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SalShich10N

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  1. Geez I can't believe you. You say you don't find Tonics or some other things necessary to beat Conquest Lunatic, but in the end you were using online skills which can be very gamebreaking. And they really aren't expensive at all. Elbow Room, which pretty much increases your damage by 3 almost always costs 500g to buy off the logbook (that's a bronze bow). Heartseeker which fixes any axe user's hit rate or allows Effie to use the Effie's Lance with stable hit rate costs 750g. Quick Draw which increases damage by 4 during your turn (that's the difference between Kaze doing 12 damage and Kaze doing 20 damage when he doubles) costs only 750g off the logbook. Life and Death which make's Niles damage output totally bonkers is still only 1000g, the price of an Iron Bow. And worst of all: Darting Blow the skill that makes you double even if you tie speed is also only 750g, which fixes all of your speed concerns directly. And that's still not counting how stuff like Strength +2, Malefic Aura, Mag+2, Def+2, etc. are also only 500g. And all these are prices if you don't want to bother searching for skills online and just buy them off the logbook from previous finds. If you buy them straight off the battle they're even cheaper, Elbow Room ends up being less expensive than the gold bar Lilith gives you.
  2. Well I encourage you to check well, it has to come from somewhere. Sadly we're not fortunate enough to get defense out of the blue and it's not class specific as it doesn't work on enemies. No my Calculation assumed that over the course of 9 level Odin got 5 points in skill [10 + (0.55 * 9)] = 14.95. I am serious, even if Nyx gets a point in skill every level she won't catch up to Odin getting a point every two levels until well after they promote (because Odin's skill cap kicks in before promoting), and even then she'll still lose because Odin caps his skill at 27 while Nyx will cap it at 24. That's the true power of bases. Children are hard to judge, because they also go off the bases inherited by their parents, auto levels and a number of other factors. Nina despite actually having a very high innate base in strength and decent growth, she also has a decent base in magic as well. Rhajat needs to have a physical mom in order to have a Mag growth that low and the only possible mom that can give a base 50% growth in mag to Nina is Elise. Rhajat has a natural 60% Mag growth and Nina has only 30%. If Elise was an active, well leveled member in your party and Niles was an Adventurer chances are Nina got a very high mag base to begin with from Elise on top of her growths and bases. In order to achieve this outcome you actively had to search of a bad mom for Rhajat and marry poor Elise to a thief (which makes me sad). How do you not have money for them, specially in Conquest. Conquest literally never stops throwing money at your direction, it baffles me how much money you get in that route. Really: Chapter 7: 3,000g , 8: 10,000g, 9: 3,000g, 10: 10,000g, 12: 5,000g, 13: 5,000g, 14: 10,000g, 16: 6-8,000g, 17: 5,000g, 18: 10,000g, 19: 5,000g, Percy's: let's say 5,000g, 20: 10,000g, 22: 5,000g, 23: 10,000g, 25: 10,000g, 26: 20,000g So I really find it hard to believe you lack money for tonics in Conquest. That's over 130,000g total, not even counting the bitch coins Lilith throws at you. Limited resources my ass. Thing is that if you don't explore different tactics and use different things then how viable or not a unit is only boils down to how they adapt to your fixed playstyle, and not a real reflection on what that unit really has to offer. In that case it's not "this unit is not good" it's just a "I don't like this unit", which is merely an opinion based on personal experience. Trash speed growth? Even the eponymous Silas you opened the topic with has a 50% speed growth, that's really a point in speed every two levels, which is hardly bad. You say "ONLY" however You mention a good chunk of the cast. Add Nyx and Peri to those and it's easier to count who has a bad speed than who has good speed. Let's do that ourselves: Arthur (I'll give you this, his greatest weakness), Effie (high growth, doesn't get doubled as a Great Knight, hides a lot of speed if reclassed), Silas (Enough as well as a Great Knight), Odin (worst unit in conquest, can be quite speedy as a Samurai), Beruka (Terrific defense, doesn't give a damn. also flies), Laslow (Second worst unit he's Arthur stuck with swords or a slow Kaze), Benny (Gives even less damns than Beruka, specially if promoted early), Leo (Lightning tomes basically have his name written on them), Keaton (Also a terrific tank, can be promoted early but he's better to breed out Velouria), Xander (Can solo maps on his own), Flora (You want her for staves anyways). Does anyone even uses Izana in Conquest anyways? If Conquest was trying to send out a message to the player base, it certainly was that speed shouldn't be the most important stat like the older games in the series. You are given units with good bulk in this route for a reason. Even Charlotte herself has shitloads of HP, but the developers forgot to increase her actual base level appropriate stats. Level 10 is way to low for her initial chapter.
