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Favorite Maps & Moments in Fire Emblem Engage?


TheChoZenOne
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Now that I am finished with the game, I wanted to get to know everyone's thoughts on it, since I been being mostly off the internet to avoid spoilers! What are some of your favorite maps? Game design elements in them? Favorite story moments that impacted you and that you felt were actually well directed? I have A LOT to talk about the game and personally loved it. Some of the best gameplay I ever had the experience of enjoying from the series. Great cast and character moments. Funny scenes, hilarious supports, surprisingly deep characters here and there and fantastic music. I gave my full thoughts in my latest videos I made covering these two topics if you are curious to see them: 

 

 

 

 

All the Solm music is by far my favorite soundtracks in the game and overall, some of my all time favorites in the series!! Love the whole vibe and style it brought to the arc!! Lots of flare and unique sound that wasn't present in previous FE games. Very nice addition imo!! My favorite character ended up being Timerra. I just love the theme of freedom she envokes alongside the people of Solm in general. And she is just a fun and bubbly character that made me laugh a lot, while also being heartfelt and serious when the time called for it, while still keeping her entertaining personality. She was a joy to watch and my personal choice of waifu of this installment, hahaha. Support-wise, Yunaka had by far the most interesting from the ones I seen, I like how she juggles with her past life/personality and the person she wants to become today. She is a very tragic and empathetic character who may seem nice and fun on the outside, but holds a lot of darkness and depth within. Which is a big reason why I loved Owain Dark.

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So far, I really don't have much of an favorite map, yet; and I'm halfway through the game. They all look good and everything, but it kind of felt like that they've could have been an little bit longer, early on. Like the siege level at Brodia Castle, for instance. Outside of Chapter 11 or 17 there really isn't an lot of challenging content in the sense of what you see is mostly all there is to deal with.

 

But I'm certainly loving the chain attack spam, someone with Lyn can easily solo an lot of stuff with the doubles active. Plus, Lucina can also provide an free dodge or two.

 

The music is genuinely great; but the story, not so much.

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Not many of the maps really stood out for me. They're generally well designed, but most of the gimmicks feel somewhere between "inconsequential" and "vaguely annoying". The fun is mostly from the solid game mecahnics and good enemy placement and tuning. And while this is very important, it doesn't tend to make for standout memorable maps that really distinguish themselves from what's going on around them.

The only maps that have non-standard victory or defeat conditions are chapter 8 (which is still a defeat boss objective, but also has defend as a defeat condition), chapter 11 (the escape map), chapter 15 (the map where you pick up the Dancer), and chapter 24 (with the avalanches). Of those, I think my favourite was probably chapter 24. It wasn't a particularly difficult map (on Hard, at any rate; I'm not up to it in my Maddening game yet), but I had fun playing around the map gimmick, and the objective and gimmick were tied together nicely. It reminded me a little of the windy level from Conquest, except far less annoying.

I also really enjoyed the paralogue maps, for the nostalgia. My favourites there were Ike's and Byleth's, just because Path of Radiance and Three Houses are my favourite FE games. They were all good, though. Even the ones from games I hadn't played were interesting, just to get the sense of how map design has changed over the years.

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5 hours ago, lenticular said:

Not many of the maps really stood out for me. They're generally well designed, but most of the gimmicks feel somewhere between "inconsequential" and "vaguely annoying". The fun is mostly from the solid game mecahnics and good enemy placement and tuning. And while this is very important, it doesn't tend to make for standout memorable maps that really distinguish themselves from what's going on around them.

The only maps that have non-standard victory or defeat conditions are chapter 8 (which is still a defeat boss objective, but also has defend as a defeat condition), chapter 11 (the escape map), chapter 15 (the map where you pick up the Dancer), and chapter 24 (with the avalanches). Of those, I think my favourite was probably chapter 24. It wasn't a particularly difficult map (on Hard, at any rate; I'm not up to it in my Maddening game yet), but I had fun playing around the map gimmick, and the objective and gimmick were tied together nicely. It reminded me a little of the windy level from Conquest, except far less annoying.

