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Shephen

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Everything posted by Shephen

  1. I'm pretty sure there is no Shining Bow in Birthright. Only the Shock Sticks, Explosive Shurikens and 1 Bolt Axe from a drop. So Sakura just has to go off Str as a War Priestess in Birthright unfortunately.
  2. Overall pretty solid Birthright team there though there are a few weak links. Sakura is better as a Exorcist. While the War Priestess promo bonuses are really good, Bows are still pretty inferior to magic and she would much rather be slinging spells against the late games enemies(which have more defense than res. Yomi I would recommend since he is really bad in Birthright, but if you are going to use him, then Shura is a better class for him. Hinata does better as a Sword Master since it keeps his speed up so he can double the average enemies in the later chapters. Blacksmith also doesn't really offer much for him other than some more unnecessary extra bulk, but he keeps his sword rank so there is that. Other than that looks good. Over on Reddit I did some comments about what I think the best pairings are for Conquest and Birthright. That can give some ideas to some people.
  3. Baki x Rinkah is terrible for Matoi. The reason to do that pairing is to give Baki the ability to start orkoing immediately and for most of the game. With C-Rinka support, Tonics, and Steel Naginata he can orko/ohko most unpromoted enemies(Needs 3 Str to orko the Hosh!9 Savages, that and a forge for the Hosh!11 Wyverns. Can't get the Hosh!9 Samurai though). Matoi doesn't get much out of it.
  4. Only kids I really use are Sophie, Matoi, Shigure, Eponine, Foleo and Velour. Lutz is really amazing to, but I hate his face so I skip him, but he is the best child in Nohr. Deere is also pretty good, but I run Male Kamui so he never really gets to exist. Past that no-one really noteworthy aside from like Shino.
  5. Shigure's existence problems stem from Azura being hard to pair off. Since she is a dancer she won't really be paired up with people in Guard Stance and she will be refreshing a variety of people so her support build up very slowly. I don't have a list or anything like that on the classes. It is just a combination of class properties(Movement, Skills, Utility, Weapon Types, Base stats, Growth rates) that determines how good a class is.
  6. He doesn't aside from the enemies with the Crit bonuses(Trueblades, Elite Ninjas, Holy Lancer, Holy Bowman) and even then they are pretty lowish. Edit: Also Zerkers, but you can dodge them most of the time anyways.
  7. With the regards to IK Asyura, going Beserker may actually pull him out of potent filler status. I remember seeing it mentioned here by like Duke or someone like that and at first I was pretty skeptical, but then I saw the reclass bonuses. +7 Hp, +8(!!!) Str, -6 Mag, +1 Skl, -1 Spd, -2 Luck, +2 Def, - 8 Res. That puts base Asyura at 41/28/5/24/26/13/16/16 and he has Mov+1 and Lucky 7. That is just wow. Of course E axes sucks a lot but that is the only thing Asyura needs to concern himself with in IK since he is so overleveled, and you could also use the chapter 10 Arm Scroll. It is fine I'll go back over my reasoning here so that other people can see. For Hoshido it is something like Matoi is in a great class and Baki is a good unit for the main game. Sophie is in a slightly worse class, but Silas is a better unit than Baki. Shigure is in a great class and comes from a great mother...aside from the existence issue. Deere has a good dad and has some flexibility in what he does depending on his mom. He can go Strategist if his mom was magical, or Butler/Paladin if his mom was physical. Grey is in a pretty good class and Saizou is a pretty great unit, Grey is just a little redundant since you have 3 other ninjas and it is hard for Grey to differentiate himself from them considering he joins much later than the rest. Shino has some pretty great combat, but will show up pretty late given Ryoma's join time and he is the only child with an opportunity cost. Kinu's bulk and combat are pretty sketch, but beastbane is cool. Hisame is just alright in everything to the point of fault. Kanna is Kamui without all the things that make Kamui one of the best units, and her stats are pretty lacking. Midoriko is in a bad class with not really noteable combat. Her money making abilities aren't useful here given the amount of money Hoshido gives you. Kisagre is 100% outclassed by his father. Joins past the point where a bow user is really appreciated early