  3. While it's true that enemies in Conquest have high speed, they often don't have high enough speed to double your unit unless it's someone like Benny, Effie or the enemies are Ninjas or Swordmasters. Generals do get Wary Fighter which completely nullifies the fear of ever getting doubled, and even if they did they usually don't mind 3 hits of damage below 5. Besides if you do enough damage and you kill an enemy in attack stance you won't see the 3rd hit anyways. Tonics are not necessary, but they help A LOT more than you think. They can be the difference between a paired up team doubling the whole map or you having to turtle a whole map. Every tool matters, specially when making up for some units weaknesses. Personally I believe whether to use Attack Stance or Guard Stance is a matter of moderation and the present ammount of enemies. For instance if you're dealing with 4 enemies and you have your 8 units available it's not unwise to have everyone be in Guard Stance to ensure safety. Likewise if it's 7 enemies and you have 9 units available it's better to stick to Attack Stance and wipe everything in your turn. If you're approaching a group of 5 enemies and you have 7 units available it's wise to have one or two teams paired up to draw in fire and leave the rest unpaired so that the ones getting attack don't receive Attack Stance damage, build up Guard Stance meter and then wipe everything in your turn with the remaining units. That's how I'd deal with the situations anyways. As for why Benny received less damages I can think of many factors: If Benny was in a forest or fortress tile then Natural Cover activated (-3 damage taken). If Benny was adjacent to Elise or Camilla herself then their personal skills were active. If it was Conquest then maybe the enemy attacking Camilla was sneaking a damage boosting skill like Quick Draw or Elbow Room while the one attacking Benny didn't. Weapon Triangle Advantage could have been a factor too. Alright let me put growths to you this way. If Nyx were to have an 80% skill growth she still would never ever have more Skill than Odin. Because Odin has 10 Skill at level 5 and Nyx has 5 skill at level 9. Even at a 100% Skill growth it would take Nyx 5 levels to get as much skill as Odin has when he was level 5, likewise by the time Odin himself is level 14 at his 55% skill growth he would have reached 15 skill, a benchmark this hypothetical Nyx wouldn't reach until level 19. Essentially: regardless of growths you still have to deal with a Zeno's Paradox going on around your team.
  4. To add on this, often too high growths do not mean they'll catch up. The infamous Mozu despite having beefed up growths will never really catch up in Strength, Defense or HP until very late in her career. If she's kept as a villager and its promotions, she'll always turn into a mediocre unit that's more of a hassle to level and grind than for the resulting unit due to lukewarm offense and defense for the longest time. In order to shine she needs to reclass as soon as possible into an Archer because the ranged attacks allow her to bypass her weak defenses and the Bows/Yumi's new massive increase in might plus the skill Quick Draw is what allows her to make the most use of her Speed and Skill, which are otherwise her only notable stats. In contrast, if the RNG wills it units can get continuous pings in stats with low growths. I once had a run where Charlotte got 6 points of defense in a row as a Berserker (20% growth. There is a 0.0064% chance of that happening).
  5. Curiously, Conquest was the game that made me stop hyping speed as the best stat altogether. Attack Stance really mitigates the lack of speed very well since high strength units can reach the extra little milage needed for kills, plus you get a few great units to fall back on in the nick of times. Hoshidan enemies have a tendency of having high speed but low defenses so they fall prey to attack stance with more ease. 60% not enough? How much speed do you want, anyways? lol There are many ways to make Xander double stuff if you really want him to. The most common being marrying him to a Berserker Charlotte (she gives 5 Speed and 8 Strength what he can't double he kill in one hit), then feed him Strength and Speed tonics, and your speedwings. Bonus points if you have Peri on the mess hall. You end up with a mounted fortress that takes nearly no damage. Then again, you don't always need to double, he's great just for pulling entire groups of enemies himself, and letting the units behind him finish the job. Lunatic Conquest is the perfect place to make him go bonkers since the game is already going insane on you anyways. Like seriously I can possibly think of a way to get through both sides of chapter 25 in Conquest Lunatic without him and like 3 Freeze staves. I find a lot of fun in using Xander not only as a powerhouse, but also as an engine to strengthen other units. Yeah I don't use Ryoma until the endgame either (I grind him to level 20 on Invasion 3 by making him sit on the gate). I did use the Amiibo Marth unit on my Birthright Lunatic run, he was very fun.