I also really enjoyed the paralogue maps, for the nostalgia. My favourites there were Ike's and Byleth's, just because Path of Radiance and Three Houses are my favourite FE games. They were all good, though. Even the ones from games I hadn't played were interesting, just to get the sense of how map design has changed over the years.

Path of Radiance and Three Houses are your favorite? Literally mine as well, let's go!! 😆

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10 hours ago, Fabulously Olivier said:

Gabel Castle (Ike's paralogue), anr 3-13 (Micaiah's paralogue) are among my favorite maps in the franchise, so I'm very happy to see them return.

 

As for new maps, I really liked Chapter 7 (bridge), Chapter 8 (Brodia Castle). All of the new maps were good though, other than maybe Chapters 23-24.

Was really cool to play through legacy maps!! Especially RD and the Jugdral ones since I never played those games yet. Nice little preview of those games for me 😁

 

2 hours ago, Etrurian emperor said:

I liked chapter 10 and its boss gauntlet-ish set up. It also had the best battle theme that I don't think ever returned after that stage.

Yesssssssss Chapter 10 is my absolute favorite!! And yes, the music is the best part ❤️

Edited by TheChoZenOne
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I assume this thread is open for spoilers, but I'll hide my moments all the same:

Spoiler

While the time travel came out of nowhere (maybe it was an Awakening/ Fates reference, now that I think about it), I loved everything we saw of Past Alear. It was a great way of showing how far they'd come and who they used to be, and their combat dialogue with Alear and Veyle was really well done too. (I really liked Chapter 25 too, now that I think about it.)

Chapter 21 and 22 are also great story moments, complete with Alear's rebirth as an Emblem. Honestly, Alear in general gets a ton of awesome moments and impressive development.

And of course:

"...the final Emblem: Connect Us, Fire Emblem!"

As for maps, Chapter 11 is amazing and I wouldn't be surprised if it goes on to represent Engage in FEH and future entries purely for how terrifying it is as a premise. Chapter 20 is a really creative boss fight and of course all of the throwback maps were wonderful~

Edited by DefyingFates
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9 hours ago, DefyingFates said:

I assume this thread is open for spoilers, but I'll hide my moments all the same:

  Hide contents

While the time travel came out of nowhere (maybe it was an Awakening/ Fates reference, now that I think about it), I loved everything we saw of Past Alear. It was a great way of showing how far they'd come and who they used to be, and their combat dialogue with Alear and Veyle was really well done too. (I really liked Chapter 25 too, now that I think about it.)

Chapter 21 and 22 are also great story moments, complete with Alear's rebirth as an Emblem. Honestly, Alear in general gets a ton of awesome moments and impressive development.

And of course:

"...the final Emblem: Connect Us, Fire Emblem!"

As for maps, Chapter 11 is amazing and I wouldn't be surprised if it goes on to represent Engage in FEH and future entries purely for how terrifying it is as a premise. Chapter 20 is a really creative boss fight and of course all of the throwback maps were wonderful~

I completely forgot to mention the past Alear moment in my video, man what a great moment indeed. And yes I adored all of those epic scenes as well. Chapter 11, 20, legacy maps, so much goodness in this game, gameplay wise. Really solid installmet!! Thank you so much for sharing your thoughts!! 😁🙏

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I dont know why, but I really like chapter 4 map. It might be because its a first proper map you get in a game or maybe it kinda remind me of some older titles. But everytime I play that map I enjoy it.

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11 hours ago, Speedy said:

I dont know why, but I really like chapter 4 map. It might be because its a first proper map you get in a game or maybe it kinda remind me of some older titles. But everytime I play that map I enjoy it.

