a two person draft seems kind of useless, but we just did this for fun. I have a weird thing in which I want everything that I do to be as good as it can be. Since I am used to playing with the entire party available, I think I may need some help with this. Drafted Units Corrin-F-Kana-M Camilla Azura Jakob-Dwyer Beruka Silas-Sophie Niles-Nina Kaze-Midori Shura Arthur-Percy Peri Gunter Nyx Flora I would like to know what the best thing I can do for each of these characters will be in regards of pairings, classes, skills, etc. I also have some rules to go over, and that I would like to follow. 1.Conquest Hard Classic Mode 2.You must bring as may characters as you can in every chapter. No low-manning. 3.No DLC or bonus items 4.No other people's my castle buying 5.No Capturing I would like to know which pairings I should use to create the best kids, as well as support both of the partners. I am fine with using A+ friendship supports instead of S supports, but only if it is the very best option. I would also like to know which classes all the characters should end in. I am completely comfortable with dipping into other classes for skills, but keep in mind the limited number of seals. Because I forgot to mention it earlier, I also used a randomized avatar and I got +HP, -Lck, Dragon talent. I am honestly fine with anything I am given as long as it fits my rules, and you truly believe it is the best option possible. Thank you in advance
  9. So I bought Awakening a few years ago, recently I picked it back up and since I hadn't played it in awhile I played it all on Casual, I know, how dare I. But I figured with a long flight next week I should get another FE game as well, so I thought Fates would do the job. I'm not a die hard at the strategy of the game, I just play them for the story, as the plot, coupled with the character development makes for some good, deep story telling. So naturally I thought I'd get Birthright, but after looking more at the game it seemed really, not me. I like the atmosphere of Conquest, the characters look more appealing, and above all else taking down a corrupt system from the inside out sounds better than good kingdom vs bad kingdom. But that leads me to my main question, if I buy the game, and just want to get the story, is playing on Normal-Casual similar to how it was in Awakening? (Since the difficulty screen says Normal is more for beginners to the series) Or is it much harder than that? And if so, is Phoenix mode any better? Any help will do, Thanks.
  10. I'm replaying Conquest on Lunatic, and following the best marriage pairings guide here: https://www.reddit.com/r/fireemblem/comments/48u8b4/fe14_optimal_fates_pairings_birthright_conquest/ I have been Googling around for the best classes I should be working towards for each character, and skill sets for them... But I have only found this thread which didn't go anywhere: http://www.gamefaqs.com/boards/114533-fire-emblem-fates-conquest/73487346 Access to DLC and amiibo classes is fine, I'm very early into the game still with school keeping me busy, but have been trying to play around with different skill sets. Maybe this thread could develop into some fun discussion about classes and skill sets? Have you created or seen any interesting skill sets for characters via online battles that interested you? :)
  11. Hi, Folks! I literally just made this account so I could ask this question. Fire emblem has always been my favorite video games series and I've played every western release. Slowly playing some of the older games on an emulator on my phone. I just want you to know where I'm coming from where I ask this question. What do you think of Fire Emblem Fates? I've play pretty much fire emblem on hard difficulty cause I like a challenge and I've been doing so with fates. I was stoked when I learned the series was on its last legs but was revitalized with Awakening. I felt the devs would get the budget they deserve and I had huge expectations. I bought all versions of Fates, BUT I'm only the last chapter of brithright, which I haven't enjoyed all that much because it is considerably easy. And I haven't beaten it a year later because I got to chapter 26 and one shot Xander and beat the level and now I'm slightly underleveled for the final level and I didn't want to grind so I went over to conquest which I find much more engaging. The challenge there is great and I feel very invested in it because I like all the characters and the stakes seem real because of how limited the game is in helping you. It has taken me a LONG time to work through certain levels of conquest, and I'm trying to match everyone up. That said the story has yet to land for me. I despise Corrin as a wimpy character, and the narrative hasn't paid off in either game. I assumed it would it revelations but recently I saw some fans in comments on a trailer saying you're better off not playing revelations because it is so bad. The game got critical success but I mostly just play fire emblem for myself so it has been weird to be so unsatisfied with the game. So now I'm at the one place on the internet where I know people who know what they're talking about are and I want to ask what does everyone think of this game? Do you like it? Do you hate it? And why? In a strange way I feel like if someone could point out its flaws to me it would be easier for me to come to terms with it.
