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Aquilae

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  1. If I remember correctly, the Morse Tower is right after Map 30 on Holmes' Route, and there is time for you to kill Kriess after Chapter 26 and revive him later. Alternatively, you can kill Leteena, revive her and get the same result.
  2. I don't think Meriah should rise. Aura Rain can only be used on turns divisible by 5, which means that the earliest turn you can use it on is Turn 5. This doesn't have a great impact on the chapter completion because quite a few enemies will be killed by the time she gets to use it. Furthermore, Meriah doesn't get much EXP from killing everything with Aura Rain, and thus she deprives your other units of EXP. Without Aura Rain, her offense is lackluster as Starlight has a high Weight preventing her from doubling. Her poor Move also doesn't help much. I think Racquel is a tad too high. She does have good stats and can kill monsters, but being locked to Bows is a major drawback, since she can't reliably counter enemies on enemy phase. She can only take down 1 monster a turn in most cases, and other characters can accomplish the same if not more as they can counter monsters on enemy phase. I also think Holmes should drop a few places, below Sun or Shigen. His bow-lock before promotion hurts him quite a bit, as he can't counter on enemy phase and may slow down the completion of chapters. He does have lockpicking utility, but Yuni or Bud can do the same job in most cases, and the few turns he saves doesn't outweigh the combat utility of Vega / Sun / Shigen.
  3. There should be a distinction between the earlier and later versions of Duke Marlon's men. For example, Narron is less useful if he is recruited later rather than earlier, and it'd be good to give him two positions for the two different times. Lyria, Plum can afford to drop to Upper Mid / Mid. Both of them have staff utility and their unique skills, but their poor move and defenses hurt them quite a bit. Lyria's skill is also fairly useless. Sing has a chance of refreshing units, however it only has ~10% chance of working, and Song AoE takes a long time to build up. Mintz can stand to move up above Lionel. He is mounted and comes with Wrath, which makes him quite useful even though his stats aren't as good. Sun should move up to High as well. She gets Elite at level 5 and good stat growths, and can grow out of her weak start fairly easily. Samson can stand to rise to Upper Mid as well, he has a great start and good growths. In comparison, Barts probably shouldn't be in Upper Mid - he doesn't contribute a lot in the early chapters, and he isn't spectacular in Runan's route. Samson cleanly beats him stats-wise, and requires less of an investment. Xeno should be in Upper Mid. His stats are good and he is useful for many of the Holmes route chapters. He also gets Anti-Evil at level 20 which makes him useful against monsters. Alicia should rise as well, Her huge attack with Brenthunder more than makes up for her below-average Move. She can one-round enemies reliably with Brenthunder and Sylpheed, something that many characters above her cannot do reliably. Maruju also deserves to move up a bit, as he has phenomenal offense with Sylpheed.
  4. From what I've read, Saturn's colouration isn't caused by Helium, but by chemical reactions happening in the upper layer. The upper layers are composed of ammonia ice followed by ammonium hydrosulfide ice, the former which provides the golden colour for the planet. Saturn's rings are my favourite part of the planet by far because of all the interesting things about them. They're all composed of individual particles because they're so close to the planet, and as such the gravitational force it exerts on them will overcome any gravitational force holding the particles together. If any moon gets too close to Saturn, it will literally be ripped apart and the fragments will be spread out in the shape of a ring orbiting Saturn. However, there are many conflicting theories regarding the formation of Saturn's rings. It may not necessarily be because of a moon going too close to Saturn, it could be leftover material from the formation of the planet or bits of moon chipped off by comets. Another cool fact is that there are divisions in the rings caused by the gravitational pulls of the moons orbiting Saturn. At the Cassini Division, a large gap in the rings, particles orbiting the planet are in a 2:1 orbital resonance with Mimas, one of Saturn's moons. (that means that they orbit Saturn twice in the time it takes for Mimas to orbit Saturn once) Since they pass by Mimas at frequently and at specific intervals, they get pulled out of orbit and assume another orbit with a higher radius. For particles at other distances from Saturn, they aren't in orbital resonance with Mimas, and pass by only occasionally and aren't really affected by its gravitational pull. Enceladus is a very interesting moon. It has volcanoes that spew water instead of lava, and the lava flows freeze over when the activity stops. This creates a layer of ice crystals on the moon which makes it really reflective. The ice particles it spews out also replenishes one of Saturn's rings, the E Ring which is located furthest from Saturn. Also interesting is three of Saturn's moons, Calypso, Tethys and Telesto which share the same orbit and orbital period. Tethys is 60o forward of Calypso, Telesto is also located 60o along the orbit compared to Calypso. They occupy special spots called Lagrangian points, where a body can share the same orbital period as another body even when subject to the gravity of the body it is orbiting and that of the other body. There are actually 5 such points for any given planet, however the other two are unstable and matter tends to drift away from these points rather than remaining there. You can see the same thing with Jupiter, where asteroids tend to accumulate in the exact same spots relative to the planet.
