Emeraldfox Posted January 29, 2011 Share Posted January 29, 2011 (Playthroughs with arena abused units are uninteresting) Then don't tell anyone/tell them you were short on cash? Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted January 29, 2011 Author Share Posted January 29, 2011 Then don't tell anyone/tell them you were short on cash? I also wanted a quick peso for the secret shops later on. Is that reason enough to use the arena? Still, throwing Bors into the arena was the biggest mistake I made, as he made FE6 HM look like FE8 Easy Mode. Quote Link to comment Share on other sites More sharing options...
Emeraldfox Posted January 29, 2011 Share Posted January 29, 2011 I also wanted a quick peso for the secret shops later on. Is that reason enough to use the arena? Still, throwing Bors into the arena was the biggest mistake I made, as he made FE6 HM look like FE8 Easy Mode. I see nothing wrong with getting money from the arena. And abusing a not popular character into a nice spike wall? Luuuuul, what's wrong with that? Quote Link to comment Share on other sites More sharing options...
Narga_Rocks Posted January 29, 2011 Share Posted January 29, 2011 I see nothing wrong with getting money from the arena. And abusing a not popular character into a nice spike wall? Luuuuul, what's wrong with that? It makes the more efficient players laugh hysterically at his playthrough. Quote Link to comment Share on other sites More sharing options...
Anouleth Posted January 29, 2011 Share Posted January 29, 2011 Wyvern Knight gets +1 Spd over Wyvern Lord. Considering Cormag is iffy on AS sometimes, Wyvern Knight is probably the better option. I guess D Swords isn't terrible but it's pretty blech. Actually, Wyvern Knight gets +3 speed, which is pretty significant. Wyvern Lord gets +1 constitution, +1HP, +1STR, and +2DEF, but that's not so important since Cormag is already strengthy/defency enough. Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted January 30, 2011 Author Share Posted January 30, 2011 I see nothing wrong with getting money from the arena. And abusing a not popular character into a nice spike wall? Luuuuul, what's wrong with that? I myself see nothing wrong with it(and I do a lot of abusing when the PT isn't logged), and Narga has said this already, but people find playthroughs with arena abused units to be boring and uninteresting, as the characters I threw into the arena rip the face off everything that breathes, and no one wants to see a ten-sentence paragraph on how I completed the chapter in 6 turns, only because Bors and Dieck tear everything apart from under them. I will admit I arena abused on my NM playthrough, but I abused the C17 arena to get the money I wasted in the Ch16 secret shop back. Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted January 30, 2011 Author Share Posted January 30, 2011 (edited) Chapter 5: The Empire's Reach Starting Units: Eirika, Seth, Franz, Gilliam, Ross, Lute, Neimi, Colm, Natasha New Units: Joshua Probably the first real difficult chapter. You've got shit flying around trying to kill you and there's not a whole damn lot you can do about it. Thankfully the loldiers suck anus and the fighters are somewhat easy to double. The boss isn't too difficult, either. Just hit it with magic or a Rapesarmors. I sent Seth to snatch the Dracoshield, and Franz to deal with the west group(he jav'd a loldier, but missed the archer). On the EP, Franz and Ross get attacked, nothing too special. I then killed the two bandits on T2, and sent Franz into some shrubbery to fight off the archer+fighter. On T3, I put Gil into Josh's range, while sending Ross to finish his archer. On turn 4, after Ross and Franz failed to kill anything, I recruited Josh. I then sent him and Gil north, while Franz was still struggling with his mooks. Turn 5 came, and Gil took out the loldier that Josh attacked. Neimi took out Ross's fighter; I then healed Josh, and started visiting houses. Turn 6 was also nothing noteworthy, except two bandits attacking Ross and Colm on the EP and Josh killing a fighter. I let Neimi and Josh take the kills on those bandits, visited the last of the houses, and finished off the boss on T7. Too bad I didn't get to arena, but this is efficiency, not some arena fuckfest. Remember kids, arenas WILL rape your turn counts. Badly. Turns Taken: 7 NAME TIR LVL MHP STR SKL SPD LCK DEF RES CON SUPPORT Eirika 01 06 20 07 11 13 09 05 03 05 Seth 02 01 30 14 13 12 13 11 08 11 Franz 01 06 24 09 07 09 06 09 02 09 Gilliam 01 11 32 14 08 07 08 16 03 14 Ross 01 02 26 14 06 11 12 05 02 08 Neimi 01 03 18 06 06 07 04 04 03 05 Colm C Colm 01 03 19 05 05 11 08 04 01 06 Neimi C Lute 01 03 17 08 06 08 09 03 06 03 Natasha 01 01 18 02 04 08 06 02 06 04 Joshua 01 06 25 09 13 15 07 05 02 08 I nearly came when Colm got that level up. Granted his combat is still awful(lol5str/4def/Eswords). Also, Ross is proving to be a nice 1RKOing machine. Would be nice if his defense and resistance were a good deal better(because he still has the nerve to get 3RKO'd by axe dudes, when Gilliam and Seth are laughing their asses off at them.) Swag: Rapesarmors, Dracoshield, Secret book, Torch, Guiding ring Edited January 30, 2011 by DA125 Quote Link to comment Share on other sites More sharing options...
