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Found 18 results

  1. I want to use lots of archers in my Lunatic+ run, I don't know if I should use kids. Vote and decide my destiny!
  2. EDIT: Links to the various runs for easy finding: Youtube Resetless Compilation (All Runs in Order) Deathless Resetless Lunatic+ (The Counter, Counter Everywhere Run; 260 Compatable) - Part 1 - Part 2 - Part 3 - Part 4 - Part 5 - Youtube Playlist Second Deathless Resetless Lunatic+ (The Revenge of Vanilla Robin; 260 Compatable) - Part 1 - Part 2 - Part 3 - Part 4 - Youtube Playlist Third Deathless Resetless Lunatic+ (The Charm of 3; 260 Compatable) - Part 1 - Part 2 - Part 3 - Part 4 - Youtube Playlist Fourth Deathless Resetless Lunatic+ (Yololi's Low Stats YOLO Ylisse; 260 Compat) Find the links there: Part 1 - Part 2 - Part 3 - Part 4 - Part 5 - Youtube Playlist Fifth Deathles Resetless Lunatic+ (Yololi's High Stats YOLO Ylisse; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Sixth Deathles Resetless Lunatic+ (Goombella's Accumulated Knowledge; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Seventh Deathless Resetless Lunatic+ (Grapejuice Defies the RNG; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Eighth Deathless Resetless Lunatic+ (Vanilla Robin's Wild Derust; 260 Renown) - Part 1 - Part 2 - Part 3 - Part 4 - Youtube Playlist Ninth Deathless Resetless Lunatic+ (Bulky Dusky Tanks Bad RNG; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Tenth Deathless Resetless Lunatic+ (Mother Knows Best; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Eleventh Deathless Resetless Lunatic+ (Paper Vanilla Robin; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Twelfth Deathless Resetless Lunatic+ (Just Like Mother Would; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Thirteenth Deathless Resetless Lunatic+ (Sub-8!; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Fourteenth Deathless Resetless Lunatic+ (Inverse RNG; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Fifteenth Deathless Resetless Lunatic+ (7 Hit Points; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Sixteenth Deathless Resetless Lunatic+ (Ruthless Robin's Rampage; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Seventeenth Deathless Resetless Lunatic+ (Sub-7:30!; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Eighteenth Deathless Resetless Lunatic+ (The Gauntlet's Gauntlet; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Nineteenth Deathless Resetless Lunatic+ ( Hourai's RNGHouse ; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Twentieth Deathless Resetless Lunatic+ (Recursive Identity Crises; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Ninth Resetless Lunatic+ Run with Deaths (The Triple Streaker; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Eighth Resetless Lunatic+ Run with Deaths (The Almost Throw; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Seventh Run with Deaths (RIP Vaike; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Sixth Run with Deaths (Sumia's Sacrifice; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Fifth Run with Deaths (Bathed in Blood; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Fourth Run with Deaths (RIP Anna; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Third Run with Deaths (Donnel Meets Bus; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Second Run with Deaths (The Emm's Door Run; 260 Compatable) - Part 1 - Part 2 - Part 3 - Part 4 - Youtube Playlist First Run with Deaths (The Dragon's Table Run; 260 Compatable) - Part 1 - Part 2 - Part 3 - Part 4 - Youtube *NOTE: 260 Compatable means the run was done with the 270-starting-Renown route, but would be hardly affected if played with the 260-starting-Renown rule. Robin Hall of Fame: Yololi (Not the Heroine You Think She Is; first success with deaths): Build 2, Face 3, Hair 1, Hair Color 18, Voice 3, Birthday Jan 1 Dusky (The Sly; second success with deaths, first deathless): Build 1, Face 4, Hair 3, Hair Color 3, Voice 1, Birthday Jun 29 Goombella (Too Strong For Early Wins): Build 1, Face 1, Hair 4, Hair Color 20, Voice 1, Birthday Jan 1 Robin (Vanilla Victory): All Options Default 3 (Third Time's the Charmer of Luck): Everything is 3. Even the name. Grapejuice (RNG Defier): Build 3, Face 3, Hair 5, Hair Color 8, Voice 1, Birthday Jan 1 Susan (Mother Knows Best): Build 1, Face 1, Hair 2, Hair Color 2, Voice 1, Birthday Jul 22 Cat (Taking After Mother): Build 1, Face 4, Hair 4, Hair Colour 17, Voice 2, Birthday Mar 26 Ishtar (Disciple of Yololi): Build 3, Face 1, Hair 4, Hair Color 9, Voice 1, Birthday Jan 1 Hourai (Mistress of the RNGHouse): Build 2, Face 2, Hair 2, Hair Color 17, Voice 1, Birthday Jan 1 Erika (Not Robin!): Build 1, Face 3, Hair 5, Hair Color 13, Voice 1, Birthday Jan 1 --- So a while back, I wanted to see if I could put together a resetless Lunatic+ run. I'm currently in the planning stages, and I think it's already bearing fruit with regards to the Prologue. More on that later, though. First, I'm going to define the ruleset that I'm probably going to use (I'm open to arguments for things to change, though). -No grinding (technically a subset of DLC on this difficulty) -No DLC -No Logbook -Because this run is going for consistency, no Anna shops, no barracks, and, whenever possible, avoiding