Ooooo, that's a great pick tbh and I agree, it is one of the few maps that gave me that classic fire emblem feel that I miss so much. And it is indeed the first proper map of the game 😁

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There are so many good maps that it is hard to select a favorite. I could literally name a random number like 19 and remember some good things about. I think it is easier to name maps that were just OK for me - I've just finished 20 and 6, 9, 13, 16 are probably the only ones to put at the bottom tier(and it is B bottom tier, not D). And even this I am not sure about as 13 for example have this funny "could I reach that house" moment.

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20 hours ago, Scaramuccia said:

There are so many good maps that it is hard to select a favorite. I could literally name a random number like 19 and remember some good things about. I think it is easier to name maps that were just OK for me - I've just finished 20 and 6, 9, 13, 16 are probably the only ones to put at the bottom tier(and it is B bottom tier, not D). And even this I am not sure about as 13 for example have this funny "could I reach that house" moment.

Yeah I completely agree. The game had a lot of good maps that, tbh, there really isn't any map I genuinely dislike. Only worst ones being just "okay". That really goes to show how solid and well thought out every map was when they were designed. A lot of consistency throughout!! 😁

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I really felt like Engage did a fantastic job with a lot of the lategame chapters. To the point that I made multiple save files not out of caution but because I wanted to be able to go replay a specific chapter whenever I wanted. If I had to pick one chapter as my standout favorite/most memorable, I'd say chapter 19 was extremely fun and brutal. I'll spoiler specifics here just in case.

Spoiler

First point: the houses. Before the chapter started, multiple characters mentioned that everyone had died and there was no point sticking around. This did not stop me from going "oh shit, I can visit that house!" the instant the map actually started. I made a beeline for the lower house and got trounced by the three or four corrupted reinforcements immediately surrounding my frail flier.

Second: Boss using warp strats. Honestly don't know what else to say, was just sitting there in shock when Mauvier dumped Marni into my frontline when I was expecting to have a free chance to swarm him and move onto her later. It just flew in the face of how I'm used to playing these games and I love it. Engage did a great job of making a lot of bosses intimidating, between the added health bars and the emblem rings. Marni with three hold outs makes it extremely hard to handle her and Mauvier in the same turn, and the layout of the map (starting on the boat, the miasma) makes it very difficult to rush and destroy Mauvier before he gets his warp off. I didn't have the foresight to try it, but I'm pretty sure the fact that he has Micaiah makes him silence-proof as well?

Finally, I just think the game is good at making you engage with the new mechanics it offers. The miasma is a meaningful, widespread buff, and it makes killing the enemies significantly harder without offering the players the same chance to abuse it like forts and forests. Rather than just coping with it, Engage has given players a lot of ways to clear terrain by this chapter - obstruct staffs, dragon vein, great aether, etc. You can also use smash weapons to get problematic enemy placements adjusted. The center lane appears narrow, but trying to turtle through it just means the enemies from the top and bottom lanes will come to you from behind instead, since they're aggressive in this game.

Between all these factors, it felt like a very memorable map for me. Played with my expectations using the houses, gave me a taste of my own warp-abusing medicine with the bosses, and made me really consider all the tools I had at my disposal where in an easier map I might have just been able to throw stat sticks at the problem.

I already talked a ton in there, but I also have to add that 10-11 and 21-22 were also very high points for me as someone who really liked the four-chapter siege in Path of Radiance. I can admit to some bias there, haha. But 11 and 22 are also some of the only chapters to have non-rout clear conditions, which I feel add a lot to the game/story integration and can really affect the strategies players end up using.

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11 hours ago, starbat said:

I really felt like Engage did a fantastic job with a lot of the lategame chapters. To the point that I made multiple save files not out of caution but because I wanted to be able to go replay a specific chapter whenever I wanted. If I had to pick one chapter as my standout favorite/most memorable, I'd say chapter 19 was extremely fun and brutal. I'll spoiler specifics here just in case.

