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Jediabiwan

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Everything posted by Jediabiwan

  1. Morgan is always going to be awesome but pairing up the avatar with anyone other than the select few childless characters like Anna means you get another kid which is almost as good. You don't want to give that kid up by marrying Anna. There are very few situations where anna is all that great a mom. Lucky 7 is nice, but is rarely ever needed for Morgan and she can probably get better skills from other moms anyways. And morgan is not a character you want to waste on opening chests.
  2. As already stated the entire story was a miss. There is very little value to any of it and the only thing I get out of it is all the references to past FE games. Those memories of past FE games was what made most of it bearable, although i have to admit there were like 2-3 good moments. But that's mostly what awakening was to me, a tribute to the older fire emblem games. It wasn't totally a bad thing and in a low of ways it works out, but the story was not one of those areas.
  3. Galeforce is definitely overhyped by most people as it is in no way needed for any of the content. Given that, everyone here seems to have an incredibly strong bias against galeforce, likely because everyone else thinks it is so good. There's nothing wrong with building a team around galeforce and in many situations your team will be superior compared to a similar setup without galeforce. Galeforce is incredibly powerful and one of if not the best skill in the game and useful no matter what way you are playing. Although the guide does go a bit overboard, it doesn't really deserve all this ridicule, especially if its specific purpose is to make optimal pairings with galeforce.
  4. If it such a big deal why not place Panne/Lon'qu (Second Seal) and Panne /Lon'qu(No Second Seal) in two different places like you do for units with/without rescue and galeforce?
  5. Use nah with a defensive pair-up and give her elixirs for the small amounts of damage she will take. Your sol guys should also be able to survive enemy phase. Then have anyone who can't survive enemy phase sit just outside range. Pop-in kill a unit with galeforce then pop back out or get rescued if you don't have galeforce. You'll want a few staff users with rescue and physic in the back lines as well.
  6. I don't see the point of teiring without rescue as it can throw off the ratings for a lot of units when you are going at a much different speed. I thought one of the big points of this list was taking rescue into account with the other list vaguely limited.
  7. I doubt you'll have any problems with hard mode if your grinding, and there's still a good chance it could end up being too easy if you grind a lot. And don't put off too much DLC to the end. R&R and some of the spotpass chapters are probably the only DCL that is challenging for and endgame team, but some of the other ones can be a really fun challenge if you do them earlier on. In the end just have fun. Do enough grinding and the game will be way to easy on any difficulty, but all that matters is that you enjoy playing.
  8. I agree Olivia should definitely move down. She's incredibly useful for boss maps but I'm not sure how many times she is needed when you have rescue. As for other maps I don't have enough experience using her. Cherche is a good pair up partner to move her around for those key dances and extra durability, especially if you promote her for deliverer. But Olivia still isn't all that durable when leading, and to get that extra mov she has to switch out with Cherche every other turn. She'll have even worse problems keeping up once you get galeforce. The question is how many turns can she save that rescue can't. I'm sure she can saves some turns that other unit's can't, but I don't know if its enough to be 3rd in high.
  9. I still don't see why you're ignoring one of the big qualifiers of the tier list when the whole point of this playthrough seems to be generating meaningful info that can be applicable to discussion of the current tier list. I assume you're not using spotpass/barracks/event tile items.
  10. Well fighting and clearing ability is generally reflected in turncounts as well which warp disrupts. I know I'd be interested to see how a focus on galeforce turncount turned out compared to other people following the tier list rules.
  11. I get that this is the concept but I find it almost impossible to understand this place where neither tharja or sumia/cordelia are top teir. Why does mov matter at all? There are just no set standards. While I really like the concept of the teir list there really needs to be some sort of specification. There's a reason we come back to this point every few pages. I like the idea's that everyone is trying to stick to, but I understand everyone's confusion. They need to be a bit more defined to avoid confusion. Also feel free to avoid this post and just carry on discussion as I wrote it before SDS posted.
  12. How many turns does galeforce need to save in later levels to make blatant favoritism warranted?
  13. Yeah if Olwen is talking about 2-3 characters without anyone in their pockets he might be insane. I think limiting himself to 2-3 characters (hopefully with a partner) mainly has to do with getting galeforce as soon as possible. Once he has galeforce they are so far ahead of anyone else it doesn't matter. I also assume it has more to do with proving his point. I'm sure an efficient play-through using olwen's strategy would use more than 2-3 characters most of the time.