sparkly tiles (I'm not going to avoid moving onto them if it's the optimal tactical choice; any items that end up in my inventory as a result of this will be discarded) -270260 starting Renown that increases by 10 for each battle won -No Bonus Box -No Spotpass shops -No resetting. Initially, that was defined as a run that never reloads from a save (just treating any save as a suspend so that the game could be played over multiple days). However, I felt that wasn't quite in the spirit of the run. So in addition, this also means no exiting the chapter location and returning to reroll enemy skills. I'm going to try to keep people alive when the situation reasonably allows it. However, given the nature of the run, I am ready to throw any and everyone under the bus to make sure F!Robin and Chrom get through the game in its entirety. I've found strats with enough reliability that it's quite possible to save everyone. I'm going to be running +Def/-Luk +Spd/-Skl F!Robin and chiefly doing a Robin/Chrom duo through most of the game (I've given some thought to Morgan and Lucina, but I dunno if it'll be worth it, really). Currently considering whether I should go with my usual class route (Tact 20 -> Dark Mage 10+ -> Sorc 10+ -> Dark Flier 15 -> Hero 15 -> Dark Knight) or a bow-centric finish (Tact 20 -> Dark Mage 10+ -> Sorc 10+ -> Dark Flier 15 -> Assassin 15 -> Sniper). Anyway, on to the goodies: since I've been spending a lot of time with Prologue and making myself notes, I've essentially compiled a mini-guide for a strategy that can succeed, regardless of Asset/Flaw build and almost regardless of Lunatic+ skill randomization. *Preface and Prerequisites* As much as I tried to develop the strategy so that it can be done regardless of Lunatic+ skills, it can’t completely mitigate them. I also maximized hit rates and while they’re high, they’re also often non-100. There’s two blows on a Barbarian that are critical to the strategy. Anyway, the main issue is that Fred needs to be able to survive one hit each from the Myrm, Barb and Mage on the right (well, technically they could miss or Fred could get Dual Guarded, but I wouldn’t bet on that). Fred has 28 HP and will take the following levels of damage: -Myrm with Vantage+ and Luna+ (VL-Myrm) will do 6. -Myrm with any other skillset will do 0 because either his attack is too weak or he’s dead. -Barb with Luna+ (L-Barb) will do 13. -Barb with anything other than Luna+ will do 6. -Mage with Vantage+ will do 11. -Mage with Vantage+ and Luna+ will do 13. -Mage with Vantage+ and Mag+2 will do 13. -Mage with Vantage+, Mag+2 and Luna+ (VLM-Mage) will do 15. -Mage without Vantage+ will do 0 because he’s too dead to attack. What this comes down to is the enemy requiring very specific skill combinations to kill Fred, so it’s a pretty low chance (but we all know how that can go). Even with VLM-Mage and a VL-Myrm on their team, Fred can survive with 1 HP. The biggest issue is L-Barb, who more than doubles his damage. He and VLM-Mage will kill Fred exactly. VL-Myrm in tandem with L-Barb will also cause any Vantage+ Mage to kill Fred. If either of these enemy setups are present, it may be better to old strat where Fred solo kills the left Myrm and weakens the two Barbs (however, odds will still be poor because of the presence of L-Barb and a Vantage+ Mage). Crits are also a possibility, thanks to the nature of Gamble and Elthunder’s bonus. Technically, all four characters working together can negate 15 or more crit, but the team doesn’t have the luxury of quadruple-teaming every enemy that has high crit. That’s why this guide will try to minimize the amount of attacks the enemy gets, in general. Note that this guide was made with +Def/-Luk, but any build should be able to do it. Hit rates may change a bit if Skl or Luk are chosen as an Asset/Flaw. Turn 1 -Move Robin all the way right and attack the Myrm. It doesn’t matter if this hits, but it’s free WEXP and possibly EXP (Credit to Czar_Yoshi for this). -Unequip Chrom. -Pair Fred to Chrom, move Chrom below the lowest Myrm, swap and kill with Fred (100 hit; 99 if the enemy has Avoid+10). -There is a gap near the start 3 tiles below the bottom-left market stand that all enemies can’t reach. Put Lissa there. -Enemy phase: Barb attacks Fred. Fred can counter for 24 (86 hit). If this misses, the run is in trouble. Mage will move south. Second Myrm will move into attack range while the Barb will move within range of Lissa. Turn 2 -Move Lissa all the way right and pair onto Robin. -Move Robin right of Fred and transfer for Chrom. Switch, equip Chrom with the Rapier, then switch back to Robin. Attack the Barb with Thunder for the kill (84 hit, 33% Dual Strike). If this misses, hopefully Chrom dual strikes. If not, the run is in trouble. -Move Fred north of Robin. Trade away Chrom’s swords (Credit to Czar_Yoshi for this). Attack the Mage for the kill (100 hit). -Enemy phase: Myrm attacks Robin for 9 (vs 8 Def; 90 hit). Barb gets closer. Turn 3 -Move Robin right into the water and swap to Chrom. Unequip him—both of them together do enough damage to kill the Myrm, so a dual strike would give the Barb an opening to pummel Chrom’s (very likely) wounded face. -Move Fred across the east bridge so that he’s on the corner between both bridges. -Enemy phase: Myrm attacks