Excellen Browning Posted January 30, 2011 Share Posted January 30, 2011 Well if the game is long enough and the unit you get from arena'ing is rape-face enough(and easy to arena) you might just earn most of your turns back. Also, maybe I should do a FE8 PT. Quote Link to comment Share on other sites More sharing options...
Galenforcer Posted January 30, 2011 Share Posted January 30, 2011 Arena abusing doesn't save turns. It just makes killing bosses/clearing crowds of enemies easier. Quote Link to comment Share on other sites More sharing options...
PuffPuff Posted January 30, 2011 Share Posted January 30, 2011 Um, are you calling one of the best units in the game "fail-whore"????? Near as I can tell you are talking about Vanessa. But her lack of growing HP is irritating. :x Don't worry, I won't be half-assed and start spamming the arena for 50 turns like I did in FE6(I merely wanted to get arena videos for Youtube and I sadly got a little bit too greedy, which resulted in Bors reaching Lv19 and Dick/Rutgar reaching Lv17.) What I mean by this is that, if I have time to use the damn arena, I will, but I will still retain a low turn count, so I can't spend 50 turns getting Gilliam to Lv20 or some shit like that. Oh, that explains it. I used them some too in my recorded playthrough for the same reason, but only for like 5-10 turns. But you don't use them for like 50 fucking turns. And using the arenas during chapter play is recommended to do with a character during tactical gameplay that is if you aren't planning to use that character for the rest of the chapter. Still, throwing Bors into the arena was the biggest mistake I made, as he made FE6 HM look like FE8 Easy Mode. I never thought that he'd stand a chance in it either due to his poor speed and res. I see nothing wrong with getting money from the arena. And abusing a not popular character into a nice spike wall? Luuuuul, what's wrong with that? It's irrelevant gameplay. It makes the more efficient players laugh hysterically at his playthrough. qft I myself see nothing wrong with it(and I do a lot of abusing when the PT isn't logged), and Narga has said this already, but people find playthroughs with arena abused units to be boring and uninteresting, as the characters I threw into the arena rip the face off everything that breathes, and no one wants to see a ten-sentence paragraph on how I completed the chapter in 6 turns, only because Bors and Dieck tear everything apart from under them. I will admit I arena abused on my NM playthrough, but I abused the C17 arena to get the money I wasted in the Ch16 secret shop back. No there is nothing wrong with abusing them. But you should never use them in a logged playthrough. ----- Your playthrough here is alot better than your other two. Impressive if I do say so myself. :) Quote Link to comment Share on other sites More sharing options...
Narga_Rocks Posted January 30, 2011 Share Posted January 30, 2011 (edited) However, the Joshua chapter can easily be 3 turned just by sending Seth at full move towards the boss. I go with 4 turns, though, so that I can get all the villages and visit the armoury. I probably shouldn't have bothered with the armoury but I forgot about how fe8 lets you visit armouries and vendors from the overworld map. Oops. I'm pretty sure all villages can be safely reached in 3 turns. Edited January 30, 2011 by Narga_Rocks Quote Link to comment Share on other sites More sharing options...