  14. I think they at some point agreed on no buy-able rescues or something like that. You should also follow all the teir list rules regarding paralogues and stuff. You have to follow the teir list rules (whether or not they make sense) and then prove it wrong . Abusing rescue or something gives people an excuse to throw out your entire argument. I'm very interested in seeing your results and how they can be applied and potentially disrupting much of the current tier list.
  15. I think Olwen is overstating it, but I think his logic goes like this. Unit A has 6 move and can complete the lvl in 8 turns w/o tonics or good weapons. Unit B has 8 move and can complete the level in 5 turns w/ tonics and good weapons. As long as you have enough resources to give Unit B those weapons and tonics he should always be better than Unit A. Now practically I'm not sure if there are enough resources to always have tonics and good weapons or if Unit B would actually result in that much faster of a clear than Unit A. But if he's right that they are than I totally agree with him that the tier list needs big changes.
  16. But there are also plenty of second skills so that those few characters you can use can get overpowered. I feel like focusing on 3-4 pairs of units would be more viable than you might think. Olwen I'd be interested in seeing a playthrough that focused almost entirely on Sumia/Corlelia/Peg MU with good pair-up partners and see how badly if at all your turncounts suffer. The first few chapters will likely take a bit longer, but it could save a lot of turns in the end. If favoritism of a few units results in a close of even lower turncount than sharing xp wouldn't it be considered a good way to play?
  17. Well that's nice. I'll leave the discussion on why this isn't a LTC list to others. I will say though that galeforce is a bit underrated and really shaves off a lot of turns late game. Just another reason for them to move up soon, although not to below avatar. I can't really add more than was already stated. Give them a few points of def with a support and they can start holding their own. Once they gain a few levels and support ranks they'll start dodging like crazy and can take the few hits that do land. Extra mov + flying puts them so far ahead of most of your team it's hard not to have them take all the kills. Wind mag is barely a problem b/c of high res, and you can just switch in the backup unit to deal with archers. Or just kill them first if they don't have any friends nearby.
  18. I think morgan at least could be tiered, or at least given a general position. I also think it would be good to look at the child characters and at least figure out which ones are likely to be obtained and when the chapters will be completed. Like morgan is obviously going to be recruited which gives you a couple nice items as soon as her chapter opens up. The question is could this increase the position of female characters if using them unlocks a chapter with extra xp and items? Its all very confusing, but I think it would be very important to discuss factoring something in (possibly in another thread if need be).
  19. Spotpass shops are an interesting question, but I'm leaning towards the side that thinks they should be banned. They seem to just be extras that aren't meant to be included in the main game. It we did include spotpass shops it seems like we should allow hiring spotpass characters. Are there many that would actually be worth it to hire despite their lack of supports?
  20. Thanks, just checking to make sure. I was correcting this guy earlier who was talking about how good swords were and just wanted to make sure I didn't forget about a ton of axe using enemies or something.
  21. Random question, but what's the opinion on weapon types for this game? I know a lot of it just depends on early game availability, but what are you guys thinking is the best weapon type in general or lategame? Edit: I'm thinking of physical weapons, magic is obviously awesome (and dark magic is pretty OP)
  22. Not sure how it is like with other games but I know the awakening tier list is similar to what you described. Absolute LTC is extremely limiting on the characters and strategies used, but the general idea of aiming for low turns is much less restrictive.
  23. I agree. Awakening hard mode is all about offence and IMO the amount of durability that is needed can be reached by most units relatively easy making things like nosferatu tanking and Nowi's durability less important. Nowi can get just as mobile as Panne, but panne's offence will likely be higher the majority of the time mainly due to her high speed. This may be due to personal experience, but every time I have used nowi she just suffer's so much from low speed that she falls behind anyone that can double the enemy, especially with her low movement as a manakete. Even giving here a speedwings, pair up and tonic couldn't fix the problem the majority of the time and often just kept her from being doubled. It seems like from what you guys are saying that she can avoid this problem relatively easily, but from my experience here speed growth is just too risky for her to go up to S teir.
  24. The thing is every character can get really good as long as you put some work into them. Some just can get better a lot faster and easier. Vision gets stuck in one of the worst class meaning training him takes way to much work for someone who doesn't bring anything special compared to everyone else.
  25. So what are the rules with dlc for this? I'm kinda confused on why you're using it at all for LTC but whatever.
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