Chrom. Barb moves west of Myrm. Note that the Barb will often do this even if Fred would be in attack range from the Myrm’s north side—that Barb really hates Chrom. Sometimes the Barb will actually cooperate and go north of the Myrm, though. If that’s the case, you can skip the entire Dealing With the Barb section, as it’s easy enough to manipulate him back onto the upper bridge by having Chrom move to the left shore for a turn. Turn 4 -Move Chrom east. Drop Robin north of him. -Move Fred to the right of Chrom. Transfer Lissa to Chrom. -Enemy phase: Myrm moves onto bridge with Barb right behind him. Turn 5 -Transfer Lissa from Chrom to Robin. -Trade Chrom back his swords. Unequip Fred, then pair him onto Chrom. -Move Robin north. -Enemy phase: Myrm and Barb both move onto the second bridge. Turn 6 -Move Chrom north. Transfer Fred to Robin for lower Mag; this allows the Myrm (and Barb) to be milked for an extra hit each (thanks to Czar_Yoshi for pointing that out). Both enemies can no longer target anything, so they’ll stay put. -The Myrm will be in range of Robin. Blast him until he’s dead. Dealing With the Barb Turn 1 -Once the Myrm is dead, dealing with the Barb can still be a bit scary if he has Luna+ and/or Gamble. This guide will assume he has both (as well as the Myrm having Luna+ and hitting Chrom for 11 and Fred being down to 1) and work to minimize risk. -Transfer Fred back to Chrom DWB Turn 2 -Move Chrom left and drop Fred DWB Turn 3 -Move Chrom right -Move Fred 7 tiles left DWB Turn 4 -Move Fred 2 tiles left DWB Turn 5 -Move Fred 7 tiles right DWB Turn 6 -Move Fred 2 tiles right, 3 tiles up, then 2 tiles right -Move Chrom right DWB Turn 7 -Pair Fred onto Chrom -Move Chrom left -Have Robin snipe the Barb The Rest of the Map -More water will be used to fight the second wave. A lot of people will be familiar with this trick because Interceptor discovered it some time ago. However, I have made a few tweaks that economize Vulneraries. Give Robin all of them anyway, just in case she gets into trouble. -Enter the right side of the moat. The formation of this is important because it gives Chrom/Fred a safe spot away from the Mage. Position them one up, three right and two down from the rightmost Myrm. Position Robin/Lissa one up, two right from Chrom. -Note that the reason Robin can get away with toggling up and down to drop Lissa (and do so indefinitely, I might add) is that Chrom buys an extra turn by not swapping until the Mage has him within attack range. The Mage will generally prefer to go after him because he’s closer, except when the cycle brings Robin closer. This means that for every cycle, Lissa will do two heals (20 HP total) and Robin will face as much as 17 damage (if the Mage has both Mag+2 and Luna+). Therefore, no Vulneraries need be used to fight even the toughest variation of the Mage. -Because of the way the rope-a-dope arranges the enemies, the Myrms will likely be positioned such that they can’t be lured into targeting ranged without taking damage. So Chrom will probably have to put himself in harm’s way. Chrom is preferred over Fred, since he can lure while still being in the water and move immediately out of range the next turn. Just don’t have anything equipped, because the last thing he needs is a crit or dual strike to let both Myrms attack him (he’ll die from the combined damage if both have Luna+). Transfer Fred to Robin for attacking the melee (make sure to give Fred back to Chrom for any turn he uses to lure the Myrms in), as this can once again result in getting extra hits for a bit more EXP. -For the boss, pair Chrom (un-equipped to maximize EXP, as he and Robin should have fought near each other or paired enough to cap out support points for the map) to Robin and sit with Thunder at 2 range with Fred and Lissa both adjacent. Heal as necessary, moving Robin out of range for extra heals if needed (usually against Luna+). Don’t worry, the boss is nice and patient enough to sit around and wait. -Overall, this should consistently get Robin enough EXP to hit level 7 plus some change, as well as attain the max amount of Chrom (plus both Fred and Lissa) support points, all with as low risk and little regard for Lunatic+ skills as possible. --- EDIT: Now with indexing to make finding each subsequent chapter easier. Note: If you are having issues with the forum guide, I've started putting together a mirror, which is currently copied up to C8. Chapter 1 Chapter 2 and 3 Chapter 4 and Paralogue 1 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Paralogue 2 Paralogue 3 Chapter 9 and Paralogue 4 Chapter 10 and 11 Chapter 12 and 13 Paralogue 12 and Chapter 14 Chapters 15, 16 and 17 Chapters 18, 19 and 20 Chapters 21, 22 and 23 Chapters 24, 25 and Endgame
  3. Hello all! Cat1803 here, back from the dead (sort of. long story). I'm in the beginning stages of writing a guide/playlog for Lunatic+ using highman strategies. The real question is... this game is old at this point, and I don't want to make a guide no one would read instead of, you know, playing it and Apotheosis for fun. I have a weird definition of fun. In any case, I am making this post to gauge interest in such a guide - would anyone read it? Let me know your thoughts. I can post the prelude to the guide if anyone is interested as well. Take care!
