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Hi, Like the title says, I wonder what is the general preference of players and your individual preference between defense stacking units without good HP and units with less but still decent def who can be called HP bags? As an example, we could compare Rinkah, Hinata, Effie and Arhtur and the value of stat boosters on them to patch their weak trait and make them your most valuable early frontliners (Silas seems out of this league since he has neither good HP nohr good defense at base and stays middling in both unless RNG blessed or Revelations!Silas but he's a completely different unit with stats nearly comparable with royal heirs so he's out). Votes have already started so I add this: it would really be nice if you commented on the reasoning behind your choice (strategy, tactics, use of the units, how good is def/res vs hp and why you would prefer one over the other, especially in Fates where HP is a very limited ressource, damage is high and seraph robe is shit but made up for with tonics, meanwhile dragonshield stays the same and can be topped with tonics too).
Hello again! This time I've come to tell you about Rinkah, the ever overlooked unit. While people praise Silas in BR for being tanky and dealing damage (and having mobility) or Oboro for these same reasons, they also say Rinkah is bad because her offence (namely strength) sucks, especially her base of 8 and her base speed of 8. She's level 4 at the beginning of the game. She has Silas' level 6 base def, 15% more def growth, Silas' base spd, 5% more growth, +2 magic with 20% more growth, their personnal skills make their strength 12 (Rinkah) and 14 (Silas) with 8 base and 15% less growth for Rinkah vs 11 for Silas, while Rinkah's personnal gives her 6 base magic just by giving her an HP tonic at the beginning of the chapter and she keeps it for the whole chapter unless you abuse heals on her, meanwhile Silas stays at his base. Silas has elbow room, giving him +3 str/magic, but it's nothing Rinkah can't get, since marrying her with Silas/cavalier talent Corrin gives her elbow room too (and marriage seals are much less used than heart seals), so now with 2000 gold she has +7 str/mag just by using an HP tonic each chapter (150 gold per chapter won't ruin you, be honest with yourselves). Now if you wish to give her another reclass into diviner, she grabs mag +2, now gaining 9 points of magic alongside seal res (3 skill slots until there, 7 str 9 mag without a single str/mag level up), although at the cost of 2000 gold. Silas would have to marry a diviner to get that, but she can befriend Orochi and not force her to go cavalier/oni 3rd class. As a promoted unit, she can take luna from Silas marriage, reducing ennemy's res to bits while Silas still struggles to activate vow of friendship for +3 damage/def (meanwhile she has his VoF def without any skill in her base class in a few level ups with 65% def growth, she might even have 12 def at level 6 while Silas still has 10+3 with VoF). She can also abuse armored blow for 0 damage as an oni/blacksmith on PP, while Silas will still take damage with it as a great knight against promoted ennemies. She can grab lancebreaker, quixotic, rend heaven, tomefaire. So she can get a full passive damage boost build (Fiery blood, elbow room, mag +2, tomefaire) with situational skills (armored blow, rend heaven/luna, quixotic, lancebreaker, pavise, also quixotic makes luna/rend heaven and pavise's activation rate skyrocket with +15% while 30% ennemy hit is totally laughable considering the damage they'll do to her as a paladin/GK/oni savage/blacksmith/basara with her 45% personal def growth carried into any class and her 16 pre-promtion level ups + post promotion). Meanwhile Silas needs to marry to get lancefaire for bolt naginata/any lance to be really strong, he has 10% less personal magic growth in a base class with 0% magic growth for bolt naginata to be of any use, 0 personal magic base and scrolls/parchments are a waste on him, + he can't get seal res alongside mag +2, rend heaven, quixotic and tomefaire, his spd growth is 10% lower than Rinkah's in any class with equal base spd and no base class/promotion access to tomes to train it or keep it in, and tomefaire is a waste on him. ------ So, Silas vs Rinkah: - Silas personal def is 2 points higher than Rinkah, but he is 2 levels higher than her and has 5% less growth (don't forget he has 50%, and here it's 50% vs 55% in the cavalier class or 65% in base class, nearly 2 points per 3 level ups, so 8-10 points at level 20 for her vs 7 for him on average, and less RNG praying for Rinkah's def level ups). His magic ability is way lower than hers, his only worthy 1-2 range weapons can't double attack, let ennemies double him very often (-5 spd, letting him at 3 spd at base LOL at level 6) so he's locked to 1 range forever or to bench-level speed still forever even if RNG blessed. - Rinkah has: real 1-2 range options, with stat boosts on top of it (scrolls/parchments), a world worth of skills to make up for low growth still better than part of the physical cast's magic, 2 activable skills for choice, death blow if you want this subpar skill