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Found 2 results

  1. This is something that I noticed was scattered throughout topic threads that was derailed for a number of reasons (and I can imagine this one going to be derailed as well). But this is something I've wanted to turn into a full blown discussion for a while. Though I can understand if we're going to sound like broken records at this point but I think it's still fun worth discussing. But here goes: The debate about is Paladin still worth using over Wyvern Lord has been going on for awhile and while I can see where most people would pick Wyvern Lord over Paladin, I would like to at least attempt to point out some niches Paladins have over Wyvern Lords. First off, between the two, Paladins are easier to get into rather than Wyvern Lord. Wyvern Lords of course have a higher investment required but a lot of the times it is worth it. But let's do a quick comparison and highlight their pros and cons. This will also factor in the combat arts Swift Strikes and Vengeance in particular since these two tend to the most used by end game. I can sometimes see Tempest Lance or Knightkneeler used throughout the game, especially in the beginning. I'll point out some pros and cons for the both of them. If I am missing something or you disagree, please respectfully comment down below. Paladin Pros Low-Mid Investment (Lance rank B and Riding rank B required for 100% certification) Solid growths across the board though the spread in growths are mostly minor Lancefaire at level 20 for both male and female units 8 move, can dismount and Canto Access to infantry, horseback, heavy armored, and flying battalions which tends to offer better overall stats Can be paired up with follow up, healing and guard Adjutants Cons While growths are still solid the glaring negative is -10% in speed Terrain Resist is too situational to be useful Hates traversing through sand and thickets as it hampered their movement thus you're forced to dismount if you want slightly better move Lower strength growth and stat modifier than Wyvern Lord It's mastery Aegis while can be helpful at times, it's proc is dependent on your Dex stat which isn't always consistent. So it is a cautious con at best Wyvern Lord Pros Great growths in HP, Strength and Speed in particular Axefaire at level 20 as a Wyvern Rider onwards Avoid +10 combines beautifully with Alert Stance and it's plus variant 8 move, can dismount and Canto Flight allows them to fly over all terrain maximizing the support from Stride, Rescue and Warp for insane movement and positioning Higher strength growth and modifier than Paladin It's mastery Defiant Crit while some don't like it because of it's requirement, but can be devastatingly powerful when knowing how to manage low HP Cons High investment needed (Lance rank at C, Axe and Flying rank at A is required for 100% certification) Can only access flying battalions which only a couple off hand offers good stat buffs Can only be paired with Follow up adjutants Has to dismount in order to take advantage of Heal/Avoid tiles. While it is minor con, they are noticeably slower than Falcon Knights in terms of speed growth. There are probably more you guys can think of than me but these are the things that come to mind for me. One thing I can also point out, while Paladins can also take advantage of the Stride and others, buildings and in some cases terrain can still slow them down. Especially when there are enemies in the way. The exception to the rule is if you're using Pass with Bernadetta and/or Anna and they are in the Cavalier/Paladin classes so they can zip right pass them. Pass while not required on any end game set can be a fun ability to take advantage of, couple that with dancing and on a non crimson flower route, dance of the goddess (Blue Lions Dancer and Opera Company) you can pull off a lot of neat strategies if you're looking to either clear as many enemies as you can or if you're doing a LTC run. When it comes to the combat arts Swift Strikes and Vengeance, this is where it gets interesting. The paladin class offers a +2 strength modifier while wyvern lord offers +4 in strength, but paladin gains Lancefaire which allows them a +5 attack when using lances so those combat arts among other lance combat arts gets the maximum damage. Let's say that we are using the Cichol Wyvern Co. Battalion in this example. If were to do the math this can look like this: Strength +2 ability from the Fighter Class Strength +2 as a stat modifier for Paladin Death Blow (+6 in attack) Lancefaire (+5 in attack with lances) Cichol Wyvern Co (+7 in attack when max level) +3 might from a unit they share a special bond with i.e Seteth with Flayn Now this looks great as a Paladin. As a Wyvern Lord though, since they only have a strength +4 as a class modifier they won't maximize the damage out with this set up but for some it doesn't really make that much of a difference. Seteth and Sylvain are the two of the three swift strike users that can fully maximize their damage thanks to supports. Sylvain can go with either Ingrid or Felix, or even both (I think they can stack but don't quote me on it) so he would be the benefit the most out of getting that additional +3 might. Especially if he is next to Ingrid thanks to his Philanderer ability where he'll get another +2 attack. Ferdinand gets the short end of the stick because he only gets a special bond support with Lorenz and it only ends at support rank B. While +2 Might is still good, you have to get Lorenz in position where not everyone really wants to Lorenz just for that purpose. Though at least Lorenz is usable on maddening but far less useful compared to those three. Vengeance can be used with Bernadetta, Dedue and Cyril and that has a number of factors going into which of the three is the best vengeance user. Bernie has the advantage over the two of them since she bores a crest and has Persecution Complex which grants a +5 attack when under 100% HP. It's an amazing ability for sure but she is much more frail so she needs a guard adjutant and or the blessing gambit activated. Dedue is the bulkiest and has a better strength growth but has a bane in riding so it'll be a slow grind before he can jump into Paladin. Dedue also has a special bond with Dimitri so that plus 3 might can be helpful for sure. Cyril can potentially reach better stats among the two of them but requires some baby sitting himself since his bases aren't the greatest starting out. Also fun fact: the Azure Moon route is the only route where you can have 3 vengeance users while on a non Crimson Flower route you can have all 3 swift strike users. There are other combat arts that we can go into like Frozen Lance or Shatter Slash that can do along with other abilities pending on which character you're using but honestly that will take some effort but can be worth using as well. Frozen Lance more so if you're going down the magic route. What do you guys think? Do you still prefer Wyvern Lord over Paladin anyways? Have you given the Paladin class a shot since you like to maximize the swift strikes/vengeance damage? Was it worth the time and investment to reach these classes? By all means comment here.
  2. I've playing FE games for a long time now, and I've had my share of difficulties. But I've never been this screwed before. I'm on my third route, Silver Snow, and I'm in maddening mode. Everything's been tougher. I appreciate that! I thought hard mode was a tad too easy. Now I'm eating my words. It's Chapter 13: Hunting at Daybreak. The same chapter happens in Blue Lions and, I've read, Golden Deer. It seems universally loathed and for good reason. Of my Black Eagles, I used Dorothea as a dancer, Bernadetta is a sniper, and Petra is a wyvern rider. Haven't used Caspar or Ferdinand, or Seteth for that matter even though he is in this scenario. My female Byleth is an Enlightened One. I can't get past this level. I have permadeath on, and even if I let everyone die I still can't make it through. I'm trying to lower the difficulty. I know it won't let me go back up after the round, but honestly I don't care about that. It says I'm not allowed to change the difficulty at this time. Is there somewhere else I can change the difficulty? Like if I retreat can I press something to open settings? There is no setup in this level. Have I just lost like 50 hours to be trapped forever?
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