  4. So before I start, I want to say thank you for checking this run of Fire Emblem Awakening Lunatic+ out. Also thanks for checking out my other Fire Emblem Awakening Lunatic Classic playthrough. Below is a video explaining some of the quirks for this run, which is important since the skillsets will be mostly hacked Skillsets to make sure that everyone doesn't die...and we can handle Apothesis...oh boy, what trouble have I gone and done now... Now that you've seen the video, I'd like some skill suggestions for both parents and child units! Feel free to go crazy and I'll be sure to upload Episode 2 which is the actual start of this LP. Also please note that I am still doing my Lunatic Classic playthrough as well, so be sure to check it out!
  5. I always wanted to do an Awakening playlog and this place in particular is fond of them so I'm hoping at least someone will take an interest in mine here. I wanna do a high man, no kids Lunatic+ run. Highman runs are fun, even more so if no kids are involved, especially on Lunatic or above. I love the no kids variant as you have to raise a bunch of losers weaklings from beginning to end, making sure all of them pull their weight. There is always the decent possibility someone will lag and will be left behind so you have to backtrack. There is the equal possibility that someone will hog exp if they become too strong. This also means no Lucina, so Grima is harder to take down if I don't raise my units well. For the longest time, I avoided Lunatic+ because I didn't think I could do it. I found out recently I totally can. Counter is a nasty little bug, so my main way to deal with it is Nosferatu. I don't care, I'm not a good FE player. Couples I plan to use: Chrom/Sushi (an avatar name some people chose) Stahl/Cordelia Gaius/Tharja Henry/Sumia I usually get Libra and Olivia married through the art of dance. I'll do my best to get Frederick and Lissa to marry each other as well. My restrictions: No DLC No barracks No sparkly tiles I love Anna shops too much to give them up. Her items aren't free and may kill my budget if I am not careful, the same applies to why I don't ban the Bonus Box sellers. Poor money management can kill even the best of runs. I hope to begin this run by next week.
  6. Hey all. I booted up my Awakening cartridge to find out that I didn't have my Lunatic+ save loaded, and it appears I have also lost my backup ;-; So I have decided I'm going to replay the game through Lunatic+, and I want to have all the most 'optimal'/'best' pairings. Now I've decided I'll probably be going with some sort of +Mag male avatar, and will most likely pair him with Cherche, if not Lucina. With this in mind, I would like to ask what are the best pairings in Awakening? Please and thanks.
  7. Lunatic+ LTC Rules: Lunatic+ / Classic +Mag/-Str Female Robin. Going -Str is just a big mistake objectively and there is no reason to do it, just go -Luk like a normal person. +Mag is required for hitting a specific benchmark for chapter 5, as well as for general high killing power. -Skl is the usual flaw but I can't do it in this playthrough because Skl won't be a dump stat here! Renown allowed up to Tiki's Tear. Given the nature of this gamemode, I want as many statboosters as possible for consistency - this seemed like a good stopping point. For a future run, this is probably unnecessary and going up to Seraph's Robe is probably just fine. For complete overkill, going up to Gradivus will allow for Gradivus Fred which sounds pretty hilarious actually but that's not going to be a thing for this playthrough. All Gen 1 units must be recruited and kept alive. Gen 2 characters are optional. Paralogues 1, 2, 3, 4 and 17 are mandatory and may be done whenever. Children paralogues are all optional. However, any children paralogues done must result in the children themselves being recruited. Skirmishes, DLC, Logbook, bonus box, wireless, Anna shops are all banned. Exception: Spotpass shops may be used to replicate items in shops blocked by Risen. Sparkling tiles must be avoided where possible. Any items obtained as a result must be discarded. The major divergence for this run is allowing renown beyond the standard Bullion (L) - going up to the Seraph's Robe seems arbitrary, but I'll talk about it a little later. For the uninitiated, in this gamemode every enemy has two random L+ exclusive skills - it is also assumed these skills are all uniformly distributed. These skills re-roll on each map roll (though they do not reroll for map skirmishes). From Prologue to Chapter 2, the random skill pool is: Hawkeye (Enemy hit is 100%) Luna+ (Luna which always triggers). Note that Luna(+) always rounds down for total damage dealt. Vantage+ (Enemies always attack first) Pass From Chapter 3 until the rest of the game, the random skill pool includes the following skills on top of the previous four: Counter Pavise+ (Pavise which always triggers) Aegis+ ( Aegis which always triggers) One peculiarity of Lunatic+ is that enemy units do not 'know' they have their skills, bar Pass and (I strongly believe) Hawkeye. This means that for instance 1-2 range Counter enemies can be manipulated to attack at 2 range if able, and enemies with L+ can be baited to damage a unit in preference to killing