  5. I'd actually recommend that Maruju go on Holmes' team. Sylpheed is a ridiculously good tome, with massive Mt and nullifying counterattacks. Maruju doesn't do particularly well on Runan's route, where the enemies are more spread out, but he can function decently in Holmes' route where there are a few indoor maps and maps with bad terrain. Sasha is pretty terrible, mainly because of her slow start. She has very low stats as a Princess, and it is a struggle to get her to level 10 for Elite. She also isn't very good promoted as well, having lower strength and defenses than Mahter or Raffin. Dragon Flutes are also extremely rare, you can buy one in Map 10 but you have to wait all the way until Map 30 to get the other one. Mahter is a much better candidate for the earlier dragon flute than Sasha, as waiting until Map 30 to promote is needlessly long and hurts her utility in the long run. I also find Lee to be a great choice for the first / second recruitment. Lee has high base magic and decent stats, and can use all types of magic and staffs. He can do massive amounts of damage with Sylpheed, and he stays good for a long time as enemy stats are really low for the most part. Even in the lategame chapters, he still can use Physic for utility in a pinch. Lionel and Ezekiel need to get lucky stat procs to catch up with him, and Ruka is just plain terrible.
  6. ChinaFE has all the formulas, but I don't know if google translate works well with it. http://fireemblem.net/fe/TRS/trs--character/trs-cal.htm http://fireemblem.net/fe/TRS/trs--character/trs-skill.htm Also, Xeno has quite a notable advantage over Attrom. Map 8 gives him quite a bit of EXP, as he starts out closer to the castle and can take on the right side of the map pretty well. There are also a few mummies which he can kill for loads of EXP as well. Xeno is also very useful in Map 16. The eyeballs have very high evasion, and Xeno is one of the best people to take them down as he can use accurate swords and gets a 15% support from Yuni. The eyeballs give out a lot of EXP as well, and Attrom can't take them down as reliably as Xeno. Blazing Wind essentially gives you a bonus to critical chance whenever you can kill the enemy with a crit. It's kind of like Lethality, except that it only activates when a normal crit will kill the enemy.
  7. Jeorge doesn't cost a turn to recruit, since both Marth and Gordin can recruit him. Cav!Gordin can reach him faster than Marth and recruit him, instead of wasting one turn and having Marth recruit him.
  8. Why is there a need to further diversify roles? There are already enough differences between units in terms of weapon selection, stats and movement, and having Thieves have an additional function on the side already makes them different from regular units in the way you move and position them. I'd say the differences between Sherlock and Chris don't differ much from the differences between normal FE characters, each of them has a semi-unique function depending on their stats and their availability. The choices between characters in FE are meaningful, and you're oversimplifying the distinctiveness of the FE characters. I'm supporting the goat idea too (who wouldn't? =P), but I think it'd be cool if there weren't Chest Keys at all in the games, and Thieves had a monopoly on chests. It'd make them more useful and not obsoleted by Chest Keys.