  12. Hey everyone, Just wanted to share my newest Fire Emblem VO interview with all of you. This time, I heard from Julie Ann Taylor, who voiced Cordelia and Severa in Fire Emblem Awakening, Selena, Flora, and Caeldori in Fire Emblem Fates, and Linde in Fire Emblem Heroes. https://comedyngaming.com/news/interview-julie-anne-taylor-fire-emblems-selena She's been working in the industry since the late 80's and had lots to say about her experiences in the recording booth as well as which of her characters she relates to the most. I especially enjoyed the insights she had on voicing Severa and Cordelia, and the interview mainly focuses on those two characters in addition to their Fates "doppelgangers," She even had stuff to say about Bride Cordelia's appearance in Heroes' Bridal Blessings Banner. Hope you enjoy! It was a blast to conduct!
  13. This is my version of Fire Emblem Fates Conquest Tier List. I have beaten the game on all difficulty settings and I have used all of the characters with different builds. I looked more at stats and tried to make the list as objective as possible. I also considered no grinding except for invasions and paralogues, no DLC, and no elaborate reclassing. On top of that no skill inheritance from other save files. Any unit can become elite with the right skills so I didn’t want to muddy up the results. I also kept all the prepromoted units in their current class and discussed both promotion options for basic units unless one clearly outshines the other (making Elise a maid will never be helpful.) I occasionally added more personal information that had no bearing on the results but I thought was interesting nonetheless. Anything after a : is subjective. Also, no children characters as there stats vary by pairings. I have played every Fire Emblem game that has been released worldwide and I thought this was a good game to do a tier list for. The goal of this list is to discuss the overall ability of characters. The best ability is availability. This is factored into the list as well. The list also is effort to reward as it discusses which characters will perform best with the least amount of resources. Obviously your opinion might differ from mine so discuss why you agree or disagree. Now onto the list S+ Camilla S Corrin Elise S- Azura A+ Xander Jakub 1 A Charlote Effie A- Niles Silas B+ Leo Felicia 1 B Benny Kaze Peri B- Selena Keaton C+ Beruka C Laslow Arthur C- Nyx Gunter Shura Flora D+ Felicia 2 D Izana Jakub 2 D- Odin F Mozu S/God Tier/The overpowered tier where even if they get RNG screwed, remain elite and available throughout the game. Camilla- Base stats are ridiculous and is a complete monster. Not quite on the levels as RD Haar or POR Titania, but nonetheless strong. An amazing safety net to have on difficult early missions such as Chapter 10, and 12. Remains strong into the late game. Even if she falls off a little in the endgame, she will still be a top 3 unit heading into chapter 26. Her only knock is she is a pretty underwhelming magic user so she wastes some of her magic growths as a Malig Knight: Reclassing her to a Wyvern Rider gives her even more insane stats. Even if the skills are objectively worse, she doesn’t waste any growths on magic. However, Camilla in Blue and white looks weird. Corrin- MC unit will always be viable because he/she is available for every mission. Bane and boon aren’t game changing but I tend to go + Speed – Luck to make doubling enemies in the early stage easier. Nohr Noble makes you dual threat so + Magic isn’t a bad idea either. Dragon transformation isn’t that helpful: Reclassing to Grandmaster makes Corrin even more of a dual threat. Elise- A complete monster on offense. Will almost always cap Magic, Luck, and Resistance before 20/20. Doubles ninjas consistently. Even if her skill is below average, give her a forged fire tome and she will hands down be the highest damage dealer on your team. She usually comes close to capping her important stats before 20/0 as a troubadour so you can master seal her as soon as she hits 10 to strategist. Squishy against physical units but keeping her in the backrow makes her an unstoppable cinnamon roll who can 1 shot 95 percent of units in the game. You don’t even have to babysit her that much as you can staff spam and a second healer with freeze is a must for chapter 10. Absolutely should be considered one of the best magic users in any game of the series: Witch Elise is even more filthy as her magic cap goes even higher plus being able to teleport makes up for the lost movement. Azura- Dancer/Singer/Heron/Refresher of Fates. Always viable. Even though she is hella squishy, her offensive growths are actually good and could pick up a few kills in a pinch. Even though she is locked to C lances, her with a killer lance is surprisingly filthy. Her skill and luck make her dodge consistently and her 60+20% speed growth is absurd. Don’t rely on her fighting though as most physical units will 1 shot her: Consider temporarily reclassing her to a witch to get teleport. She can still use her refresh after teleporting to an ally. Just think about how busted that is. A tier/Tier 1/ Strong units that are extremely viable but RNG gods could prevent them from reaching their full potential. Xander- Joins relatively late but has pretty solid strength, defense and skill for a 20/4 Paladin. However, the pedestrian speed is quite annoying as he will have difficulty doubling enemies and actually gets doubled by ninjas in Chapter 17. However, Siegried makes up for this as being able to attack from 1 or 2 spaces and the bonus dodge and defense, Xander will always be a cornerstone in all teams: I like how the game makes it seem like Xander and Ryoma are equals on the battlefield but let’s be fair; Ryoma would slaughter him in a 1v1. Jakub 1 – Available for pretty much the whole game plus access to S rank staffs and constant debuffs. Hits harder physically and can take more physical hits compared to his female counterpart, however he is worse in both dealing and taking magic attacks. Without a full roster of hidden weapon users compared to Birthright, Jakub is very important for surviving the early levels and offers uncontested support throughout the game. Charlotte – Crit machine. Even when she first joins, giving her a killer axe gives her insane crit numbers. Her strength growth is elite and her skill is well above average so she hits hard and hits often. If you are willing to sacrifice her hit rate for gamble and a great club, her crit rates can reach between 80-90 %. Her high health and solid defense keep her alive for multiple fights as a Berserker (although Sol is very useful as a Hero, you miss out on death blow and loses a lot of her crit). Magic users are an issue though as her resistance leaves her vulnerable: If you could somehow get vantage on her (either through MC marriage or skill inheritance) she literally cannot lose a fight. Probably one of the most broken things I’ve seen. Effie – Clinically underrated. But then again, almost every Knight/General in any game is severely underestimated. She joins early and has unmatched strength growths. On top of that she has strong defense and health growths that turn her into a hard-hitting tank. Probably better than Kellam from Awakening but not as good as RD Gatrie. 50% speed growth is actually very solid and will actually double a significant number of enemies and once in a blue moon doubles a Swordmaster. She rarely gets doubled so going down the General path for Wary Fighter is unnecessary. Those who complain about movement can reclass her to Great Knight for 7 Movement and Luna at a cost for a little bulkiness. Either way, Effie hits and takes hits like a brick wall: Her speed usually is higher than Xander for me so take that into perspective. Niles – Almost solely is this high on the list because he is the only early game bow user and only unit that can use ballistas in Chapter 10 as well as opening doors and chests and capturing units. As an Adventurer, he gains even more utility with staves. Great speed and resistance, but suffers from pedestrian strength growths. Silas – Your OG cavalier. Available early and often. Excellent growths in Strength and Defense. Tends to lack in speed and is terrible in resistance. Level into Paladin for a more offensive approach and Great Knight for a bulkier build. Viable in both classes. A necessity to survive the early game onslaught and scales well into the end game. B tier/Tier 2/ Balanced tier that has viable units but weaknesses are more noticeable Leo – Brynhildr isn’t enough to save Leo from being the worst Nohr Royale in my opinion. Although he gains good skills from the Dark Knight class, mediocre speed growth leave a lot to be desired. He has decent strength growths and is the only other somewhat viable dual threat unit besides Corrin. Leo is however a very well rounded unit as most of his other stats are pretty decent and having solid defense and resistance will let him take a few extra hits. His biggest strength is also his biggest weakness as his mix of bulk and damage prevent him from excelling in any one particular area even if most of his growth rates are above average. To be fair he still has the potential to be a top 5 unit and is still a very reliable unit: Still one of my favorite characters, too bad he gets shafted by his speed. Felicia 1 – The only hidden weapon user that excels in Magic for the early game. With a Flame Shuriken, she can become a powerhouse. However, many of the Hoshidons in the game have high resistances which mitigate her damage a lot. Flame Shuriken, also doesn’t apply offensive skills which is unfortunate. Either way, she joins early and even if she is not as powerful as her counterpart, she is still a very strong support unit who can pick off magic users easily with her high Resistance and Magic. Benny – If Effie is a brick wall, then Benny is a steel barrier. He can lock down zones with ease. Give him a healer, and he can camp in a chokepoint for days. He also breaks the stereotype of Generals being susceptible to magic as his 45% resistance growth is tied for the highest personal growth. The only downfall is his horrendous speed and will almost always get doubled and can become exposed before he learns Wary Fighter. Should almost always be a General. 