another. To give a specific example for the latter, let's assume a 9 Str Iron Sword myrmidon with A swords and L+ has two targets: 3 HP / 14 Def Silver Lance Fred 20 HP / 6 Def Robin With L+, the Myrm will deal 7 damage to Fred and cleanly kill him; in practice, the myrm will always go for Robin over Fred as the combat forecast damage shows a higher displayed value, so assuming he does not double Robin will survive. Another peculiarity of L+ is that due to the existence of the two skills Luna+ and Counter, having a high amount of raw HP is extremely helpful compared to normal play; this explains the seemingly arbitrary Renown benchmark of Seraph's Robe. In addition, unlike many other FEs, Awakening enemy AI is 'smarter'; Units are able to gang up on a single unit if the AI calculates there may be a kill, and it will also move a unit out of the way if a unit can score a kill - a prime example here is during Interceptor's old Chapter 5 turtling strats, where a blocking melee may move out of a way if a mage can score a kill. There is also minor (but still extant) randomness in the AI, in which it may behave slightly differently for no discernible reason; this can happen for attack order, unit targeting, and general enemy movement. As an example for the latter, KTT's Chapter 1 strat may see the boss move in another direction some of the time for no real reason. This run plays significantly differently compared to vanilla lunatic. The nature of this gamemode encourages juggernauting to the extreme; in particular, I rig Robin's early levels a lot so that she can snowball ASAP. Also, the reliability of many early to mid game chapters are probably completely shot, but I wouldn't attempt this run if that discouraged me. >.> Chapter List:
  8. The entire playlist is located here. Rules: 1. This game will be played on Casual Mode with Classic Mode strategies, so that I can use battle saves to maintain an RN state and record videos. If a unit dies, they can never be used again. 2. Renown is allowed up to and including Dracoshield. 3. No skirmishes, DLCs, Logbook units, bonus box items, wireless content and Anna shops. 4. No sparkling tiles if possible. 5. All maps, including Paralogues, cost turns. Children characters are optional. Funnily enough, Japanese LTCers seem to allow skirmishes with no turn count cost, which is a complete joke. Lunatic+ in Awakening is much harder difficulty mode than Lunatic. Each enemy and boss randomly receives the following skills: Pass, Vantage+, Luna+ and Hawkeye, and after Chapter 2, they may also receive the following skills: Pavise+, Aegis+ and Counter. Here is what each of those skills do: 1. Pass: Allows enemies to move through player units 2. Vantage+: Enemies always go first after being attacked 3. Luna+: Always halves the enemy's defense 4. Hawkeye: Enemies never miss attacks. 5. Pavise+: Always halves damage from swords, lances, axes, beaststones 6. Aegis+: Always halves damage from bows, tomes, dragonstones 7. Counter: Always reflects damage dealt when attacked by an adjacent enemy (so doesn't work from 2-range) This makes this game mode a nightmare to LTC! Avatar: +Mag -Luk Kills at playthrough completion: 1. Lissa: 0 2. Fred: 74 3. Sumia: 1 4. Virion: 1 5. Sully: 1 6. Vaike: 1 7. Stahl: 0 8. Miriel: 1 9. Kellam: 0 10. Lon'qu: 3 11. Ricken: 15 12. Maribelle: 0 13. Panne: 1 14. Gaius: 1 15. Cordelia: 1 16. Gregor: 0 17. Nowi: 1 18. Libra: 2 19. Olivia: 0 20. Cherche: 3 21. Henry: 1 22. Say'ri: 1 23. Basilio: 1 24. Flavia: 1 25. Lucina: 26 26. Morgan: 80 27. Chrom: 2 28: Caitlin: 188 The Prologue is a particularly difficult map to LTC because Robin and Chrom will easily get killed by more than a round of combat, and they have trouble attacking enemy units back due to Vantage+. It is possible to manipulate which skills any enemy receives as long as you keep restarting. This is something I will take advantage of throughout this LTC. LTCing this map is impossible without some requirements: 1. The mages cannot have Vantage+ 2. One of the barbs that attack on Turn 1 EP cannot have Vantage+ so Chrom can kill him 3. The boss cannot have Vantage+. A very nice and easy strat. Frederick goes on the two forts on turns 1 and 2 to weaken and kill a bunch of enemies. The Avatar gets kills where she can, finally killing the boss. The sparkling tile was unfortunately unavoidable in this clear, but I only got a Glass Lance. I will discard it and not use it. Fred can ORKO the fighters after one Str level, but I had to get a dual strike because one of the fighters had HP+5. This strategy is a 1 turn improvement over Gradivus's Lunatic LTC on Serenesforest, in which he gets 6 turns. The trick is to get Fred to have 2 speed procs and C support with Chrom. He can then kill soldiers in one round with the Silver Lance reliably. I'm a little disappointed that my Avatar wasn't able to get the boss kill, but it's too unreliable with her (I would need 2 Dual Attacks in a row from Frederick), so I went for the Frederick kill with one Dual Attack assist from the Avatar. A few requirements for skills for the enemies here: 1. Knight who died on Turn 1 cannot have Aegis+. 2. Archers cannot have Luna+, one of them can't have Pavise+ and the other can't have both Aegis+ and Pavise+. 