useless outside PP, she makes any magic weapon she has access to godly with her +9 damage (11 magic at base with those skills), any scroll/parchment like horse spirit godly with her +14 damage to it in lategame and still +9 before that, and she can abuse pavise alongside being bulletproof physically. Now her nodamageness outdamages most of the cast in the magic dpt as well as staying on par with them in physical damage. Don't forget her awesome skill growth that will skyrocket in anything else than oni blob, lancebreaker making her tome wielding even more OP since shuriken/daggers don't reach 1 damage against her for most of the game past the first few levels, well, you have a brick wall, with good to godly offence depending on the ennemies she faces but always a way to deal with any of them (seal res, luna, quixotic for procs), good enough speed in any class (especially out of oni savage, +1 base spd and +5% growth in diviner), and all that without a stat booster, her personal skill being the easiest to trigger in like the whole cast since it requires nearly nothing, while Silas has to put Corrin into danger zone to trigger it. Oh, I forgot one point, since she barely takes any physical damage without PU, most ennemies will just stand there like sandbags as long as she's in the way to other units. With pavise she doesn't really fear magic anymore, and one seraph robe should let her be the real thing for the whole game. Maybe your talismans should be given to her to let her draw every magic unit at her and kill them like they're nothing in PP (if she didn't autokill them in EP that is...). Horse spirit Rinkah with this build is just bonkers. You think it's a lot of investment? She can be a cavalier as soon as level 4 and grab elbow room at level 5 and she will already have +7 hybrid damage, and luna already makes her OP alongside seal res, diviner is just making her the most tanky mage in FE history (or so I think), and her ability to have +9/+14 effective magic makes her laugh at Saizo's magic growth. And for PVP you can always max stats her so she has +12/+14 damage on top of capped mag, and maybe horse spirit boost if you use it. ------ Give me only one non Ryoma/Xander who has physical bulk, high activation rates, high hit rates, high hybrid damage, every weapon access alongside magic, with a build with a -faire, pavise for magic tanking, and all that while being fast enough to double most ennemies and horse spirit boost easing the spd requirement to do so, with 2 of the best hybrid classes speed/def cap-wise (basara 31 base max spd, oni chieftain 30, basara 30 def, oni 36), and all that without needing to PU to get any of these stats, not only staying relevant for the whole game, but being better as the game goes on (stats-wise and skills-wise). All this with lancebreaker and ninja access if she ever wants to go that way in the end (shurikenfaire replaces tomefaire, +2 spd from shurikens, effective weaponry and magic weapon) or for duplicate if you have to chokepoint 2 areas at the same time. That's wright, except a def blessed magic MU, nobody can do that. Hayato has non existent skill, no cavalier access outside MU marriage, and shaky tanking stats/ Orochi has low speed, nonexistent physical bulk/ Silas can't access oni savage and diviner at the same time and has nonexistent magic base/growth/ Xander lacks spd and res and can't go magic any time soon for better offence, since most ennemies have higher def than res it's a pity/ Odin is too shaky and needs a DLC class to fix him ASAP (one without magic) and he can't get any useful faire except maybe in axes but berserker isn't the best class to go through if you go hybrid build and he can't get a -faire alongside elbow room (+ no free damage personal skill) unless you make him a swordsmaster but his magic stat will suffer, and his bulk will be awful, and as a dark knight his speed will be unusable past midgame. All these require PU bonuses to even be good/great (no PU Xander is just a powerful tank, he won't double trash ever and his res is far from anything good, alongside no rightful king-like skill for him to abuse pavise, and he can't get quixotic without loosing sword efficiency so his personal weapon goes to waste because lancefaire or tomefaire doesn't help him a lot in his good classes). ------ That's all for Rinkah's niche. As you see it's quite the skillset, and only 1 way to get it (marriage + friendship), but it singlehandedly recks the competition as it blows away one stat attackers by being good physically AND magically, offensively AND defensively, and letting many final classes accessible for whatever you prefer (if you're fine with 32 max def, Rinkah can stay basara for +1 spd over oni chieftain, but if you prefer 38 max def over 1 spd and 5 skl, then she can go back to oni chieftain, don't forget pavise activation rate depends on skill and basara gives her 10% growth whereas oni gives 0). BTW, I wonder why IS made Rinkah's skill cap -2 while she has 50% PERSONAL skill growth and 4 personal base skill, one of the best in all routes...especially for a hard hitting base class unit. I'd trade 2 def cap for 2 skill cap in oni any time, dat base and dat max...
