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I don't want to give up on Kanna


MitoRequiem
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Most personal skills of the kids aren't that remarcable in general though, even if there are some outstanding ones.

Kanna's base classes can easily be ''fixed'' via picking a good class from Kamui as they don't have to worry about that due to being able to just use buddy seals from A-Rank with other units.

Kanna's base growths are fairly low compared to Velour yeah, but they are average really, they are a bit lower than Kamui's base growths but they should be getting a bit of boost from their mother and Kamui's asset/flaw probably also takes part on it so at the end it should be fine. They are literally made to avoid another loltastic scenario like with Morgan, but that one had to do with how Awakening's absurd growths in general really.

This only works for Kamui.

Kanna is just a normal unit with limited A+ option.

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They learned from Morgan to nerf your kids. Dragonstones suck so having a personal built around it, is pretty lame. Even if dragonstones were good, 10% HP recovery still wouldn't be worth it. So basically Kanna is a lot like Deere in not having a contributing personal.

When you have kids like Velour and Grey (50% base magic growth haha) then it gets absurd. Kanna's highest base growth is speed and luck at 45%, which isn't mindblowing that everything is lower than that, especially DEF/RES. Kanna also starts in a class that is just evil to their bases. But that isn't to say they are terrible. They make the best wife/husband out of all the children thanks to optional classes on your part.

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The reason why I'm trying so hard to figure out how to make this character good is because I feel like If I can't make a good Kanna there is really no point of me playing a Male(I have no problem playing either gender though) It's like I might as well just go Fem Kamui pick a child character I like(in my case Siegbert, I also like Marx so guess it works out) and just make a really good child character cause I assume Kamui gives some nice growths

Edited by MitoRequiem
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There's only a few kids who could be on Kanna's level like Lutz. But if you compare them to Siegbert, Kanna has HP-10 STR-10 MAG+25 SKL-5 SPD 0 LUK 0 DEF-10 RES+5 in comparison.

It's most likely there for balancing. Shigure also has meh base growths.

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I guess they are trying to learn from their mistakes with ESPECIALLY FE4 and Awakening lol.

Though I do think Ophelia is a bit busted cause of that personal skill and personal weapon. I keep hearing people talk about how good Lutz is, He never was appealing to me though so never really looked into him.

Edited by MitoRequiem
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  • 2 weeks later...

While doing a bunch of considerations for my next main play through of the Invisible Kingdom (when the game is out in English), I pondered long and hard about if there was anything Kanna could do better than Kamui considering the fact that Kamui with the final Yato may as well be a 4th generation Morgan. lol If only making Kanna a third gen unit could still get that +1 to all stats a second time... After a bunch of considerations, I noticed at least one stat in which Kanna can outshine Kamui: speed. Kamui with a speed asset and the Yato gets +8 in speed, but Kanna can potentially be a +11 in speed. Midoriko and Eponine are the two units this is made possible by marrying if you make Azura/Setsuna the mother. They get +7 in speed which can add to Kamui's +4. Setsuna!Eponine with +speed/-luck Kamui seems like the best for the most well rounded everything other than speed (-2, 0, +3, +11, -1, 0, +1). Choosing samurai or ninja as Kamui's second class could be the best option for this since it would pass Trueblade/Elite Ninja to Kanna and by extension her husband, which might best be Pieri!Seigbert in this case. Seigbert's skill and supports along with the trueblade class could undo the minor shortcomings while making Kanna the single fastest unit in the game. With such crazy speed, Kanna could be quite evasive and never have to worry about double attacks.

For the best options for Kanna's class choices, Kanna could be one of the most defensive healers as a White Blood. Equipped with renewal she could regain half her HP every turn and not care about the speed loss from dragonstones (man, they went a little too far in terms of nerfing the OP stuff from awakening in some cases...). As a trueblade/Elite Ninja you got the best speed and evasion possible. With such crazy speed, Kanna could be the one general that doesn't need defensive formation. A Dark blood could be an option for magical offense... but might be better for Nyx!Syalla!Kanna ( only +9 speed, but also +4 magic, and could make a good witch). Speed, and to a lesser extent magic, seems to be the only thing Kanna can have over Kamui. Just imagine if Kanna could also use the Yato... Then we'd truly have the new Morgan! lol

And what stat does Kanna's statue give if you choose HP as the flaw for Kamui? It seems Kanna's statue is normally the flaw you picked while Kamui's is the asset. So if you pick a flaw of Hp, what does Kanna's statue do? Or if you pick an asset of Hp what does Kamui's statue do?