3. Knight who died on Turn 3 cannot have Aegis+. 4. Boss cannot have Pavise+. I'm officially starting to get burned out with this mode early, since it seems like I'm going to have to redo Chapter 3 and 4 to get my Avatar some extra exp and better levels, but I decided to just have this recorded for you guys since it'll likely take me a while to redo 3 and 4. I need a break. A few requirements here. Lucina can't have Counter, Vantage+, Pavise+ or Aegis+. The 3 enemies on the right side can't have Aegis+. The 3 enemies on the left side can't have Pavise+. The knights can't have Pavise+ or Aegis+. Forges: +2 might to Thunder, +1 might to Orsin's Hatchet Tonics: 1 Str Def Tonic to Fred, 1 Def Tonic to Avatar. Note: This map was recorded in parts due to enemy AI. There may be inconsistencies between parts. This was not the clear I used in my run. I was not able to replicate the RN seeds that I got in my clear in this recording, and I had to settle for this clear in which I used the Tiki's Tear on Ricken and an extra unnecessary Elixir use. Ricken does not need to go on that fort on turn 5. On the flip side, I got slightly worse level ups on my original clear, but the Tiki's Tear and extra Elixir use are more important I believe. This is easily the hardest chapter of the run so far due to the number of enemies; the main source of difficulty is Counter which reflects damage onto me from 1-range. Counter on wyverns isn't a big deal because I can OHKO them with my Wind forge, but it is a big deal when they have Aegis+. In this clear, one wyvern had Counter AND Aegis+, and I had to survive turn 5 enemy phase with very high HP just to handle him. Very few foot units had Counter in this clear, and that is the recipe for success. The boss had the worst possible skills, Aegis+ and Counter, but fortunately the boss likes to attack from 2-range so Counter doesn't matter. I had to rig a crit to kill him. I manipulate the RNG for better levels by using casual modes saves, and do the same for enemy AI. This makes both playing Lunatic+ and recording videos bearable. Another thing that greatly complicates this map is the movement of the enemy AI. On enemy phases 1, 2 and 4 a few enemies have to move in a certain way for this clear to be possible. I got past this by recording the chapter in parts. One thing I discovered is that enemies will spawn with different Lunatic+ depending on your battle RNG and it's not the same as the RNG for the AI. So reinforcements basically are a form of RN burning in Lunatic+. For example, different sequences of attacking can lead to reinforcements spawning with different skills. The ultimate goal of this playthrough is to get sub-80 and beat Gradivus's normal Lunatic LTC. Probably the best strategy of the run so far. It is crucial that you have an extremely blessed Avatar (very high def, str, spd, HP etc.) like I did and a great Frederick too. The most important bit is that few enemies as possible have Counter. The Counter dark mage and thief on Turn 4 gave me a very hard time and I had to do some tricks like unequipping Panne via trading on turn 3, as you'll see. My Ricken got a bad level up (he needs mag) but oh well. I RNG abuse in this map and find the favorable sequence of movements by using Casual Mode battle saves. This just saves me an incredible amount of time by letting me get good level ups, get the crits and misses I need, etc. My Avatar used a Tiki's Tear here to guarantee her survival. A pretty nasty chapter overall. It's essential to get rid of the Wyvern Rider with the Concoction on turn 1 because weakened enemies with Pavise+ will use it to heal, even the boss.
  9. I have no rescue staffs. Does anyone here have an OP unit in their MyCastle that I could easily snag? I've found a couple, but they still die with full tonics, so I need more. Thanks!
  10. CLICK HERE FOR THE FINAL COMPLETED WALKTHROUGH ---------- This is a mini project thread for something I've been thinking about for a little bit: finding a reliable clear for Chapter 2. Those who have tried Lunatic+ before know that "Shepherds" is one of the most annoying chapters in the game. You have no time to train your army properly beforehand, you get rushed by nine guys, there's nowhere to hide, nowhere to turtle, you can't adjust your deployment, there are a bunch of weak units to protect, and a high Luna+ density will wreck your face. The classic countermeasure is to over-level a +DEF Avatar, but even that can be frustrating because of the effect of skill combos (too much Hawkeye/Luna+? Restart). Thus, the search for a Better Way. I've made some headway on a Ch. 2 start that's pretty consistent, and gets a lot done, so I'm throwing what I have out there. First, the layout, and unit/enemy stats, so that everyone can follow along: HP STR MAG SKL SPD LCK DEF RES ATK HIT AVO Soldier 32 11 0 11 11 9 4 1 22 106 21 Barbarian 33 14 0 7 10 6 3 1 26 93 18 Mercenary 30 12 0 15 13 8 3 1 23 116 23 *Chrom 20 7 1 8 8 5 7 1 12 104 14 *Lissa 17 1 5 4 4 8 3 4 -- -- 14 Frederick 28 13 2 12 10 6 14 3 27 101 18 Sully 20 7 1 8 8 6 7 2 10 105 15 Virion 19 6 0 11 5 7 6 1 12 105 11 Stahl 22 8 0 7 6 5 8 1 11 113 11 Vaike 29 9 0 8 6 4 5 0 16 89 11 **Miriel 18 0 8 5 7 6 3 4 10 100 13 * Lissa won't be base level, Chrom might not be. Using