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Renall

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    The 14th Amendment Does Not Bar Dancer Discrimination

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    Thracia 776

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  1. These are up. I probably have the rest but I'm out of slots after swapping everyone out in this post. Gunter at least, yes. Both up. Bolded up. Have this up now. I do have a BR file I'm working on where I'll be getting skills for Yukimura/Scarlet/Izana, and I have F!Kana on that file and she's got Luna, but I can't put it up without switching to my BR castle which wouldn't have much else besides F!Kana. Gimme time to work on that.
  2. Would definitely like a skill guide. Hopefully the Japanese wiki gets something up with pictures soonish, though it doesn't look like they've managed it yet. Seems relatively easy to understand the UI otherwise if you've played any untranslated FE.
  3. The thing about the succession is explicitly brought up in Revelation's epilogue, so they did think of it. Azura just doesn't really care.
  4. That's correct, the Deeprealms have a different timescale. Rhajat explicitly mentions that hers goes faster than others and speculates that she is now older than her mother. This is hilarious if her mother is Nyx, though unfortunately Nyx has no witty comeback specific to being Rhajat's mother.
  5. Alright, I feel like doing a prepromotes and semi-neglected characters day, so the following are up: Fuga: Movement +1 / Defender / Trample / Quick Draw / Elbow Room Flora: HP +5 / Counter / Countermagic / Darting Blow / Death Blow Gunter: Movement +1 / Counter / Countermagic / Death Blow / Warding Blow Reina: Vantage / Counter / Countermagic / Defender / Trample Shura: Spendthrift / Death Blow / Certain Blow / Renewal / Tomefaire Hinata: Movement +1 / Magic +2 / Miracle / Quick Draw / Strong Riposte Subaki: Movement +1 / Pavise / Aegis / Counter / Countermagic Hayato: Inspiration / Certain Blow / Warding Blow / Vantage / Lunge Kagero: Miracle / Counter / Countermagic / Quick Draw / Strong Riposte Orochi: Movement +1 / Miracle / Vengeance / Life and Death / Wary Fighter
  6. Fuga up with Vengeance / Movement +1 / Elbow Room / Aegis / Pavise. I don't think he gets those naturally. Bolded are up. Since someone did Axebreaker for Subaki already I put him up with all the other ones.
  7. Shura is amazing on Revelation because deployment slots are limited and you're probably looking for strong units (often royals) to do combat duties and don't have a ton of slots for staff and Locktouch utility to handle healing and the numerous chests in the second half of Rev. Shura solves both these problems for you in a single character without taking so much as a single drop of experience (though he can do bow chip or finish something in a pinch). He already has plenty of HP, more than enough Speed to never worry about being doubled, 7 Move thanks to promoted and Movement +1, and enough Staff rank to use Physics, Rescues, and Silences. Reina's also very underrated by a lot of people, as mentioned her offensive growths are great and while she won't tank much she is excellent at deleting enemies and requires very little setup to do well at it. Scarlet is also pretty good on Birthright, can't say no to a Wyvern Lord and her class set is exceptional.
  8. I haven't tried it but Lodestar might make Subaki work. Surely Dancing Blade and Speedtaker can fix even his godawful Speed. Granted it's a bit of a waste but on Birthright at least I can't think of anybody who needs to be a Lodestar. Most of the good BR characters aren't too worried about their Speed (it seems like a complete waste on Ryoma in a way it wouldn't be on Xander in CQ). Saizo maybe but Saizo almost would want an Ebon Wing instead.
  9. If it's possible to 0% Growths Run almost every FE on the highest difficulties, it should be possible to win playing normally without an absurd overreliance on luck. Not even LTCs rely on things that are so absurdly improbable that they will almost never work, especially in the FEs where you can't manipulate/rig the RNG. You might need a better strategy, even if that strategy is kinda cheap (e.g. "I only have one unit who can safely fight Ryoma and they barely damage him, so I'll spend 30 turns whittling Ryoma down"). If it works, and works reliably, then you're no longer relying on luck, and frankly if it works then who cares if it's cheap?
  10. The following are up with Defender: Selkie, Forrest, Rhajat, Ophelia, Sophie (though you probably didn't need help with that), Caeldori, Ignatius, Shiro, Dwyer. Their other skills are just some filler, mostly nothing important but it might be things people don't have (+2 stat skills, Elbow Room, etc.). He's up again.
  11. Getting hit by physical stuff is one of the few things Rinkah is never that worried about given 10 base and a 65% growth. She's relatively tanky as long as magic isn't targeting her poor HP/Res, and that's her major weakness as a character moreso than her damage potential which can be boosted by Axe/Club base Mt, her personal, and options like the Bolt Axe, Great Club, and Hammer. The Hammer doesn't have 2 range and Javelin Generals exist. I'm pretty sure you can't back up your claim that a 6 Mt weapon that can't double and increases enemy doubling thresholds will do more damage than a 14 Mt weapon that can double and hits Res on a character with a 25% personal Str growth, which is why you erased it and jumped on the Hammer again. The Hammer may be as effective or more effective for Rinkah at times, but Scarlet also wants it. Scarlet doesn't want the Bolt Axe because she has 4 Mag base at --/1 and lower Mag growth than Rinkah unless she's in Malig Knight, and lower Def growth to make up for the Avoid penalty (though Scarlet's base Def is quite good).