game. Shara requires you using Yomi. For Nohr it is something like Lutz is in one of the best classes and his father joins incredibly early. Velour's combat performance is pretty ridiculous and she has the Guard Stone if she needs to take a sketch enemy phase, joins a kinda late though. Shigure is similar to his Hoshido self except with the utility of a Falcon Knight more appreciated but with his existence problems amplified. Foleo has a horse, staves and magic. Winning combination right there. Deere is the same reasoning as him in Hoshido. Sophie as similar reasoning as her Hoshido self, but the other kids will outperform her. She is still great though. Eponine has the Adventurer utility and pretty good combat with the magic bow. Siegbert is alright, but hindered by Charlotte not getting trained most of the time. Midoriko's combat and class are still bad here though her money making abilities are nice(but not needed if you're smart with your money). Ophelia is hindered by Odin being her dad and mother options. Kanna is the same reasoning as in Hoshido. Soliel comes from a meh father and is in a meh class line, not doing much here. lol Ignis. For IK Unit viability is pretty wonky here and kids are tied to their dads so if their dad sucks then they will suck since they made you use a bad unit. Out of all the kids, Kanna, Shigure, Deere, Shinonome, Siegbert, Foleo, Shara, Kisagre, Velour, Sophie, Matoi, Midoriko, Hisame, and Kinu that come from good fathers. Then out of that weeding out the bad kids left with Shigure, Deere, Shino, Siegbert, Foleo, Shara, Velour, Sophie, and Matoi. So I would order that as Shigure > Deere > Matoi > Shara > Foleo > Velour > Shino > Sophie > Siegbert. You could arrange the others as you please.
  8. Gwim had some strat that 1 turns the map I think. You could also just bring another unit like Xander and have him get drawn to a different room and then weaken the boss.
  9. It works but if you don't orko the boss then the other priestess Draw you back into all of that mess and you just die.
  10. The boss is really really bulky. TrueBlade orko's with the procs.
  11. A +Mag Kamui leveled up to 10(for Dragon Fang) has 11 speed on Average. Going Dark Mage then puts you at 9 Speed with 55% growth. Even with Felicia pair up you'll miss a lot of the doubling benchmarks early game aside from the slowest enemies. Going Spellcaster at that point puts you at 12 with 60% Growth. Offense is pretty close with DM having +1 in base and a 5% difference in growth. Mag+2 from Spellcaster cancels out the Devilish Wind from Dark Mage. Spell Caster is just better for the early game. If you really wanted to go Dark Knight you can just buddy seal Leo only takes 4 chapters to do so. And in IK Felicia wants to be debuffing and staffing a lot in the early game since the enemies are really strong compared to the units that you get for awhile. She would fall back to support in the mid-late game. Edit: You can also just Marriage Seal Felicia for Strategist in the down time from promotion to buddying seal Leo. Gets the mount and works on Tome rank. A +Mag/-Luck Kamui with Spellcaster as the secondary then marriage seals Felicia on promotion(so you don't have to deal with Rod Knight) then buddying Seal Leo for the late game is a pretty great set up.
  12. It would be pretty good post promotion. Pre-promotion would be pretty weak since Kamui would be pretty slow since no speed asset and Dark Mage being tied for the slowest class in the game. If you could muscle through that it would be pretty good and hitting Res in IK early game is nice.
  13. I think that run was a +Str Samurai since he was scared for chapter 25. If he ever goes back it would be a +Mag/-Luck Cav
  14. The magic users aside from Leo all have a lot of problems, but Kamui can subvert those problems pretty easily. +Str is better for the early game since +Mag Kamui is kinda chumpy for a bit in there. But +Mag has the vastly superior Mid-game and they are both about equal for the lategame. You don't really need to do a lot of dodge tanking in the early game. The Cavalier Kamui still has good offense and good bulk in addition to 7 Move, keeping the Yato and multiple weapon types. Ninja gives 1-2 range, debuffs, similar stats to the Samurai/Trueblade, gets the Yato on promo and gives +Move in pair up. Spell Castor can just bop so many things like the chapter 9 Savages since most of IK is really Physically Bulky. Can also go to Dark Blood near the endgame or Marriage Seal from the Servant into Strategist. Samurai is pretty good, but you can do better in the other classes.