Anouleth Posted January 30, 2011 Share Posted January 30, 2011 However, the Joshua chapter can easily be 3 turned just by sending Seth at full move towards the boss. I go with 4 turns, though, so that I can get all the villages and visit the armoury. I probably shouldn't have bothered with the armoury but I forgot about how fe8 lets you visit armouries and vendors from the overworld map. Oops. I'm pretty sure all villages can be safely reached in 3 turns. I don't think so. Vanessa would need to move almost her entire movement to reach the north village on turn 3 and she probably wouldn't survive because of the archers. Quote Link to comment Share on other sites More sharing options...
Narga_Rocks Posted January 30, 2011 Share Posted January 30, 2011 (edited) I don't think so. Vanessa would need to move almost her entire movement to reach the north village on turn 3 and she probably wouldn't survive because of the archers. I did it, so yeah it can be done. Just takes careful placement. Also it doesn't take anywhere near her full movement. It only takes 15 move from the closest starting location. I'd recommend using the furthest start from where the important fighting happens, though. Pick someone up, move to precisely 14 tiles south of the northernmost village. I've gotten all the villages + the armory by turn 4 in my one and only playthrough (got bored after chapter 15 and haven't bothered with 16 yet). It's complicated, though. It requires having her pick someone up on turn 1 and hide out of range of enemies. On turn 2, fly her up to 7 squares below village 4 http://www.fireemblemwod.net/fe8/guiafe8/capitulo5fe8.htm and drop her passenger. On turn 3, her passenger visits 3 while she visits 4 and then Seth ORKOs the boss with silver lance. The trouble comes with KOing or distracting the nearby archer so he doesn't KO Vanessa on turn 2 enemy phase. And of course someone has to go after village 2 and someone else after village 1. It would be easier if I could have another unit deployed to help but it is very possible without. It helps that Seth ORKOs joshua's friends on turn 1 enemy phase. The rest of your units that aren't visiting villages only have to deal with an archer, a fighter, and a soldier. Seth can ORKO the fighters by using an iron sword even if they are on the tree. The soldier can sometimes survive, though, thanks to the tree and WTA. Which makes recruiting Joshua more annoying. I don't think any of those 3 units have 1-2 range, since I'm pretty sure I had Seth use an iron sword for the task. Oh, and the archer should attack hatchet using garcia on turn 1, I think, so that'll weaken him and drag him closer to your fighting units. I think you might even be able to do this without all the rescue shenanigans. It is possible to reach village 3 by turn 3 just on foot. And you'd then be able to have Vanessa attack the soldier next to village 3 during turn 2. I just like applying rescue to everything. And it means that I don't have to have a unit try to rush towards the village. Edited January 30, 2011 by Narga_Rocks Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted January 30, 2011 Author Share Posted January 30, 2011 (edited) Chapter 5x: Unbroken Heart Starting Units: Ephraim, Kyle, Stan Forde Leaving After This Chapter: Orson I hardly call this a gaiden map as it is forced upon you. Anyway, seize the throne in the center of the map. It shouldn't take any longer than 12 turns(dondon got it in 8). Ephraim and Kyle started by killing the two loldiers blocking my path, then sent Stan Forde to lure in the archer. On turn 2, I had Eph one-shot the armor after Stan Forde and Kyle polished off the archer. On turn 3, Kyle and Stan Forde ganged up on the merc, and Eph charged into the chest room after Orson opened it. Next turn, Ephraim killed off the mage(he killed the fighter before), while Orson started opening chests. Ephraim then opened chest 2 and Orson picked him up afterwards. Meanwhile, Kyle and Stan Forde moved up. After the cavs wiped out the fighter, I then sent Ephraim to deal with the cavaliers. Around turn 9, I managed to break into the central corridor. Eph made short work of the knight and one of the loldiers, then I sent the party down the corridor, taking out a fighter/shaman infestation. Eventually, by turn 12, I broke through the enemies here. Kyle and Stan Forde chopped down a fighter and Eph simply charged into the throne room. He killed the armor and loldier on the EP. I then had him barge unto the throne room, while Kyle/Stan Forde charged towards the elixir archer. While Kyle/Stan Forde were busy with random shit, Eph cleared the room of almost every enemy except a monk and the boss(the boss died on T15). I seized on T16(like 4 turns behind schedule. Eh, when RNG hates you, it happens) Turns Taken: 16(DAMN IT!) NAME TIR LVL MHP STR SKL SPD LCK DEF RES CON SUPPORT Ephraim 01 09 27 11 13 13 09 09 03 08 Kyle 01 08 28 10 08 07 06 12 01 10 Forde 01 08 26 08 09 09 07 08 02 09 Orson 02 03 (lol) You know something? I just may use that Kyle. 28HP/12Def is pretty hax for a cavalier(FFS, that's what Gilliam had for durability at Lv7. And he's Lv11 now), and it gives Ephraim a viable support. Also, Ephraim is growing very well, especially as he's basically gained +2 to every stat he has in 5 levels. Oh, and as for the poll, if it turns out to be a tiebreaker, Ephraim route will be done by default. Have a nice day. Swag: Killer lance, Elixir x2 Edited January 30, 2011 by DA125 Quote Link to comment Share on other sites More sharing options...