5 movement isn’t too big of an issue as the average is 6 and you can use an escort to drop him at his location. He ain’t moving too much anyways. Kaze – Being the only ninja on your team gives him bonus points. Joins a little underleveled but his bases make up for it. Unfortunately, he is terrible defensively and doesn’t hit hard enough to consistently kill higher defense units. Also being shuriken locked is less than ideal as he won’t offer the same utility as your personal maid/butler. Luckily, 21 base speed is enough to double pretty much anyone for multiple levels to come and being able to open locks is huge as well. Peri – Gets outshined by the other Cavaliers because of her bases and join time, but is in no means a bad unit. She has unorthodox growths as she isn’t like the others who excel in Strength and Defense. She has above average speed growths and very solid resistance growths for a lance user. There is no point in making her a Great Knight but her as a Paladin lets her unorthodox growths shine. However, like Leo, being well rounded can be her biggest downfall as she doesn’t excel at anything. Selena- Joins decently early and will end up with enough speed to double most enemies. She is a solid unit all around although is relatively squishy. Her skill and luck growths help her dodge consistently. Even though she is statistically better as a Hero, making her a Bow Knight gives you a much needed second bow unit as well as additional movement and the base speed on top of her outstanding speed growths can make her dangerous. Unfortunately, both these classes are relatively underwhelming which affects her greatly. Keaton – Is naturally bulky and with the Beastrune (which he comes with when recruited.) He becomes a solid physical tank. On top of that you get the Beaststone+ as a drop in chapter 19 which is much earlier than the other 2 routes (Chapter 26 in Revelations lol). Beastbane is a solid ability to have. However, he requires a lot of help from the RNG gods to be considered an elite unit as his Strength, speed and defense is average at best and his Skill is blasphemous. C Tier/ Tier 3/Requires a blessing from the RNG gods to be viable or units with bad availability Beruka- Unfortunate for her, she joins at the same time as Camilla who is better in every way plus she can also use Dragon veins. she has asinine Strength and Speed growths for a physical unit. To put it into perspective Odin has higher base strength growths (and he also isn’t that good of a unit.) Good news is she has one of the highest skill growths which is crucial for the unreliable hit rates of axes in the game. If babied a little, as well as offering a sacrifice to the RNG gods, she can become a decent unit, but a lot has to go right. Laslow – The only thing that keeps him somewhat relevant is his personal rally skill which is one of the better personal skills in the game. He has superior Strength and Skill growths but Selena has better Speed and tank growths (and she was already fragile to begin with.) He works well with a Kodachi as he ain’t doubling anyone anyways. His Skill and Luck will make sure he rarely misses. Most people just turn him into a rally bot: For me personally, he was blessed by the gods as my Laslow would always end up with far better stats than he should have. Arthur – Justice did not prevail when they decided to make this character. 5% luck growths might fit his character traits, but it is truly abysmal on the battlefield. On top of that, Charlotte outperforms him in every way as an axe user. At least he joins early enough and has solid strength. He won’t be doubling people often either and isn’t exactly tanky enough to take endless punishment: I always found a way to keep him on my Conquest teams just for the sake of it but objectively, he is nothing special (although he is a huge beneficiary of goddess icons.) Nyx – Dank Knight helped saved her from being completely terrible as it balances out some of her biggest weaknesses in durability and Skill as well as strong skills. However, she is competing against Leo and Elise who are both better and they can use Dragon Veins. Even Felicia offers superior utility as a healer so Nyx is the odd one out. With the worst strength growth in the game, she can't be used as a dual threat Dank Knight. Too much effort to train her for not so great reward. Gunter – A staple for Chapter 2 and Chapter 15. Other than that, he is not so helpful. His only real benefit is to be Corrin’s personal pair up buddy as his passive is decent. But most people don’t want to waste a unit slot on just a support buddy. His