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  1. Any personal experiences doing this? I tend to make lots of mistakes when playing by being reckless. I hate having to restart the chapter so I usually use save states, after I feel really guilty and call myself a fraud. But I do plan on making lets plays of each Fire Emblem so I like to think of this as practice. Any advice on enemy stats, positioning, or terrain would be appreciated.
  2. Okay, so I just beat Apotheosis Normal Path with 6 units on a whim (No eugenics involved). Here are my units: Robin (Grandmaster, +Magic - Luck) Abilities: Armsthrift, Limit Breaker, Tomefare, Luna, Vantage Weapons Used: Forged Celica's Gale Lucina (Great Lord, Sumia) Abilities: Aether, Galeforce, Limit Breaker, Pavise, Dual Strike + Weapons Used: Forged Brave Lance, Forged Brave Sword Morgan (Grandmaster, Lucina) Abilities: Aether, Armsthrift, Limit Breaker, Ignis, Galeforce Weapons Used: Forged Celica's Gale Inigo (Hero, Henry) Abilities: Armsthrift, Vengeance, Limit Breaker, Vantage, Galeforce Weapons Used: Forged Brave Axe Chrom (Great Lord) Abilities: Limit Breaker, Aether, Rightful King, Luna, Dual Strike + Weapons Used: Brave Lance Sumia (Falcon Knight) Abilities: Luna, Iote's Shield, Galeforce, Limit Breaker, Lancefare Weapons Used: Brave Lance, Fortify, Rescue All units had Tiki's Tears used on them. They also had elixirs. Now, because I am a masochist, I am going to attempt to do the same with the secret path. (I know I can do the first part in two turns). I have most of the abilities available for each character. The question is, what should my strategy be for the secret path using these 6 units?
  3. This game has the best MMO experience out of any game I've ever played before. The servers rarely ever lag and the combat system was really well put together. Skills are extraordinarily useful and items never cease to surprise me.
  4. This topic might be a sort of similar to the topic "How to improve Awakening". But this topic only relates to strategical elements (tactical options etc.) and NOT technical elements like graphics and sound etc. What are your ideas of strategical elements for the next Fire Emblem game? Maybe you have an entirely new idea of a feature, which does not exist in the FE series yet. Here are my suggestions for the next FE game: 1. Weapon triangle like in FE9 + 10 If you got the weapon advantage, you cause +1 damage and the enemy causes -1 damage. The opposite happens, if your unit has a disadvantage. It is fairer to my mind. 2. Better A. I. Enemies should get vulnaries and use it. Enemies with long range weapons (archers, mages) have to attack units, who cannot attack back. In FE11-13 the enemies always attack the unit with the worst defense/resistance - regardless - if your unit can attack back. 3. Sleep, silence, restore, bezerk staff should return 4. Different types of missions Defense, escape etc. I really miss the defense missions in FE11-13. In the escape missons the units, who did not escape, got captured (= death) like in FE5. 5. Light magic and bishop class should return 6. Stat boosts Stats boosts, which are removable and raise a few stats of your unit (f. e. rings in FE4 or spheres in FE12) 7. Challenging final boss, which you cannot kill in 1-2 turns Your ideas, corrections and improvement suggestions are welcome
  5. Hey guys, I was exploring the FE13 Subforum and I didn't really see any threads that specifically delve into which classes are the most useful in Awakening, so I thought I'd make one just for that purpose. The idea of this thread is to sort the classes for how useful they're generally considered to be for the postgame metagame-- namely spotpass challenges and challenge maps like Apotheosis. This refers more generally to which classes are the most useful to reclass into, regardless of the character. (Assume all DLC content available.) I'll keep track of more or less what the general consensus is in the OP for reference to anyone looking for like a general classing / strategy guide. S-Rank: Top of the line, second to none. - Sage [s / A Limbo] - Darkflier A-Rank: The best units with the most essential qualities required for success in the postgame. - Valkyrie - Falcoknight - Hero - Dancer B-Rank: Very strong units that typically act as good filler. May be interchangeable with one another or some A-rank units. - Berserker - Paladin - Sniper - Assassin - Dreadfighter - Bride C-Rank: Strong units with unique niches, though these roles are usually overshadowed by more powerful units. - Wyvern Lord - Sorcerer - Dark Knight - Greatlord - Grandmaster - Manakete D-Rank: Units that are usable, but mostly outclassed by other units. Not bad, but typically not worth a team slot. - Bow Knight - Warrior - General - Great Knight - Griffon Rider - Swordmaster - Trickster - War Monk E-Rank: Bottom-of-the-barrel units that have no practical use or application in competitive settings. - Villager - Taguel - Lodestar General Conduct: For discussion purposes, try to stick to discussing one or a few units at a time. While completed, the list may still be subject to change if enough substantial evidence for the change is offered up. **When discussing a unit, don't forget to mention which tier you think it belongs in.**
  6. I saw this fantasy strategy RPG thingamajig on Steam that looks quite good, but got mixed reviews from critics. It's called Agarest: Generations of War, and it looks a bit like FE. Here is a link to the Steam page: http://store.steampowered.com/app/237890/ It's got 50% off right now, so now would be the time to get it unless you plan to wait for the summer sale. So... Has anyone got this, or seen a review of it? If so, would you recommend it?
  7. 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!
  8. So does anyone play or used to play Emblem of Gundam? It's a strategy game somewhat similar to Advance Wars but it's only in Japanese for the Nintendo DS. Here's a trailer.
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