Hi, I wanted to see if people were thinking the same as me, so I went to look on the net for topics on it, but I didn't find any. Awakening and Fates, the latter even more, are stupid in early game, especially in early game. Why? Because. BECAUSE...: EARLY GAME units simply don't come with any kind of healing items, while ennemies hit as hard if not harder than ever and your units have low bulk and trash avoid, + terrain bonuses went through axe nerfs (literally cut forest avoid bonus in two). You have like 1 potion, 3 uses on 10 hp regen, for 3 chapters, and weak ass healers to patch up for this when heal staves have also been nerfed with an axe in their skull and a stick in their ahole. You have to waste gold on potions if you want some just because you don't get any before long. Remember GBA FEs? 80% of the playable units came with a healing item, sometimes 2 (usually potion+elixir). Were the games easy? NO. You literally need the jaegan in FE6 on the highest difficulty if I must believe people who played it, and he's needed for FE7 (another easy FE) on HHM. SO potions can be given in numbers to the player without lowering difficulty, and actually LET THE PLAYER position his units as he wants, because he doesn't have to protect a weak ass healer who get 2HKOed by E-rank weapons from the 1st chapter till the end of the game. Canto even let your mounted units use items and move again! The game is so malicious it even gives you mid-game skills that you want at any cost in order to change this, because you can't waste much money on healing items when you have to use it after each EP on chokepoints (it also makes it safer than using healers who can be targetted by 2 range ennemies). This is especially true for conquest, where you can't buy 1-2 range staves without visiting castles. In previous games, the sole accumulation of free hp recovery items allowed you to go on without needing to buy any most of the time, meaning: 1. you could heal without putting anyone in danger; 2. you could use your money to buy weapons that broke instead of costing your arms and legs for being unbreakable while having hp recovery; 3. you could still buy it when you were short on it but it was rare. You could also keep a 6 man or more team fully deployed wihout needing to dance for healers to keep up with everyone's 2 hp. Another point is that, unlike in previous games, Fates is NO HP EMBLEM. Which means, seal def or 1 shuriken hit and you're gone within 1 or 2 turns without an ELIXIR. Hell, previous FE games gave you a second healer with a tier 2 staff that had 20 base hp recovery, but Conquest gives you only basic staves forever (I'd gladly trade my 4 uses freeze and 2 uses rescue for 2 tier 2 healing staves any time! ANY TIME biatch! freeze is useless if it can't hold those groups of 3 ennemies coming all at once and abusing attack stance on my 10-14 def units with 17-23 damage EACH, not even talking about the absurd seal def faceless that come from the beginning even in hard difficulty in chapter 7). If I had to compare with my most played game, the easy TSS, it would be like this: << Hey guys, my Franz has been def blessed! he has 9/10 def at level 5 on chapter 2/3! - Don't be too full of yourself, fool. The ennemies in the next chapter hit for 15 damage with 95 accuracy and drop your def by 5. - WHAT THE F!!! - Not a game for casuals, sorry noob! >> All this while forcing you to waste your ridiculously low initial gold into potions if you want to play differently than just going out of your way to protect your healers who have to heal 3 units from all sides of a little but bush heavy map which helps both you and your ennemies tank more hits while being a pain for your healers to keep up while not dying themselves. Final point, promise: 3 uses potion. 2 uses concoction. 1 USE ELIXIR!!!! (Intelligent systems, whoever may have designed the game this way, fire him/her, make them GTFO of your designer team.) It's only FAKE DIFFICULTY and it's already said that fake difficulty is a piss poor way to give the player some challenge (like having 3 difficulties with a crazy jump between each to the point we wish there was 1 more difficulty between normal which is a walk in the park for the most part and hard which can make you tear your hair apart. Not even talking about lunatic I think it's nonsense in any 3DS game but hardcore gamers seem to like it so call it "Hell mode" or "Armageddon mode" or anything cool from Diablo 1/2/3 instead of lunatic (a lunatic person has good moments and bad ones, FE lunatic has bad moments and very bad ones). What are your thoughts on this topic guys? Open debate! Edit: more readable, corrected some mistakes. Edit 2: Also, forcing you to waste gold to reach stat thresholds just to survive is also fake difficulty and a poor design where you could just buff a little the base stats for your units not to need 1000 gold of tonics per chapter per unit to stay healthy enough not to be in death range for the whole chapter (like in chapter 10 conquest, children paralogues in FE 13 and 14 and Donnel in his paralogue in Awakening). Mages don't have to suck for us not to use them for soloruns. They can just be good but not gamebreaking. Have a little def could let them play like they are average physical units (not knights like FE13 dark mages) but not just plain useless because of 0 accuracy or 0 dodge or 0 avoid or 0 hp etc. Mage balance is a great work of Fire Emblem and it still has to find a good state. Just ask for my opinions on mage balance and you would have the same classes as physical in magic (magic myrmidons, magic knights, magic cavaliers etc.) or just let every cass be hybrid so you can halve your work on classes and use the time gained to balance units instead (Odin vs Xander, most obvious garbage balance example, or RD Tormod vs RD Haar, or Micaiah vs Ike).