base stats are what you get because he isn’t getting much better. Shura – Did Niles die? If not there isn’t a reason to use him. If you desperately want a second archer and you didn’t turn Laslow or Selena into a Bow Knight, than he isn’t a terrible option. But if you really wanted another bow user you could have used Anna who can join much earlier. But he joins late and SPOILER if you choose to execute him instead, you get a much-needed pair of boots which would be more helpful. Flora – Earliest she can join is Chapter 19 which is a huge downer. Good news is that she has excellent base stats for a level 5 Maid. Like Felicia she is incredibly lethal for a support unit with a Flame Shuriken and you can’t go wrong with another healer. Availability is her biggest weakness. D Tier/ Tier 4/ Joins late and terribly under leveled. Requires too much effort for too little gain Felicia 2: She comes at the end of chapter 15 and her base stats are pretty underwhelming. Chances are even if you train her she will be at best equal to Flora when she joins 4 chapters later so you are better off using the exp for other units. Izana – He is the stereotypical late game prepromoted unit that you could slot on your team as a bottom 5 unit. He comes incredibly under leveled and the earliest he can be added is Chapter 23. His base stats are very solid for a 20/5 but almost all of you units will be higher level so he really is just a filler unit if you either killed too many units or mismanaged experience (pretty easy to do with Camilla, Corrin and Elise being EXP whores, but don’t do that as you will not beat the endgame) Jakub 2 – Healing scales off Magic and with him being a physical attacker, you won’t be an efficient healer. On top of that his base strength is so low, you will hit like a noodle. The only thing he is helpful for is debuffing the enemy but he will die to almost anything by being so underscaled. Odin – His growth rates make sense in the context of the story as he is an axe user that switches to a magic user. That explains the horrendous Magic and Resistance growths. Doesn’t make him good though. Even in the chapter he joins he is useless. He is an OK dual threat Dank Knight at best. He also can’t double anyone even if his life depended on it (and it does because he isn’t that beefy either) Too little reward for the amount of babying you have to do. F Tier/ Ninja/Takumi Bait/ Terrible investment for little to no reward; no realistic approach to becoming viable Mozu – Benny is still better Takumi bait than her even if you didn’t use him at all. The only reason I play her prologue is to get Elise the exp she needs before she Master seals. Especially without being able to grind (besides DLC) you will be sacrificing other units to make her somewhat usable. And no matter what, she will be completely useless for Chapter 10 as you literally need all hands-on deck for that level. Aptitude only gives a 10% increase which really only equals to 1 extra point for each stat every 10 levels, so her potential isn’t even that good anyway.
  14. ~Voting Phase~ Rules/Goals: Conquest Hard mode No DLC/Spotpass/Einherjar/Lottery Shop/Invasions etc No Kids or their paralogues. LTC, no absurd set ups (<5-10% chance of success). Reclassing, weapon/item shops, smithy allowed. Have fun! Right now is the voting phase! Even if you are new/inexperienced with this game/debating feel free to drop a numerical vote with some logic behind it (remember your favourite units aren't necessary the best units =p) and then using averages we can tier smash-bros style. After we've done the initial orderings, which I predict will be popularity based and while it'll definitely be wrong we can reorder people drastically through debate. That doesn't mean discussion is discouraged while voting! Please use each others thoughts and ideas to help influence your vote - which won't be locked in until next week (1 week per character). It's best to keep an open mind and talk using averages found on the site rather than personal experience. To make it easier for me to find your vote if you could put two hastags before your vote (e.g. ##Avatar: 10) that would be greatly appreciated. Tiers will be spereated by a large numerical difference, votes out of 10 please. Current standings: The rules are also open to discussion.
  15. Im doing a corrinquest but I can't find any healer corrins. Do you guys have any? I would suggest around level 10-13 unpromoted. ~ My castle address: 13594-87419-94525-33994 Class: Outlaw Special skill: Lethality Boon/bane: Skill/luck ~
  16. I'm going to be working my first ever job soon and the first paycheck i get will be getting a fire emblem game. But here's the problem: Concidering Fates has some problems around the plot department and Echoes is around the corner i'm wondering if i should actually bother buying Fates or not. To be specfic: I'm not too sure if i want to buy Conquest/Revelations or if i should just skip it. What do you guys think?