  Hide contents

First point: the houses. Before the chapter started, multiple characters mentioned that everyone had died and there was no point sticking around. This did not stop me from going "oh shit, I can visit that house!" the instant the map actually started. I made a beeline for the lower house and got trounced by the three or four corrupted reinforcements immediately surrounding my frail flier.

Second: Boss using warp strats. Honestly don't know what else to say, was just sitting there in shock when Mauvier dumped Marni into my frontline when I was expecting to have a free chance to swarm him and move onto her later. It just flew in the face of how I'm used to playing these games and I love it. Engage did a great job of making a lot of bosses intimidating, between the added health bars and the emblem rings. Marni with three hold outs makes it extremely hard to handle her and Mauvier in the same turn, and the layout of the map (starting on the boat, the miasma) makes it very difficult to rush and destroy Mauvier before he gets his warp off. I didn't have the foresight to try it, but I'm pretty sure the fact that he has Micaiah makes him silence-proof as well?

Finally, I just think the game is good at making you engage with the new mechanics it offers. The miasma is a meaningful, widespread buff, and it makes killing the enemies significantly harder without offering the players the same chance to abuse it like forts and forests. Rather than just coping with it, Engage has given players a lot of ways to clear terrain by this chapter - obstruct staffs, dragon vein, great aether, etc. You can also use smash weapons to get problematic enemy placements adjusted. The center lane appears narrow, but trying to turtle through it just means the enemies from the top and bottom lanes will come to you from behind instead, since they're aggressive in this game.

Between all these factors, it felt like a very memorable map for me. Played with my expectations using the houses, gave me a taste of my own warp-abusing medicine with the bosses, and made me really consider all the tools I had at my disposal where in an easier map I might have just been able to throw stat sticks at the problem.

I already talked a ton in there, but I also have to add that 10-11 and 21-22 were also very high points for me as someone who really liked the four-chapter siege in Path of Radiance. I can admit to some bias there, haha. But 11 and 22 are also some of the only chapters to have non-rout clear conditions, which I feel add a lot to the game/story integration and can really affect the strategies players end up using.

Loved this!! Was a very fun read and I agree 100%. Chapter 19 was very difficult but in a very fun way. I actually included it in my top 5 in my video if I remember correctly. Ch. 10 And 11 are also among my all time faves. I just can't get over how amazing this game is designed. Every map feels unique and is bursting with its own personality, even if the variation in objectives is not TOO often, game just feels solid. One of my favorite fire emblems already!! 😁 Thank you for sharing your experience!!

 

(Also Path of Radiace fan? 👀 Let's gooooooo, that's my favorite FE too!! Tellius boys!! 😎)

Edited by TheChoZenOne
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23 hours ago, starbat said:

gave me a taste of my own...medicine

This is honestly a pretty apt summary of Engage as a whole and a big part of why the maps are so intense. I loved your write-up of the full chapter too, that map in particular is a really challenging one!

Spoiler

And yes, I also made the mistake of visiting the bottom house. In my case it was Alfred and I just thought to myself: "Well, he's dead."

And he indeed died, but I rewound and redid my turn afterwards. That was a really clever trick: Fire Emblem's own mimic chest!

 

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8 hours ago, DefyingFates said:

This is honestly a pretty apt summary of Engage as a whole and a big part of why the maps are so intense.

Seriously. For as much as people talk about Engage being a game that really rewards player phase action, I feel like the heart of that is that the developers know exactly how fans tend to play the games and it shows. Both in the ways they've tried to put certain habits in check with new elements (like dodge/facetanking becoming much harder to pull off with the high accuracy true damage that is backup chaining) and in the ways they've designed the enemies, especially bosses, to abuse the same tried and true tactics right back at you on their phase.

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40 minutes ago, starbat said:

Seriously. For as much as people talk about Engage being a game that really rewards player phase action, I feel like the heart of that is that the developers know exactly how fans tend to play the games and it shows. Both in the ways they've tried to put certain habits in check with new elements (like dodge/facetanking becoming much harder to pull off with the high accuracy true damage that is backup chaining) and in the ways they've designed the enemies, especially bosses, to abuse the same tried and true tactics right back at you on their phase.