Integrity Posted January 30, 2011 Share Posted January 30, 2011 Ephraim and Kyle started by killing the two loldiers blocking my p Oh no! No man should have his p blocked! Quote Link to comment Share on other sites More sharing options...
dondon151 Posted January 30, 2011 Share Posted January 30, 2011 I don't think so. Vanessa would need to move almost her entire movement to reach the north village on turn 3 and she probably wouldn't survive because of the archers. Easy as pie. Quote Link to comment Share on other sites More sharing options...
Narga_Rocks Posted January 30, 2011 Share Posted January 30, 2011 So I guess Joshua won't attack Natasha? That's useful to know. Makes things easier. Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted January 30, 2011 Author Share Posted January 30, 2011 Oh no! No man should have his p blocked! Sorry about that. I accidentally pressed the submit button. The log is completed. It's supposed to say path, not the anatomically correct term for a man's bits and pieces. Quote Link to comment Share on other sites More sharing options...
Galenforcer Posted January 30, 2011 Share Posted January 30, 2011 So I guess Joshua won't attack Natasha? That's useful to know. Makes things easier. Joshua always never attacks Natasha. It usually how people recruit him with less casualties. Quote Link to comment Share on other sites More sharing options...
Narga_Rocks Posted January 30, 2011 Share Posted January 30, 2011 Joshua always never attacks Natasha. It usually how people recruit him with less casualties. I just let him go after Seth and recruit him on turn 2. But dondon's way seems to work better than what I did even though that is turn 3. He even visits the arena (and risks death, but oh well). Quote Link to comment Share on other sites More sharing options...
Junkhead Posted January 30, 2011 Share Posted January 30, 2011 That was fun. Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted January 31, 2011 Author Share Posted January 31, 2011 (edited) Chapter 6: Victims of War Starting Units: Eirika, Seth, Franz, Gilliam, Joshua, Colm, Neimi, Natasha, Lute, Ross Your fits fog of war map. I recommend you use torches to see the way. Also note that you can get an Orion bolt if you save all three civilians. Note that I bought a steel lance, a javelin, two steel swords, a steel axe, and a steel bow. I also bought a torch staff. I sent my forces east on turn 1, using Natasha's torch staff to cut through the fog. On turn 2, I killed a loldier with Franz, then sent Gil, Ross, and Josh east to form a wall of pain. T2 EP was a bit fun; Franz gets attacked by a merc, Gil fends off a merc and two loldiers, and Ross kills a loldier and weakens an archer. Ross then kills the archer, Josh kills his loldier, and Lute destroys the iron blade merc. I then sit Gil on the fort and send Seth to kill the halberd guy. On turn 4, I took out the initial cavalry wave, as well as the thunder mage. I also sent Gil and Seth in Novala's direction. Turns 5 and 6 consisted of me taking out the reinforcement cavaliers, and I was ready to kill the boss on T7, until I realized that I forgot the village, which was why I wasted an extra turn getting it. I then killed the boss using Seth and Gil. Turns Taken: 8 NAME TIR LVL MHP STR SKL SPD LCK DEF RES CON SUPPORT Eirika 01 07 20 08 11 14 10 05 03 05 Seth 02 01 30 14 13 12 13 11 08 11 Franz 01 07 25 10 08 10 06 09 02 09 Gilliam 01 13 34 15 09 08 08 18 04 14 Ross 01 04 28 15 06 12 13 06 03 08 Neimi 01 04 19 07 07 07 05 04 03 05 Colm C Colm 01 03 19 05 05 11 08 04 01 06 Neimi C Lute 01 04 18 09 06 08 10 03 06 03 Natasha 01 03 19 03 04 08 07 02 07 04 Joshua 01 07 26 10 14 15 07 05 03 08 Gil is like two levels away from capping out his def(and ultimately, his promotion). Sucks that he's res screwed. Bah humbug! My supports aren't even started yet, but I still got two chapters to get a C with my dudes. Eh... Swag: Halberd, Iron blade, Antitoxin, Elixir, Orion bolt Edited January 31, 2011 by DA125 Quote Link to comment Share on other sites More sharing options...