  17. I've already played through both Conquest and Revelations (I really regret buying Revelations in all honesty) and I'm curious. Is Birthright REALLY worth it? From what I've heard, it's too easy, and the story is almost as bad as Revelations plot. I'm really only considering purchasing it for the path bonuses at this point because I really don't see it being anything special. Figured I'd post about it though, to see what other people though in comparison to what I think. Thanks! :)
  18. Hello all... I'm wondering who everyone decided to use the Witch Seal on, because I can not decide :/ My current candidates (females widely used in the army) are Kana, Beruka, Camilla, Selena (who is underleveled), and Midori, Sophie, and Soleil are also candidates. Not necessarily looking for advice, just want to know who everyone used the Seal on
  19. Fire Emblem Fates is a game that takes place in a fantasy world, but not in a fantasy like we'd expect it to: The three “paths” Corrin can choose from are meaningless, for every one of those alleged “paths” are just merely illusions-they’ve never happened; post-chapter 2, every new character you met, every battle, every victory, every fond memories with other characters, and every relationship or marriage doesn’t exist outside of Corrin’s tragically damaged mind; however, this theory posits that they all “took place” in the same timeline. What do we really know about Corrin? Corrin is a person who is part of the Norian Royal Family who was isolated from everyone, even their own siblings, Corrin’s family. Corrin receives little to no attention or affection from other human beings at all. In fact during chapter 2, as further proof of Corrin's not only lack of affection, but domestic abuse, Corrin's big brother, Xander, even strikes Corrin with the Siegfried when Corrin refuses to carry out Garon's orders to execute some criminals. More on this later. Any human being, even those who are naturally sane, who are isolated for long periods of time have a tendency to eventually go mad. Combine this with the fact that Corrin was isolated from their Royal Siblings, which suggests that despite their healthy physical body, there was something about Corrin which was “defective” to King Garon that wasn’t do to with any their physical body’s ability: it was Corrin's mind that was defective; to be specific, schizophrenia. The player is later told that Corrin was actually born in Hoshido to Queen Mikoto, and was kidnapped as a child by King Garon, and that Corrin has dreams of their “previous siblings.” However these “dreams” are nothing more than the product of a troubled schizophrenic mind trying to escape reality. In chapter 2, King Garon tries to give his mentally defective child a chance to be like their siblings by giving Corrin a simple task to execute some troublemakers, 2 of which includes Kaze and Rinka. For all we know, they could indeed be cruel savage criminals and they rightfully deserve their executions; however, since we are playing from Corrin’s perspective, we see through Corrin’s point of view, where Kaze and Rinkah are innocent people; Corrin felt like a prisoner their whole life, so maybe felt a little of their own self in them. Kaze only said he knew Corrin because Kaze is a very intelligent and professional con man who has a lot of experience in taking advantage over others before, and he could tell by Corrin's body language that Corrin was a mentally/emotionally weak person, and tried taking them as a way for self-preservation. The last true thing to occur in Fates was Corrin’s failure to execute the prisoners. However, this is when the fantasy begins: while we see Leo step in and “save” Kaze and Rinkah, that incident was, in actuality, a shield put up by Corrin’s mentally ill mind; in truth, Leo executed both of them. What actually happened at that moment was that Corrin had a nervous breakdown and was finally isolated for good in a secure room in the Nohrian Castle. During/After this breakdown, the rest of “Fates” occurs. Now, about Corrin’s “retainers.” Throughout Fates, we are told that the role of retainers was to protect their master with their life. Every Royal is assigned two retainers. However, for apparently no reason given, Corrin is given 4 retainers. Not only that, but they were people who were not ideal for combat: an old man far past his prime, a butler, and some maids (one of which could also be a hallucination), instead of typical warriors or bodyguards. In Fates, Maids and Butlers are not just people who help clean and cook meals, but they are also healers, thus they also take the role as nurses. Retainers are again, assigned with protecting their master’s life: now consider this: what if the job of Corrin’s retainers wasn’t protecting Corrin from outside threats, but rather from Corrin's own self, such as mental breakdowns and mad episodes? Now, try to remember the first cutscene after the prologue after one of Corrin’s dreams: Corrin wakes in a bed surrounded by people taking the role of nurses; if that doesn’t say mental illness, then I don’t know what does. Back in a dark room in a castle tower where Corrin is kept for the rest of their life, Corrin descends into madness and imagines the rest of Fates. The battles Corrin wins, the people Corrin meets, the relationships Corrin and their compatriots forge, everything is just in Corrin's mind as a way to keep their own sanity and as