Yesssss, I absolutely love how they have a counter to almost everything in the game, really challenging you to think outside the box and think of your own strategies. So much optimization and strats I been learning and it feels like there is STILL so much more to learn. My 2nd playthrough is already so much funner than my first. Especially when understanding the mechanics better, such as Break and Chain Attacks (something I unfortunately didn't take advantage of until my current playthrough. It took a while to really click for me for some reason since I'm so used to older mechanics and they are entirely new, but now I'm getting it and it's incredibly satisfying and perfectly implememted. Learning new things and improving in the game especially when doing my PMU with all kinds of different classes on units I never used, combining thier personal skills with what I can come with in the classes they fell into that the community chose. It's just so much fun. Sorry for the long rant, but I am just in love with this game and its so much fun!! 😆

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Phew, I have a long list here, so apologies for the ramble. I'm through Chapter 23 at this point, and have the final 2 paralogues remaining as well.

  1. Chapter 5 - Big difficulty spike on a blind playthrough of Maddening and very much the early game check on your understanding mechanics (chain attacks, most notably).
  2. Chapter 9 - More memorable my first time than later, but I didn't prioritize getting to Jade quickly enough and ended up stuck in the center in a pincer attack from Kagetsu, Zelkov, and their reinforcements. Memorable to me because I survived with a low chance dodge and was able to clear the map despite what a terrible position I put myself in.
  3. Chapter 10 - First time through I thought I was so clever putting Sigurd on Chloé so she could kill the siege mage in the middle and Canter out of range. Then the game reminded me that Hortensia can use the siege weapon off a higher magic stat and is now in the center of the map to spam her freeze staff. Now I make sure to leave that mage alone.
  4. Chapter 13 - First time through I had to burn a warp staff to save the southwestern house and get the Rescue staff. Now that I'm, familiar with the map I prioritizing rushing two teams southwards and can get the Rescue pretty easily.
  5. Chapter 14 - This map really has a lot of ways to approach it. There's the thieves, which you can try to kill early to alleviate stress (I believe the doors can be broken, and any unit type can open chests) or you can let the thieves burn the actions opening the doors and emptying the chests then make sure you can kill them. The bosses are also amusing on this map. You can bait them individually with Astra Storm (Initially I thought they'd all pounce on me and baited the sword units in the throne room instead). You can also kill all three of them in a single turn if you have good engage attacks available (Great Aether on all 3 helps, especially when Marni smashes you into position to even hit Zephia, haha). And, even if you don't bait you can shut down Zephia with Silence and just clench yourself through the low hit rates.