  15. Well you have the shock stick, Levin Sword, Yato, and every other piece of weaponry he has the ranks for. +Mag/-Luck Cavalier has something like 55% Str, 45% Mag, 50% Spd. It isn't like taking a Mag asset makes Kamui completely inept at physical combat. You also get Open Assault which is +3 damage for both physical and magic weapons. 7 Move is also really good.
  16. The best builds off the top of my head are +Mag/Str Cavalier, +Str Ninja, and +Mag Spellcaster(-Luck for all since no reason not to really). They work in all the routes. +Str Samurai works in Nohr and IK, but the other three are better.
  17. Yeah that also works, though it will hold Xander back a bit since he and Laz don't have a fast support for whatever reason and Xander wants to start working on his Charlotte support as soon as possible.
  18. Well if you are concerned about her and Laz's well being as units you'll want to have Kamui take Cavalier as their secondary(which is one of the classes for him/her anyways). Samurai also works to an extent. Pretty sure Benoit gets 2rko'd or close to by the enemy merc in his join and even worse by the Paladins. No reason to put up with him when Silas and Xander are just better and are all similar in join time frame
  19. Kaze needs 1 point of speed to double the mercenaries in chapter 5. He also needs either 1 point of hp, res, or def so he can survive the wyrmslayer merc and mage that start on the right. It is a really nice thing. Lol Ignis Soleil comes from and is similar to Lazward who is already really meh bordering bad. She just isn't doing anything really noteable.
  20. For Hoshido it would be something like (Assuming Jakob is first otherwise Deere is last) Matoi > Sophie > Shigure > Deere > Grey > Shinonome > Kinu > Hisame > Kanna > Midoriko > Mitame > Kisagre > Shara For Nohr it would be something like (Assuming Jakob is first otherwise Deere is last) Lutz > Velour > Shigure > Foleo > Deere > Sophie > Eponine > Siegbert > Midoriko > Ophelia > Kanna > Soliel (I feel like I'm missing someone here...) For IK it would be something like Father that isn't bad > Bad Father You do 1x for the exp. It is good exp and weapon rank training for everyone. Also Mozu's vulnerary is nice. They only need to spend a little bit of time next each other 4 chapters since they can get the C support from 5 and 6. It is incredibly easy for them to get it in the time frame, and still maximizing both unit's usefulness.
  21. Baki and Beruka have near identical growths. Beruka does have higher base def and base str but will never double like Baki has Swallow Strike. But Baki also has the training sessions of 1x and 10 for gaining exp and weapon ranks and will be able to Rally Speeda little bit after promotion and can use staves such as the Rescue Staff and heal so he has the utility roll. Beruka is just a pretty bad combat unit that flies and doesn't really as much training opportunities as him so she will always be behind. Edit: And Kaze is really good in all the routes. In Hoshido he gets set from his power carry in chapter 5 and in IK he has the availability to get patched up and ahead. Won't be as good as Kagerou but he will still be good.
  22. Orochi would be better for Baki since Orochi does give him Basara for Mag +2 and Breaking Sky to make the shock stick shenanigans better and also gives a fall back option when it won't work. Leo/Luna works, but ends up really hurting Foleo's mag growth. Great for Leo, not good for Foleo.
  23. it would mostly just be giving Oboro the Basara's base mag so she could use the shock stick more effectively. You don't need a whole lot of mag for it work really well. Hana doesn't really help Kaze out at all. Kaze needs str and bulk more than anything else, so Rinka is perfect for him. Hana you should give to Takumi since she can afford to pair up with him and patch up his speed and can pass Astra down to his kid. Azura should go with Hinata since she gives Hisame some really good growths and Hinata gives Shigure Astra. Asama gets Sakura I guess. Setsuna is fine with Nishiki. He is screwed over by most people in Hoshido not giving Str or having low str growth for Kinu. Setsuna gives 2 Str in pair up and gives Kinu Victory so that is about as good as it can get for him in an optimal get all pairs setting.
  24. It is really up to personal preference. Personally I think Hoshido > Nohr > IK
  25. Does he really need it? Off the top of my head the things that avoid orko via conventional Steel/Silver Forges are Dark Knights, Wyvern Lords, Great Knights, and Generals. The latter two are taken care of by the Armor Shuriken. And he already has natural 1-2 range. Probably right though that he is the next best dump for the dust except maybe Baki or a Basara Oboro.
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