Rapier here. ** Miriel shows up on Turn 2. Also, in order for this to work, Robin needs the following minimum things:C-rank support with Chrom (requires some forethought, but not hard) 13 Atk with Thunder (either 9 MAG and C Tomes, or 10 MAG) 11 SPD (this is a +SPD Robin; otherwise you'd need 5 SPD procs, which is somewhat unreasonable) Got all that? So here's what I've got so far, with chances of success for each event, during the first Turn:Pair Virion with Robin, move south of left Merc, Switch, blast with Virion. (~96%) Move Stahl to left Barbarian, attack from the right. Stahl won't die here even if the Barbarian has Luna+ and Hawkeye. (~92%) Move Chrom south of Stahl, take Robin, Switch, blast the Barbarian. This is the chanciest move, since you need to land both hits and either get a DS or a crit. But with a ~14% crit rate and ~44% DS rate, it's not as rare as you'd think. It's about 50/50 for double-hit + a DS, or a ~23% chance for an outright OHKO on a crit. (~60%) Pair Vaike with Sully, move Sully her full MV all the way west and one square north. Take Frederick and finish off the Mercenary from the left. Stahl nearby for +10 HIT basically guarantees this kill, even if he spawns with Patience. (~99.98%) Move Lissa as close to Sully/Vaike as you can get her. At this point, two enemies have been killed, and two of your units are exposed. Sully + Vaike will attract the left-most Soldier (who cannot kill Sully even if he has Luna+), Frederick will attract the one from the Fort (who likewise cannot kill him; even if both the Merc AND Soldier have Luna+ and hit, he *barely* survives). Sully counters for 10 damage at 94% HIT, Frederick for 23 dmg at 100% HIT (with a chance for a non-fatal whack from Stahl). Turn 1 will be successful more than half the time.Next Player Phase: Pair Miriel (yay!) onto Lissa, move them south of Sully, Switch, trade the Iron Axe to Vaike, and blast the Soldier with Fire. (98.5%) Move the Robin/Chrom Pair to the far west of the wounded Soldier above them, blast with Thunder (basically 100% kill, especially if you can double). Switch Vaike to the front of his Pair, hold your breath, kill the Soldier. (~95%) If Miriel missed, throw Virion on Stahl and have him finish. If Vaike misses, Frederick has to intervene. ??? That's the point at which things sort of break down, tactically. Four enemies are dead, five fresh ones are nearby. Robin/Chrom is in range of two Barbarians; without +DEF, most likely she cannot handle both. So someone needs to trade a Sword in, and un-equip Chrom so that a DS doesn't clear space. Frederick is beat to heck, but with an Elixir heal there's a spot he can stand on a Mountain and whack both the Merc and one of the Barbs (maybe) with his Silver Lance. Once the numbers are thinned out, you can use the Mountains to do a little Benny Hill action to kite them in a circle and pick the rest of them off.That leaves the six guys on the other side of the bridge plus the boss, but that's a cinch by comparison. You have all the time in the world to set up, plus Forts to abuse. So that's as far as I've gotten. Note that other than the rigged DS on Turn 1, the success chances are all high, and the skills on the first four enemies (and maybe the first seven) are basically irrelevant. This does leave open the question of Chapter 3 (which is a pain in the ass if you cannot tank the LHS, and a +SPD Robin will have trouble there), and Ch. 1 is a little bit more annoying (you have to kite more), but maybe it's a decent trade-off. I'll update with more screens when I have the time, but anyone with thoughts/criticisms/ideas can feel free to weigh in.
  11. I dub thee Scary Fucking Mage (SFM). The initials for Fucking Scary Mage were already taken. Swearing is okay here, right?
  12. I want to beat Lunatic+ with a +Skill -Def MU. The only way I can see this being possible is with really good level ups. Fortunately I have a digital copy of the game, so I can back up my saves. Does anyone know how to burn the set of RNs used for level ups?
  13. I legitimately have tried a huge amount, but thanks to stupid Hawkeye Luna+ combinations I lose with Fred within seconds. How am I supposed to beat this on Classic. I am at wits end I'm that stumped and confused. Any helpful advice?
  14. I have not played many FE parts and I have only beaten FE7-10 (FE9 hard; not maniac) on the highest difficulty yet. I tend to play FE11 on merciless soon. Yesterday I started my first attempt on lunatic+ causal, although even lunatic was annoying for me. I finished the prologue and chapter 1, so I stucked in chapter 2 "Shephards". The enemies with their luna+ wrecked Freddy up. After resetting around 20 times, I gave up and I am not going to continue it! I hate the whole idea that you have to use a "Jagen" against enemies with broken stats and skills, which always activate. The stats of the enemies are ok for this difficulty (same like lunatic I believe) but their skills ruin the strategical part to my mind. This is almost complety luckbased and this is not what I expect for a FE game! So I prefer the little but interesting feature in FE10 that the movement range of the enemies is disabled. This was fair and a great strategical feature, which should return at least as a menu option.