  6. Chapter 16 - This map was so hard when I first played it and didn't understand the tidal gimmick. My team inadvertently ended up split up, and more importantly Seadall ended up on the wrong side of the split. The center turned into this awful game of retreating from cracked out enemies while my other much smaller team was stuck near the starting position fighting reinforcements behind Corrin's fog and Lyn clones with the power of dance.
  7. Chapter 17 - So, first time I played it I didn't know how the AI behaves and got all of the bosses to move towards me at once. I reset because that was intentionally a late-night experimental run to test the AI behavior, but it was quite something to suddenly have Mauvier, Marni, Zephia, and a wyrm on top of me.
  8. Paralogue Ike demolish was pretty hilarious, I can't deny. I do wish the UI marked the structure as breakable because I don't think it did?
  9. Paralogue Byleth - This map is a lot of fun when trying to save the crystals and I somehow managed to get the best reward (which is just an Elixir, but it's the pride in the accomplishment really). I love the warping with Goddess Dance, I like the fact that the staff bots even warp each other to then warp not Edelgard/Dimitri/Claude forward.
  10. Paralogue Sigurd - Killing the absurd mages in the southwestern corner is fun. Had to rely on Corrin's Torrential Roar so I could kill them sequentially. I also had a lot of fun when Sigurd ran forward and I was able to surround him while Ike!Jade, Tiki!Chloé, and Yunaka in a bush just held off everyone coming over the bridge for slaughter. Definitely not an LTC strat, but I felt very big-brain.
  11. Paralogue Eirika - I was able to kill both thieves on the first turn which was huge. Citrinne was strong enough to one shot one thief with Warp Ragnarok then Canter to safety as long as other team mates took care of the other enemies on one side. Then I got lucky with critting the other thief, and boom the map was trivialized. Then I was able to use Micaiah rewarp and dancing to have Alcryst kill the two wyrns with Mulagir on one turn (his engage was about to expire).
  12. Paralogue Micaiah - I let the enemy gain control of a ballista while my fliers were in range—quite a learning experience there. Also had fun killing off the not-Dawn Brigade for some loot. Micaiah also just has absurd speed on Maddening—that is NOT congruent with her game and caught me by surprise when she doubled and one-rounded Fogado.
  13. Divine Paralogue Tiki (after Chapter 8)- Warior!Boucheron got a level up during the map that allowed him to double and one round the dragons with a Long Bow, so he had some fun enemy phasing.
  14. Divine Paralogue Soren (after Chapter 13) - Gosh, I did this map and it was so difficult with the tools I had available. In hindsight I wanted Byleth, Seadall, and Corrin (and Micaiah would have helped a lot too). Thieves you want to chase down. The Enchanters buffing allies and themselves with a 30% nullify damage. The fracture and physic staves (the map literally automatically turns off enemy staff animations). The general lack of an enemy phase due to fracture and volcanic meteor damage sapping your vitality. Soren with Bolting. The fact that aggroing Soren causes all the Wyverns on the edge of the map to start moving. Memorable to me because at the end 2 mages had exact damage on Pandreo but thanks to trading him a Micaiah engraved Shielding Art he was able to survive a 30% hit fatal blow (I had no Time Crystal left, so that would have necessitated a restart after over 4 hours on the map).