Edited by Amanroth
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If the (Variable parent+Child)/2 growth calculation is accurate, then Kanna hinges upon the other parent a lot harder and Kamui not at all, barring mods. Which means Kamui's killer growths (given the right Asset/Flaw) doesn't affect Kanna in the slightest and their growths hinges hard upon their variable parent. So let's say you make a Speed MU and you really like Orochi so you go and marry Orochi, your Kanna's speed would likely end up growing fairly slowly anyway, which is different than Morgan in FEA where the default parent still had some say in their child's stats---a +Str Robin's Morgan is likely still gonna lift pretty hard.

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While doing a bunch of considerations for my next main play through of the Invisible Kingdom (when the game is out in English), I pondered long and hard about if there was anything Kanna could do better than Kamui considering the fact that Kamui with the final Yato may as well be a 4th generation Morgan. lol If only making Kanna a third gen unit could still get that +1 to all stats a second time... After a bunch of considerations, I noticed at least one stat in which Kanna can outshine Kamui: speed. Kamui with a speed asset and the Yato gets +8 in speed, but Kanna can potentially be a +11 in speed. Midoriko and Eponine are the two units this is made possible by marrying if you make Azura/Setsuna the mother. They get +7 in speed which can add to Kamui's +4. Setsuna!Eponine with +speed/-luck Kamui seems like the best for the most well rounded everything other than speed (-2, 0, +3, +11, -1, 0, +1). Choosing samurai or ninja as Kamui's second class could be the best option for this since it would pass Trueblade/Elite Ninja to Kanna and by extension her husband, which might best be Pieri!Seigbert in this case. Seigbert's skill and supports along with the trueblade class could undo the minor shortcomings while making Kanna the single fastest unit in the game. With such crazy speed, Kanna could be quite evasive and never have to worry about double attacks.

For the best options for Kanna's class choices, Kanna could be one of the most defensive healers as a White Blood. Equipped with renewal she could regain half her HP every turn and not care about the speed loss from dragonstones (man, they went a little too far in terms of nerfing the OP stuff from awakening in some cases...). As a trueblade/Elite Ninja you got the best speed and evasion possible. With such crazy speed, Kanna could be the one general that doesn't need defensive formation. A Dark blood could be an option for magical offense... but might be better for Nyx!Syalla!Kanna ( only +9 speed, but also +4 magic, and could make a good witch). Speed, and to a lesser extent magic, seems to be the only thing Kanna can have over Kamui. Just imagine if Kanna could also use the Yato... Then we'd truly have the new Morgan! lol

Ans what stat does Kanna's statue give if you choose HP as the flaw for Kamui? It seems Kanna's statue is normally the flaw you picked while Kamui's is the asset. So is you pick a flaw of Hp, what does Kanna's statue do? Or if you pick an asset of Hp what does Kamui's statue do?

Her statue will be Str.

I'm doing Nyx!Syalla!Kanna right now but with +Mag/-Def so she will get +9 Mag +7 Spd but -5 Def will hurt alot :(

My secondary class is Samurai, and she will be marrying Foleo. What skill should I pass down for Kanna? I'm thinking to pass down Raven Strike because she has -2 Skill mod and Syalla will pass down Ogre Strike.

Edited by KamuiSama
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I've seen a playthrough where a Male MU (Secondary class NInja) is paired with Mozume!Eponine (to reclass Niles into Hoshidan bow using classes

via Marriage Seal more so than for Eponine's sake, though she does get her great hair colour), both of whom are reclassed into Puppeteers (Eponine via Marriage Seal) at one point to pass on Copycat Puppet and Puppet Break to Kanna. The former is useful for straightforward reasons, but the latter was what I found quite interesting. (Very specific gameplay info on chapters coming up)

If Kanna can somehow reach 20+ MAG, she can OHKO Golems with a Dragonstone+ in Chapter 26 and My Castle Defense #3 in Conquest Lunatic Mode. The particular Kanna's overall stats ended up being subpar by endgame but she became useful for the sole purpose of eliminating Golems in relevant chapters... It allowed the team to open the left side of the room full of Faceless/Golems in Chapter 26 where you get the Range-3 shuriken I think? Also Golems in My Castle Defense #3 are a pain since not only because there's so much reinforcements of varying enemy types but also since a lot of these enemies (including the Golems which do long-range attacks!) have Cut Through. Kanna may be useful for strats here as well, though My Castle Defense #3 on Conquest Lunatic seems more difficult than the endgame...