  15. For those unfamiliar with the mode, Lunatic Plus takes the most difficult and frustrating aspects of the regular Lunatic mode and makes them worse. The game achieves this anomaly by randomly assigning skills to every enemy, who have the same stats as their Lunatic counterparts. You should be familiar with one such assigned skill; Pass, obtainable by all assassins, promotes interesting changes in player tactics. However, the other possible skills are exclusive to Lunatic Plus enemies and downright broken. Hawkeye guarantees that its wielder will strike his or her foe. This skill effectively trashes the weapon triangle, but is ineffective in a significant number of situations. However, a hammer wielder with Hawkeye WILL kill Frederick, even if he is equipped with a sword and standing on a fortress. The next skill of interest, Vantage Plus, allows its wielder to strike first when being attacked. Unlike regular Vantage for Myrmidons, Vantage Plus triggers all the time. When this skill is on enemy mages, this turns a safe elimination by Frederick into his death or a VERY painful engagement. Finally, Luna Plus is a Luna effect that always triggers. This sounds minor, but this is THE Lunatic Plus skill that ruins this mode. Against Frederick, this skill gives the enemy seven extra damage per hit. Myrmidons with this skill start hurting Frederick, and Barbarians deal double their normal amount of damage. Luna Plus is ineffective on units that Frederick is supposed to evade or kill first, such as units with Hammers or magic. However, if those units receive Hawkeye or Vantage Plus as well, they will kill Frederick and your army no matter how good your strategy is. Regardless, I still wish to undertake this Classic Lunatic Plus LTC, meaning that I will play the game on Lunatic Plus with the Classic option selected in as few recorded turns as possible. I will choose to play with the male avatar and I will also recruit and keep all the game units alive. Given the unbalanced nature of this mode and the severe handicap of an LTC (lowest turn-count) run, I will use any "non-cheating" technique to clear this game, including DLC, Streetpass, Spotpass, and Renown (which I have maximized already). As I slowly make breakthroughs, I will fill this thread with progress of my run and share techniques (and possibly videos) of what I have done. Chapters: Premonition: Invisible Ties - 2 Turns Prologue: The Verge of History - 6 Turns (4 Turns possible) Chapter 1: Unwelcome Change - 4 Turns
  16. Well, I have finally conquered lunatic. I proceeded to begin lunatic+. It sucks. I need help with chapter two, I can't do it, even with Virion's elixir. My MU is lv. 4 with a skill asset and defense flaw (It's only -1 defense). In C1 Fred got a soothing sword, and he just camped on the fortress and took out every enemy. I abused the boss until I couldn't with MU. The soothing sword has 4 uses left, and he also has Sully's lance and MU's sword, as well as his silver lance with 20, maybe 21 uses left. This will be a grind run. I'm also challenging myself to no sorcerer/dark magic run. A few VV abusers will go in and out of the sorc class to get vengeance, but they will not be sorcs in any campaign chapters. Chrom/Sumia- GL!Lucy, Falcon knight or paladin!Cynthia MU/Olivia- Grandmaster!Morgan, Hero!Inigo Ricken/Lissa- Dread Fighter or Sage!Owain Henry/Maribelle- War Monk!Brady Donnel/Sully- No idea!Kjelle Stahl/Cordelia- Hero!Severa Fred/Cherche- Wyvern!Gerome Gregor/Panne- Zerker!Yarne Lon'qu/Miriel- Sage!Laurent Gaius/Tharja- Dark Flier!Noire Vaike/Nowi- Manakete or axefaire hero!Nah I will not take suggestions for the pairings, but the classes I obviously need help with. I'm open to suggestions for chapters two and three, because they're stupidly hard, and for the second gen's classes.
  17. So Fire Emblem has been out a bit over a month now in Aus and after a few delays i just completed Lunatic+, have to say besides a the first turn of chapter 2 it wasnt as much as a pain as i thought. Would like to know how others dealth with Lunatic+ Classic Counter became easy to deal with once my characters started learning Galeforce,mark all the counter skills at the start of the map and use galeforce to drop in and out of their range. I used a team of Sorcerers for using Nos/AN and later on Mire. Which all the physical characters been Assassins so they always doubled and had good skill activation rates, also if i was worried about reinforcements coming on the edge of the map just epic a bow, so i dont counter kill myself. Also i used a Female MU i just couldnt overlook having another unit with Armsthift & Galeforce. Married Chrom the give Lucina said combo. I read a few guides the said to choose Def as a asset and to reset bad level ups, but seriously didnt need. I choose Speed as a Asset and HP as a flaw. I could only imagine it would be a breaze with the DLC skills but the only availible skill here is All Skills+2 but i dont really see the use of it. Thoughts? and how did yose deal with Lunatic+ Classic? Forgot to mention, obviously i didnt let anyone die and completed all availible side missions. Up to the one where you recruit Walhart, the rest arnt availible yet. Keen to try TSON when is comes out.
  18. I have a strategy that will work for anyone who has DLC, on any difficulty. First, you add your avatar into the avatar logbook, with full stats, and any skills you want him to be equipped with. This should be done on easy, or hard, so that you don't have too much trouble. Second, start a game on the difficulty that you cannot complete (e.g. Lunatic). Spam Frederick paired up with Chrom, until you have completed chapter 4, so that you will unlock the Outrealm Gate. Third, grind the Golden Gaffe, until you have enough money to buy the avatar from Step 1. Now use this avatar as much as you want. Notes: The more full-stat avatars you have, the better. You can keep grinding the golden gaffe, to buy up to 20 avatars at once. If you have Rouges and Redeemers 3, you can equip Limit Breaker. You should consider equipping this on your avatar(s). If you have 99,999 Renown, you can sell the Supreme Emblem for 99,999G, and your Bullion (L) for 10,000G, and (probably) buy an avatar before completing chapter 4. These avatars cannot have support conversations, so unfortunately, the support boosts won't increase. You can use the EXPonential Growth, in order to get lots of experience, but I recommend you wait until completing chapter 16 (or paralogue 16) so that you can buy Master Seals, and Second Seals. I hope this information helps!
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