  9. I don't think Rennie can move up because she doesn't have many opportunities to level, and doesn't have great bases. One thing that stands out is her base 4 Move, which really hurts her versatility despite her 10% Move growth. On average, she'd have 6 Move at level 15 promoted, which is the same as most other units, and only gets more Movement around Endgame. Even then, it isn't a huge advantage since she doesn't have enemy phase, and can't charge forward as often. She does have Charge, meaning she can pick off slower enemies easily, but it still can't hurt armored enemies much as she's locked to Bows. It's a big disadvantage since she can't pick off the more problematic enemies, and picking off normal mooks isn't special. Holmes' swords upon promotion isn't that big of a deal, since most of Holmes' maps after that point are warpskippable, and his combat with swords doesn't come into play often.
  10. TRS generally doesn't get as much attention as the FE series, which is kind of a shame as it's a really fun game, albeit easy at times. Anyway, feel free to ask questions about TRS, and discuss general stuff about it. WoD has a near complete guide to TRS with maps and all, so you can check them out if you need to. I rejiggered the old tier list from FEG, so discuss away! Generally, characters should promote as early as possible (level 10 for most units), and Super Proofs are used if needed (most of the time, they won't really get to use them). The item duplication trick is not assumed =P [spoiler=Tier List] Snickers: Narron (Runan) High: Raffin Vega Shigen Narron (Holmes) Sun Rishel Lionel Mahter Xeno Samson Lee (Runan) Zeek Loffaru Upper Mid: Holmes Alicia Katri Lee (Holmes) Mintz Roger Maruju Meriah Attrom Mel Plum Runan Lyria Ezekiel (Runan) Sierra Julia Rene Barts Yoda Frau Low Mid: Ezekiel (Holmes) Kreiss Arkis Rennie Enteh Norton Yuni Zachariah Lionheart Kate Estelle Sharon Billford Shirou Sasha Racquel Low: Leteena Rebecca Ruka (Runan) Narsus Bud Verna Garo Sennet Alfred Tia Ruka (Holmes) Bottom: Maerchen Thomas Krisheena Hagaru Rina Anyway, I've been looking at the terrain skills, and they seem overlooked. They give out a 10% Hit and Evasion bonus and a +1 boost to movement if the character is on a specific type of map. They can be learnt in Brahd, after Map 15, at the cost of 7000G. It's certainly an exorbitant price, but the +1 movement boost is pretty useful, especially on Holmes. I don't think Runan gets access to Brahd at any point in the game, so the guys in his party can't learn those skills. For reference, here are the map types for every map: I'm thinking Frontier Fighter could be a viable choice to put on Holmes, giving him better movement in Maps 16 and 21, and allowing him to reach the chests in Map 16 more easily. He also doesn't get damaged by the swamps with that skill on, which is also pretty great.
  11. You need to gain 550 more EXP on Normal Mode and 750 more on Hard Mode to meet the 5* EXP requirement for Jerme's chapter, as opposed to Kenneth's chapter. Jerme's chapter is also a rout, so you have less control over your turncount. Jerme's chapter also has tougher promoted enemies, and they're all spread out, so it's an uphill task trying to finish it in time with the snow getting in your way. Kenneth's is more straightforward, only problematic parts are the Purge Druid and the swarm of Wyverns near the left entrance. On an unrelated note, Matthew and Legault get quite a big experience bonus since they're thieves, so they're good choices for buffering up your EXP Rank. They retain the EXP bonus as Assassins, but I don't recommend promoting them since the Fell Contract is worth 50k, and you'd be taking a huge hit to Funds. Both Priscilla and Serra are great for buffering the EXP rank as well, since they have an almost unlimited pool of Staff EXP from Torch, Barrier or the healing staffs. You can buy Barriers at the Kinship's Bond (Eubans / Heath / Isadora chapter) secret shop and just keep on spamming them in subsequent chapters for lots of EXP.