Edited by Aggro Incarnate
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I've seen a playthrough where a Male MU (Secondary class NInja) is paired with Mozume!Eponine (to reclass Niles into Hoshidan bow using classes

via Marriage Seal more so than for Eponine's sake, though she does get her great hair colour), both of whom are reclassed into Puppeteers (Eponine via Marriage Seal) at one point to pass on Copycat Puppet and Puppet Break to Kanna. The former is useful for straightforward reasons, but the latter was what I found quite interesting. (Very specific gameplay info on chapters coming up)

If Kanna can somehow reach 20+ MAG, she can OHKO Golems with a Dragonstone+ in Chapter 26 and My Castle Defense #3 in Conquest Lunatic Mode. The particular Kanna's overall stats ended up being subpar by endgame but she became useful for the sole purpose of eliminating Golems in relevant chapters... It allowed the team to open the left side of the room full of Faceless/Golems in Chapter 26 where you get the Range-3 shuriken I think? Also Golems in My Castle Defense #3 are a pain since not only because there's so much reinforcements of varying enemy types but also since a lot of these enemies (including the Golems which do long-range attacks!) have Cut Through. Kanna may be useful for strats here as well, though My Castle Defense #3 on Conquest Lunatic seems more difficult than the endgame...

Out of curiousity may you link this playthrough?
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I don't know why people think so much about "Meta things" Like Kanna is made to be a well rounded character, good but no awesome in all ways, Like the Robin's Tactician Class so you can made her what you want, you want to make her your mage? Get a good Mage mother to her and go on, Want a One-shot berserker? Get a mother with High Skill and Strenght, Want her a Absurd thank that even the fusion of all final bosses of FE can't do damage on her? Get a very tank mother. But some others characters are like Foleo Syalla will aways be a Magic user Lutz will always be a anti-critical thing Elise will be always Shouting "ONII-CHAN!!!!"

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Out of curiousity may you link this playthrough?

http://www.twitch.tv/oudemiatv/v/35386078

Chapter 26 starts a bit after 42:00-ish, Kanna's Golem-hunting starts around 04:01:30-ish. Do note that she's one of those players that take more time playing the game, often erring towards the more careful, and so turtling strats are a thing for her (as can be seen from this particular chapter as well). Note that since this is her 2nd playthrough of Conquest Lunatic this is actually a lot quicker than it was previously.

As for My Castle Defense #3, attempts are

http://www.twitch.tv/oudemiatv/v/35553202 (11:00-48:00)

http://www.twitch.tv/oudemiatv/v/35764258 (2:00-1:33:00)

Though this one doesn't quite succeed, the player gets frustrated, then decides to play instead her half-serious Birthright Lunatic playthrough where the idea is to kill all Hoshidan-exclusives (Orochi is spared for the time being for the purpose of capturing) and proceed with only characters available in both routes

Although, to be fair, as she comments My Castle Defense #3 in Conquest Lunatic seems very difficult without grinding, DLC and spotpass, and more difficult than endgame. I mean, Cut Through on a Golem seems quite harsh, and including reinforcements there's almost like 10 of them?

Edited by Aggro Incarnate
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Speaking of Kanna, I'm planning on doing an all-Maid My Castle run when I play the Revelations route. What would Mozu!FemaleKanna maximum stats would be like as a Maid and growth rates with a +Speed/-Defense Avatar assets would be like? And between Midoriko, Mitama, Kinu, and Velour, who would make good support partners when in Guard stance? And any recommended skills I should grab for this to work (and no, I'm not abusing the OP Warp/Galeforce combo).

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