  12. There are plenty of Cavaliers/Paladins/Great Knights in Birthright. Some also carry Swords but not all do, and if they swap to Swords they lower their Attack, which a physical tank rarely minds. Knights/Generals as well, who are among a Bolt Axe user's prime targets: High Def, low to average Res, attacks physically, cannot get WTA on Axes; at best they have Axes themselves, but Lances are more commonplace. The Hammer also wrecks Knights/Generals, but (1) Rinkah's Strength growth is spotty but her Magic doesn't have to be that great to be effective, (2) Scarlet makes better use of the Hammer since her personal relates to Crit and she has better Strength, and (3) you don't really have to choose because each of them can use one of the two weapons if you're using both of them. There are also quite a lot of Faceless in Birthright, who have godawful Res and only do physical damage at 1 range. Stoneborn also have terrible Res. So there is something to hitting Res when you could otherwise hit Def, and of the Axe users available in BR Rinkah is the one least wanting to lean on her Str.
  13. Steel vs. forged Brass/Iron is a pretty rough comparison for Clubs. It takes a +2 Brass/Iron to match Steel, which isn't a terrible investment but it's one you'd be making more or less exclusively for Rinkah. It's not like a +2 Iron Katana/Naginata where multiple people can pass it around. The point is not to sandbag Rinkah but to try not to put her in a situation where someone can turn around and say "Yeah Rinkah's OK but only if you waste a bunch of resources on her." She can be OK, and the resources it takes to make her that way aren't really that bad. She'd appreciate a +1/+2 Iron forge but the question is whether she can become reasonably viable without spending a lot of money. And the answer is more or less yes, as long as she's used, as there are a few droppables that aren't in huge competition. "There is no feasible way for her to reach D before the route split." "Actually you can reach D in Chapter 7." Chapter 7 is not before the route split. My point is they gave her E Axe presumably because she's such an early unit, but then made it incredibly difficult for her to actually leverage her weapon rank in Chapters 4 & 5. So she may as well have just started at D, that way if you had trouble making use of her -- which isn't impossible given YOLO Ryoma in 4 and the enemy composition in 5 -- she wouldn't be so badly behind. She'd have Iron/Throwing access from the start and would just be a little less kludgey to use, and her brief absence in Revelation might not be as intolerable. It doesn't kill her, it's just annoying and she might get crapped on by people less often if she started at D in her base class's favored weapon type as a lot of characters do.
  14. I don't think you understood my point. I agree with you, her Avoid is unreliable and so there's no reason to worry about it. What I mean is you should account for this, assume she'll always get hit, and calculate based on her concrete durability. If you do this she shouldn't be randomly dying even with the Bolt Axe. EDIT: Also it's worth noting Rinkah WANTS to get hit, even if only for chip damage, because she wants her personal active ASAP if she's tanking. So putting her Avoid in the toilet somewhat ironically makes her better as long as she can take the hits, as she'll take 1-3 damage or something and then Fiery Blood is contributing 4-8 extra damage per combat, which ain't peanuts. Tiger Spirit requires C Tomes which Rinkah will probably never have (Hayato is the Oni likely to be able to use Scrolls, Rinkah wants Axes), cuts her effective doubling by 2 (granted she's not that concerned), has WTD against Lances, 8 Mt, and it has a -5 Avoid penalty anyway. Bolt Axe is an Axe (so it continues to build her Axe rank allowing her to switch off to physical Clubs if necessary), has WTA on Lances, and 14 Mt. That is a huge difference if you aren't forging a Tiger Spirit, and you'd need a +3 Tiger Spirit to pull even on Mt: That's 8 Tiger Spirits or 16000G vs. the Bolt Axe that drops in BR14 for free and basically can't be used by anybody else except Scarlet, who has much better things to do (though she does start at C Axes and could use it). The entire point of the Bolt Axe is to give Rinkah a relatively inexpensive and uncompetitive niche if you intend to use her; there's not much competition for one Spirit Dust and a Bolt Axe almost nobody can use but her, and it lets her be a solid physical tank who dodges nothing but soaks physical hits well and counters at 1-2 range with Res-targeting damage. That's not the best, but it's at least the least resource-competitive thing Rinkah can do to establish herself in the midgame, and it's pretty unique outside of Chieftain Hayato (who has his own issues, and is barely any better on the Res front unless he remains a Diviner and then his Def sucks). EDIT: To give an example, if Rinkah never once procs Mag growth then as an Oni Chieftain with a Spirit Dust she has 8 Mag which is 26 Atk with the Bolt Axe after Fiery Blood is active. That's as bad as she can possibly be with that setup. Any Mag growth procs, any Pair Ups, any tonics or meals make that better. But even at that point it's not bad for that point in the game; the boss of BR15 has 15 Def compared to just 6 Res, so Rinkah is doing 20 damage per swing, can attack him at 2 range which prevents him from counterattacking her, and if she doubles (which is somewhat unlikely, but she shouldn't get doubled) she ices him on Normal/Hard and leaves him near death on Lunatic. If she doesn't she chunks 40-50% of his HP. Great? Not compared to like, Ryoma or whatever. But it's not bad.
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