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Found 4 results

  1. I want to figure out the best classes and skills for all units (including child units and spotpass units, i.e. Emmeryn, Gangrel, etc.) based on strategy AND storyline (basically what's good for them gameplay-wise AND story-wise). Yes, I plan on getting all DLC and tackling Apotheosis. Any suggestions/help would be appreciated!
  2. Ok, so since I kind of let my last playthrough of Fire Emblem Awakening lapse, I kind of realised I needed to...do it again and this time give it a more sustainable future and not lose any units because that is the ultimate goal here. Also I'm a masochist and like to drive myself crazy. The last playthrough I did had a poll on whether or not I would do Lunatic Classic or Casual, but since Classic won by a landslide and so, for the sake of those whom wished to see me complete that run, I have returned to do just that. Complete this run of Fire Emblem Awakening Lunatic Classic and do so without losing a single (Virion included) unit. I am a pure masochist so for the real fun I am opening a few things for suggestions, take note however the following has been set in stone: 1. The team must have Chrom, the Avatar and their wives (Maribelle and Lucina). Sumia is locked to Henry because I have massive bias and I like a dark mage Cynthia and a +6 mag modifier Grandmaster/Dark Flier Morgan abusing Aether like no tomorrow XD 2. The Avatar is +Mag/-Def named Grima and his birthday is the 19th of April (mark that down if you like, we'll call it an Easter Egg for this playthrough, brownie points if you can guess why that is so.) 3. The first couple of chapters are over two videos, but hopefully it will be a chapter/map per video thereafter. 4. There will be some grinding, this isn't meant to be a massive challenge run, but will contain the bare minimum of stats required to pull through each chapter map without the units dying. DLC will help build up certain relationships after all. 5. Class suggestions will be considered, even the DLC classes if it's worthwhile. 6. There won't be any Enherjar units unless needs really must. 7. Enherjar shopping and grinding is acceptable for this run. With those wrinkles out of the way, suggestions and the run will now begin in ernest. My next post will contain Part One and Part Two of the run. Thanks for following and I do hope you enjoy me being the masochist I truly am. Tagging previous run watchers @Nym @DisobeyedCargo @deskita @ChickenWings @ElectiveToast @Light Strategist so you can join in on the masochism and take a sip of soft drink or more healthily water every time I tell Grima off in this playthrough. Part One: The Curse of the Game Overs XD Part 2: Chrom gets a kill XD
  3. Welcome to another playthrough, in which I try to get a low turncount in FE13 Lunatic. I'll make a turn-by-turn playlog for each chapter, but will try to make a video of the final chapter + Epilogue. I sadly don't have the pre-C3 strats in much detail, since C3 is when I started writing them and the stats down. I can describe the Prologue strategy off the top of my head, but my C1 and C2 strats differ from the clears KoT did (with the same turncount), so sorry about this. I'll try to reconstruct some details after the playthrough. While I only allow for 1000 renown and below and will stay true to that, I think it's fair to allow more renown items, such as the speedwings since Robin's ability to double C5's wyvern riders depends on good growths for both her and Chrom, whereas with the speedwings, Robin needs a Spd proc less and Chrom's doesn't matter. Anyway, Rules: - Lunatic / Classic mode. - Low turncount is the primary goal, but if a strategy is too unreliable to be pulled off reasonably, I might choose to avoid it. I don't draw an exact line when it comes to reliability, though. - Renown items are allowed up to the Bullion (L). - All gen 1 units must be recruited, second gen characters are optional. No deaths of recruited characters are allowed. - Paralogues 1, 2, 3, 4 and 17 are mandatory, it doesn't matter when they are done. Children paralogues are optional. All paralogues are counted for turns. - Skirmishes and DLC are banned. - Bonus box weapons are banned, obtaining items or recruits from the bonus box teams is disallowed. Using bonus teams to rout skirmishes or to replicate blocked shops is fair game. - Items from shining tiles and Anna shops are banned. I mustn't step onto shining tiles unless it is ideal for the strategy. Since FEWoD doesn't have FE13 maps past C9 and only displays normal mode enemies, you can view them on this site: http://kamikouryaku.com/kakusei/ . The chapter links are on the left part of the site. Premonition - 2 turns Prologue - 4/6 turns Chapter 1 - 4/10 turns Chapter 2 - 6/16 turns Chapter 3 - 4/20 turns Chapter 4 - 3/23 turns Chapter 5 - 5/28 turns Chapter 6 - 4/32 turns Chapter 7 - 3/35 turns Chapter 8 - 4/39 turns Chapter 9 - 4/43 turns Chapter 10 - 2/45 turns Chapter 11 - 2/47 turns Chapter 12 - 3/50 turns Chapter 13 - 1/51 turns Paralogue 12 - 1/52 turns Paralogue 1 - 1/53 turns Paralogue 3 - 1/54 turns Chapter 14 - 1/55 turns Paralogue 4 - 2/57 turns Chapter 15 - 2/59 turns Chapter 16 - 1/60 turns Chapter 17 - 1/61 turns Paralogue 2 - 1/62 turns Chapter 18 - 1/63 turns Paralogue 17 - 2/65 turns Chapter 19 - 1/66 turns Chapter 20 - 1/67 turns Chapter 21 - 1/68 turns Chapter 22 - 1/69 turns Paralogue 9 - 2/71 turns The rest of the playlog is in post #3.
  4. I would have to say my least favourite class is probably the trickster, I mean i just don't really see any use for them, I mean acrobat is a decent skill but I think valkryies is the better option, the have nice magic,nice speed, and mobility, i mean sure acrobat negates the mountain thing but there is falcon knights as well, For my favourite class is well i dunno why, but berserker is mine, i mean there aren't really good units that can become an amazing berserker except for mu and morgan, (keep in mind i haven't really looked alot into the children units) anyways berserkers have low defense as well as VERY LOW resistance, i am sure many people have already thought of this exploit but with the skills vantage(berserkers have low defensive stats so vantage makes him pretty good) as well as vengeance and i say that berserker becomes awesome, wrath will insanely boos the critical hit so another plus. give the berserker sword breaker to solve the berserker meh hit and you should be fine. Also keep in mind i don't have any dlc so no dread fighter or bride is the reason why i did not choose those, Also i just got into fe so sorry if i said any noobish stuff.
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