  6. Well you got mad unlucky in your Birthright run, he usually gets more than 12 speed as a Cavalier itself, he doesn't has a bad speed growth either at 50%. In Birthright he's also pretty much your most defensive unit until you get Scarlet. Moreover that's the route where he has C rank in swords and D rank in lances, making him extra useful. In Revelations they said "hey dude, what if we give This cavalier HP LIKE IF HE WAS A PROMOTED GENERAL." I swear to god, his 39 HP is one hell of a drug. Silas's crazy in conquest because if you buy him a speed tonic and pair him with Arthur (or buy him a Strength tonic and pair him with Niles) he can effectively double and kill almost everything early on, but yeah I agree he's not really necessary. Another unit that's crazy as a ninja is Xander, because he can still use his Siegfried and get his speed increased. Another way to make units crazy with speed is giving them Marth's class, Lodestar (using the free Awakening DLC). Specially Xander as a Lodestar because he only loses 1 point in strength, loses no defense (until you get Gentle blade), gets a natural +10% in hit and avoid and he eventually gets Speedtaker.
  7. Why did the marker cards went for relatively high? Were try foiled or just pure waifu value?
  8. Conquest Lunatic and Birthright Lunatic are very different games. Conquest Lunatic keeps the same stats as in Hard Mode, only changing the gimmicks of the map, ammount of enemies and enemy skills. Brithright Lunatic beefes up enemy stats marginally while still keeping enemies at a lower level than in conquest. This means that in Birthright your units will be at lower levels while also perform worse against enemies. It's far harder to work around weaknesses in Birthright, specially when you get units like Ryoma that so damn ridiculous. In Conquest even the famed Xander has his own weaknesses to magic as well as lacking speed, while Camilla is prey to bows. Yet experience is more abound, thus leveling and strengthening units is easier even in Hard mode because enemies are at simply at higher levels. Just picture this, Birthright chapter 22 still has unpromoted enemies, while Conquest chapter 18 is all promoted enemies. Units in birthright other than the few you dump everything into, namely Corrin and Ryoma, do not get higher than level 20/15 by chapter 27. Why do you speak as if Ryoma himself was frail? He has terrific HP value for Fates, good defense and on top of that he has good avoidance and on top of that Guard Stance blocks.
  9. "Ehh, shit happens". It's not like I don't like playing the game, plus I already have the experience of the previous run so I know what's going on. If I'm really that much in a rush, I just turn off battle animations and skip enemy turns. I get more pissed off at missing 80-98% hit rates than getting crit. At least if someone dies that's the end of it and you reset, but missing still leaves you with the possibility of success, meaning you can't give up. That's racist, black is still a very good color. Berserkers are great, my Lunatic Birthright I used the captured Berserker with the Bolt Axe that comes in chapter 14, named for me Andreas, he was pretty great. Arthur's personal skill doesn't nothing to him, really, he has no luck to begin with. Attack stance and weapon triangle are your friends when dealing with hit rate learn to pick your fights. Arthur is a terrific matchup for Ninjas. I have absolutely no problem getting him to level even in Lunatic, so that's mostly a personal problem on you. He doesn't have any luck to begin with. Why does Ryoma needs to be in many places at once? In rout maps the enemies come to you, you usually don't go to them, and in boss maps it's just a simple stroll to the boss. Evade is pretty darn reliable when he has so many things that boost it (class 10% + Rajinto 10% + Duelist blow 20%). Defense is patched up with a pairup on Corrin or Rinkah, or just by mere Guard Stance itself. On guard stance every 3rd battle is free of damage. Ryoma gains levels quickly enough once promoted enemies start popping out. It's a boring thing to do, yes, but it's definitely a thing. The worst part is that it's better to not deploy anyone weaker than him on Lunatic because they are the ones who die and it's best to remove liabilities.