  12. Lachesis could stand to move up above Fury in that list because of Rescue, which lets her save quite a bit of turns from Chapter 4 onwards, especially with the help of Sylvia. Not sure if she can go higher up. Also, Briggid probably can't get the Ichival in an efficiency run, as it takes a lot of turns to get Briggid and Aideen to meet (it took around 5 turns of idling around in my playthrough). Her combat doesn't suffer that much though, except against bosses and tough arena enemies.
  13. Props vary from town to town, and new ones may appear after every story checkpoint (list of them here: http://project-yvalice.wikispaces.com/Tact_Equip_Check). Props give more JP if you choose a longer duration, and have a higher chance of success if you send more people. You have to return to the bar to retrieve your units.
  14. If you actually do the calcs, Time Mage has only 1 MA less than Wizard at every point in the game. (6 vs. 7, or 7 vs. 8). Rods also give only a 25% boost to damage, which may be lost due to truncation. Taking Bolt2 with weather boost, and assuming 65 vs. 55 Fa and neutral compat, Wizards' damage = ((8 * 5/4 ) * 18 * (0.65 * 0.55)) * 5/4 = ~80 damage Time Mages' damage = (7 * 18 * (0.65 * 0.55)) * 5/4 = ~56 damage I think it is ridiculous to say that Wizards do twice as much damage as Time Mages. You can see that they do only 30% less damage, and that is at an advantageous MA number for Wizards (8, which gives them a +2 MA boost due to no truncation). Time Mages 2HKO moderately squishy units like Monks or Archers, which Wizards can one-shot, but they can generally perform just as well against armored units or mages as they are 2HKOed. I agree that Time Mage is not as good for Black Magic nuking, however you only need to gain 100 JP in the class at most, then you can jump back out to Summoner. It is hardly a negative considering you can build all of that JP in 2 or 3 battles. If you're unlocking Summoner in Chapter 2, good for you. You can send your mage on a prop that will almost assuredly give 100 JP, and you can get the 350 JP required quite easily. I am obviously talking about sending a unit you intend to use as a Calculator on Props to build JP. It doesn't have to be a "random scrub", you can send someone from your main team to build JP as a Calc without directly entering battles.
  15. In the original Japanese version, the job requirements were job level 3 instead of job level 2, and some of the JP costs were higher as well (Fly was higher, IIRC). They made it easier in the U.S. job release, like quite a few other games (Persona 1 =P) The PSP version went off the Japanese version requirements, so it's different. I'd imagine the extra JP is a negative, but Time Mage can still do respectable damage with Black Magic, and your JP can be funneled towards going Short Charge, so it's not really that bad of a situation. Summoner would probably be down 1 or 2 places, but it's not changed much otherwise. I think we should stick to discussing the U.S. version. I'd also like to dispute the ranking on Calculator. Calculator has bad stats, however you can get Math Skill easily through Propositions without ever needing to enter combat with a Calculator. The JP you get from Propositions is substantial, and by Chapter 3 / Chapter 4 there will be a lot of propositions to do for extra JP. I'd imagine you can get Math Skill by early Chapter 4, by then everything is destroyed by CT5Holy. I'd put it just below Thief, in Low Tier, because the thing that differentiates it from the scrubs in Bottom is that it's skillset is devastating, even if the class itself is underwhelming. It's availability counts against it, but the other classes basically suffer from the same problem, or have little utility from start to finish, so I don't see a problem putting it above them. Red Chocobos shouldn't be that high. At lower levels, Choco Meteor does underwhelming damage, and it only catches up at higher levels. Chocobos also lack in versatility compared to other classes, being restricted to only 3 attacks and no support in the form of healing / revival. They also can't equip Reactions or Supports, and their damage and flexibility is limited. I would place them at the top of Lower Mid, as their flexibility and damage options are limited, and they need to be a higher level to outdamage most other classes.
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