Galenforcer Posted January 31, 2011 Share Posted January 31, 2011 When you're playing efficiently, don't expect most people to get supports quickly. Quote Link to comment Share on other sites More sharing options...
Narga_Rocks Posted January 31, 2011 Share Posted January 31, 2011 When you're playing efficiently, don't expect most people to get supports quickly. I got to chapter 16 with nobody supported but Neimi and Colm to C. Maybe something else reached C, but I don't think so. The only support of decent speed on characters I used every chapter was like Eirika x Seth, but he spends so much time blasting away miles from anything and I don't like having him slowed down by carrying her. Quote Link to comment Share on other sites More sharing options...
Smiley Jim Posted January 31, 2011 Author Share Posted January 31, 2011 (edited) Chapter 7: Waterside Renvall Starting Units: Eirika, Seth, Franz, Gilliam, Ross, Neimi, Lute, Colm, Joshua, Natasha Your first chapter with ballistae. If you didn't read my description from my FE7 playthrough, ballistae darts are effective towards flying units like Vanessa. Basically, if you put a flier into the range of a ballista, they will be left on single digit HP if not OHKO'd outright. Also, this chapter is doable in 4 turns, but unfortunately, I'm not using Vanessa, so I can't simply drop Gilliam onto the other side of the mountain. Also, I want that Energy Drop(so I can't have Ross go across the river or else he ORKO's the mage). I send all my units east, using Gilliam as a wall. He killed two loldiers then went up and killed a fighter on his EP. He then weakened a mage for Josh(and got an EPIC level up), while the rest of my party moved up. Turn 3 EP was hilarious; Franz got hit on a 30 or some shit like that by a steel axe fighter. I then have Seth move his ass towards the mercenary blockade with Franz following(he was carrying Gil). After Franz got hit by the ballista, I healed him, had him drop Gil next to the healthy merc and had Lute kill the second merc. On T6, I stole the energy ring from the mage, then killed thine enemies. Of course. By turb 8, I had killed all the enemies near the boss, and I started to engage him. I managed to kill him on turn 10, but as Eirika couldn't reach the gate, I had to waste a turn getting her there. Turns Taken: 11 NAME TIR LVL MHP STR SKL SPD LCK DEF RES CON SUPPORT Eirika 01 07 20 08 11 14 10 05 03 05 Seth C Seth 02 01 30 14 13 12 13 11 08 11 Eirika C Franz 01 07 25 10 08 10 06 09 02 09 Gilliam 01 16 37 17 11 10 10 20 05 14 Ross 01 05 29 15 07 13 13 07 03 08 Neimi 01 05 20 07 08 08 06 04 03 05 Colm C Colm 01 03 19 05 05 11 08 04 01 06 Neimi C Lute 01 05 19 10 06 09 10 04 06 03 Natasha 01 03 20 04 04 08 08 02 08 04 Joshua 01 08 27 11 14 16 07 05 03 08 Gilliam is now Lv16, with capped defense and 37HP/17Str/10AS. There is no excuse to keep him unpromoted. Also, Ross is trying very hard to overcome his hit/def deficits. And his str is like 5 away from maxing out. Ridiculous. Once Ross promotes, I may as well say 'I beat Sacred Stones', because he'll kill everything that moves and will basically never die. Swag: Pure water, Energy ring Edited January 31, 2011 by DA125 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.