a coping mechanism. Corrin's schizophrenic mind came up with the idea that they weren’t born in Nohr stemming from their desire that they wish they were born to their father's enemies as a resentment from being isolated their whole life. The memory of being kidnapped was created out of Corrin’s hatred for their father. Every character besides those Corrin previously met before the end of chapter two don’t exist and were made in Corrin’s mind as parts of Corrin's own self. Corrin’s emotional turmoil is so great that Corrin actually feels as if they turn into a dragon when they have a mental/emotional breakdown. Valla does not exist, it is another fantasy created in Corrin’s mind to appease their fantasy family with Corrin’s real Nohrian family. The kindness that Corrin's siblings showed Corrin stemmed from Corrin's inner desire to be loved by their own siblings. Every battle Corrin fought in was an inner battle, a battle with their inner pain. Every character, hero, villain, and anything in between met post chapter 2 represents a separate part of Corrin’s mind. Every heroic moment and triumph was meant for Corrin to give themselves a sense of self-importance and heroism instead of their stark reality of not being a "chosen one," but the opposite; being born mentally impaired. Outside of Corrin’s damaged, mentally ill mad delusions, Corrin is all alone in a dark room with no social interactions at all aside from being fed bread and water a couple times every day. Unless you count the occasional rats that comes to eat some of the crumbs from Corrin's bread, Corrin has made no friends whatsoever. What comes after Corrin's Revelations delusion, you may ask? Quite simply, more delusions for Corrin's coping mechanism: should that fail, then without any help or any social interactions besides rats, Corrin may terminate their self from a self-inflicted injury or injuries. In short, Fire Emblem Fates (insert path here) has a profound storyline which explores the delusional world of an emotionally and mentally abused socially isolated schizophrenic who was lucky enough to be born into royalty but not lucky enough to be born into a civilization with a better understanding and treatment of mental illnesses.
  20. Greetings peoples! Today I finished (will finish) my first run of Conquest, and I decided to let the SF community decide on how my second run will play out. Here are the things that you can suggest: • Gender of Avatar • Avatar's Name? (If there are no truly creative ones I'll probably just default to Corrin or Kamui) • Units to use (Odin is non-negotiable. He didn't get the love he deserves in my last run lol) • Promotions (who into what? Has to be a unit that I'm using, see above) • Pairings (A+ and S) • This may sounds odd, but what kind of pairings in battle? Offensive (next to each other) or defensive (actually paired up)? I suppose this is just more of a general question. • How should children be handled? (Should they find a place in the used units, or should they replace their parents?) Thank you in advance to all suggestions! Now I'm going to keep trying to beat the endgame >:(
  21. Just curious. Not much else to say. EDIT: For those wondering, I'm the cunt that finished Revelation first.
  22. I gave up beating that fucking chapter, never in my life I hate a map so damn much in FE. The main bullshits is these staff fucking users, they can stack debuffs. Then there that asshole in the back cutting down my unit's health to half of it maximum amount. I tried bringing in extra staff users to silence these fuckers but Felicia is death weight on anything else. Is there easy way for me to do this? I am stuck on it for a year already. Literally any method, I don't care, I just want to be done with that.
  23. Been playing Conquest Hard/Classic today until chapter 18.... I start the chapter, position my units and end the turn. As i expected the general with the hammer walks up to my great knight corn cob and attacks her with a 53% chance to hit. He hits and kills her. Ok fair enough bad luck so i reset and start the map again. I position my units the same way and let the turn end. Once again corny gets nailed by the 53% hammer. Bad luck again so i reset and start the chapter again and position my units the same way and corn cob gets nailed by the 53% hammer again. So i reset....and reset...and reset (way too many resets later). Alright you get the problem. Ive been nailed by a 53% hammer 20 times now and this is smelling fishy. Just to clarify this is NOT a battle save im reloading from. I am reloading from the prep screen and keep getting this BS. Even tried going back to castle a couple of times to "reset" the RNG but still not working. Is there some hidden value where effective weapons get some stupid hawkeye on the first turn?? EDIT: holy shit the hammer finally missed!!!!!! I guess this topic is a bit moot now however i still think there is something up with how fates calculates rng. For the 2 chapters i have had xander he has nailed more 10-15% criticals than i can count.
  24. If you've played Conquest, I bet you remember it. This is for strategies of frustrations with it.
  25. Leave your corrin, castle address and lvl/class in this post! Corrin: Eliz Class: A fighter Special skill?: Vantage Level: 10 Best to recruit: start of the game Castle address: 13594-87419-94525-33994 Have fun guys :D
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