 

Edited by FashionEmblem
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12 hours ago, FashionEmblem said:

Phew, I have a long list here, so apologies for the ramble. I'm through Chapter 23 at this point, and have the final 2 paralogues remaining as well.

  1. Chapter 5 - Big difficulty spike on a blind playthrough of Maddening and very much the early game check on your understanding mechanics (chain attacks, most notably).
  2. Chapter 9 - More memorable my first time than later, but I didn't prioritize getting to Jade quickly enough and ended up stuck in the center in a pincer attack from Kagetsu, Zelkov, and their reinforcements. Memorable to me because I survived with a low chance dodge and was able to clear the map despite what a terrible position I put myself in.
  3. Chapter 10 - First time through I thought I was so clever putting Sigurd on Chloé so she could kill the siege mage in the middle and Canter out of range. Then the game reminded me that Hortensia can use the siege weapon off a higher magic stat and is now in the center of the map to spam her freeze staff. Now I make sure to leave that mage alone.
  4. Chapter 13 - First time through I had to burn a warp staff to save the southwestern house and get the Rescue staff. Now that I'm, familiar with the map I prioritizing rushing two teams southwards and can get the Rescue pretty easily.
  5. Chapter 14 - This map really has a lot of ways to approach it. There's the thieves, which you can try to kill early to alleviate stress (I believe the doors can be broken, and any unit type can open chests) or you can let the thieves burn the actions opening the doors and emptying the chests then make sure you can kill them. The bosses are also amusing on this map. You can bait them individually with Astra Storm (Initially I thought they'd all pounce on me and baited the sword units in the throne room instead). You can also kill all three of them in a single turn if you have good engage attacks available (Great Aether on all 3 helps, especially when Marni smashes you into position to even hit Zephia, haha). And, even if you don't bait you can shut down Zephia with Silence and just clench yourself through the low hit rates.
  6. Chapter 16 - This map was so hard when I first played it and didn't understand the tidal gimmick. My team inadvertently ended up split up, and more importantly Seadall ended up on the wrong side of the split. The center turned into this awful game of retreating from cracked out enemies while my other much smaller team was stuck near the starting position fighting reinforcements behind Corrin's fog and Lyn clones with the power of dance.
  7. Chapter 17 - So, first time I played it I didn't know how the AI behaves and got all of the bosses to move towards me at once. I reset because that was intentionally a late-night experimental run to test the AI behavior, but it was quite something to suddenly have Mauvier, Marni, Zephia, and a wyrm on top of me.
  8. Paralogue Ike demolish was pretty hilarious, I can't deny. I do wish the UI marked the structure as breakable because I don't think it did?
  9. Paralogue Byleth - This map is a lot of fun when trying to save the crystals and I somehow managed to get the best reward (which is just an Elixir, but it's the pride in the accomplishment really). I love the warping with Goddess Dance, I like the fact that the staff bots even warp each other to then warp not Edelgard/Dimitri/Claude forward.
  10. Paralogue Sigurd - Killing the absurd mages in the southwestern corner is fun. Had to rely on Corrin's Torrential Roar so I could kill them sequentially. I also had a lot of fun when Sigurd ran forward and I was able to surround him while Ike!Jade, Tiki!Chloé, and Yunaka in a bush just held off everyone coming over the bridge for slaughter. Definitely not an LTC strat, but I felt very big-brain.
  11. Paralogue Eirika - I was able to kill both thieves on the first turn which was huge. Citrinne was strong enough to one shot one thief with Warp Ragnarok then Canter to safety as long as other team mates took care of the other enemies on one side. Then I got lucky with critting the other thief, and boom the map was trivialized. Then I was able to use Micaiah rewarp and dancing to have Alcryst kill the two wyrns with Mulagir on one turn (his engage was about to expire).
  12. Paralogue Micaiah - I let the enemy gain control of a ballista while my fliers were in range—quite a learning experience there. Also had fun killing off the not-Dawn Brigade for some loot. Micaiah also just has absurd speed on Maddening—that is NOT congruent with her game and caught me by surprise when she doubled and one-rounded Fogado.
  13. Divine Paralogue Tiki (after Chapter 8)- Warior!Boucheron got a level up during the map that allowed him to double and one round the dragons with a Long Bow, so he had some fun enemy phasing.
  14. Divine Paralogue Soren (after Chapter 13) - Gosh, I did this map and it was so difficult with the tools I had available. In hindsight I wanted Byleth, Seadall, and Corrin (and Micaiah would have helped a lot too). Thieves you want to chase down. The Enchanters buffing allies and themselves with a 30% nullify damage. The fracture and physic staves (the map literally automatically turns off enemy staff animations). The general lack of an enemy phase due to fracture and volcanic meteor damage sapping your vitality. Soren with Bolting. The fact that aggroing Soren causes all the Wyverns on the edge of the map to start moving. Memorable to me because at the end 2 mages had exact damage on Pandreo but thanks to trading him a Micaiah engraved Shielding Art he was able to survive a 30% hit fatal blow (I had no Time Crystal left, so that would have necessitated a restart after over 4 hours on the map).

 

Fun read!! Nice to hear your experience with all of these!! I don't think there is a single map I dislike in this game, tbh!! 😁

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  • 2 weeks later...
On 2/25/2023 at 9:00 AM, DefyingFates said:

Wait, what? Was this with a staff or a unique skill?

A great write-up either way, thank you for the fun read!

Delayed response, but the Enchanter class has an Item Surge skill to give buffs to nearby allies by consuming an item. In this case a Luck Tonic can be consumed to give a 30% chance to nullify damage for 1 turn for the Enchanter and adjacent allies.

Edited by FashionEmblem
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