  10. I think as it has been said already, a big problem was that you went Paladin to amend for his speed, rather than going Great Knight to enrich his defenses. Picture it this way, by going Paladin you favor 1 point of speed and 5% growth and 1 in movement while sacrificing 2 points in HP, 2 points of Strength, 3 points in defense, 10% growth of HP and 10% growth of Defense and axes (Great Knights are amazing targets for Arms Scrolls). If you want to fix his speed: pair him with Kaze, they both support all the way to A and make up for each other's weaknesses and even increase each other movement, get a chef's hat put it on Peri/Jakob and have everyone eat Spd/Def meals, buy tonics, and Silas is probably your better target for Speedwings if you're not running Orochi. Great Knight Silas on the Guard Naginata is literally the highest defense unit you have. Like, honestly, viewing the stats alone, why would you ever pick Paladin over Great Knight? How curious you mentioned Hana in Conquest, in my run of Conquest Silas did in fact killed Hana. The strategy was: Pull her over with a Rally Defense'd Effie on the chokepoint equipped with a forged Iron Lance, Have Ophelia transfer Effie's pairup to her and kill a Blacksmith (I think) while standing next to Hana for heartseeker, Equip Effie with the Effie Lance (without attacking) have Silas stand behind Effie and attack with a Spear carrying Effie's attack on Attack Stance. It might or might not have involved Arthur's Rally Strength, as I don't recall. Attack Stance is your fried, it allows you to kill stuff without having to concern yourself for speed, specially the frailer stuff like Samurai and Ninjas. What do you mean you cannot afford money in Conquest? You are literally swimming in cash, look at this: -Chapter 7: 5,000 -Chapter 8: 10,000 -Chapter 10: 10,000 -Chapter 12: 5,000 -Chapter 13: 5,000 -Chapter 14: 10,000 -Chapter 16: at least 6,000 And that's only until you get Xander, you are swimming in dough. The Kitsune hell is a matter of how you handle it, and how you shield your units. Even if you don't reclass Arthur, Camilla and Corrin are great people to face the enemies. I normally fancy myself Hero Sophie for this map, though. And the last thing you miss is matchups. Not every unit is suited for every single enemy, you have a team and each should make up for each other weaknesses. I must admit I am very curious now at what happened for you to be traumatized this badly over random critical hits. A "dangerous investment", holy crap. Hitrate is patched up nicely by both his very high skill growth and attack stance. Attack Stance increases hit rate by a lot. You won't call an S ranked Berserker as a "bench warmer" once you see that delicious 7 in Str when paired up. 7 boi, 7 strength. 9 with tonics and 11 with mess hall. Not only that he also gets Rally Strength which means he can spread the love to several units even if he's not attacking. On this subject, it's not a bad idea either to promote Keaton as soon as you get him and use him as a pair-up bot too since he gives 4 in speed and 4 in strength. With an S rank he also gives 7 in Strength. Units have so much more than one use, and that's what make them worthwhile in the long run even if they have glaring weaknesses. But, like ultrasound imaging, they're operator dependent. If you're not beyond using Route bonuses, if you own conquest (why the hell you wouldn't?) Azama can be an amazing Dread Fighter and that's for free. Once Ryoma comes, and you don't mind breaking the game, you really don't need anyone else. Giving the Rajinto 10 avoid was a mistake.
  11. They're very valuable when you use them properly, specially if you're using every unit. They shine a lot in the early game where 10 HP means a lot. You use them, precisely when a unit is not doing anything this turn, the healer cannot reach or has a greater job, or the unit is defending. For instance, in Chapter 7 of Nohr a vulnerary allows Effie, Arthur or Silas to choke a point, Corrin and Felicia/Jakob to heal up Grisly Wound damage, relieves Elise of her duty in case you need to use the Freeze staff on the dual guard team with Speed Seal. I always actively try to have at all moments at least 3-7 Vulneraries/Concoctions circulating in the army at all times just in case. Gee, not every unit is perfect like Corrin, Camilla or Xander. They all have strengths and weaknesses that can be harnessed if used properly. Except Odin, he just sucks that badly. Niles and Kaze both have terrific speed which amps up their damage output on top of their magic resistance. Arthur can be a terrific tank, a great pair-up but and a very reliable crit disher. Azama is better off reclassed and is a monster in any physical class including his own natural Apothecary, Ryoma arrives pretty damn early if you ask me, Chapter 14 is only one third into the route. Silas has more than enough defense to amend for his speed, his speed can be compensated with a pairup and/or with tonics and his defense is invaluable as he's the most defensive unit in Birthright along with Scarlet. Not every every unit can be Oscar, Raven, Seth, Rutger, Haar or Shanan. Often nailing just two out of three in terms of offense, defense and speed is more than enough. Ehh, each people play their own way. I'm not telling you how to play as much as I am just explaining my reasoning. I use Charlotte in Conquest myself every time I can even if she's considered pretty terrible. I play in a rather safe and aggressive manner. Draw fire in one turn with someone defensive, then wipe everything the next, so I am not used to ending my turns with enemies alive. I also use a lot of attack stance and spread experience evenly on my party. Rallies have their niche, specially when you have few units as berserkers (rally str), wyvern lords (defense), strategists (resistance) or falcons (rally speed). Camilla rallying defense in lunatic can be a godsend in some maps.
  12. How many people you're healing depends a bit on how you play and how the AI decides to work. Usually the AI will target a single person unless you clog it up somehow, so that narrows how much healing you need. In my experience with Birthright I have been able to go through with a single healer, but I always wind up needing two in Conquest. Growths are not the only thing that matters, Base matters a lot. 30% strength growth isn't much to write home about either, it's as much as Orochi has speed as a Diviner, and she ain't going fast. Your issue with defense is very personal. Getting from level 1 to level 9 and earning 4 points in defense reflects a 50% growth. She in fact has 30%, and for most people she'd promote at level 20 with about 10-11 defense. Congratulations, you were lucky. As for the chapters, Chapter 10 conquest is a defense map. It's not about moving all that much around the map, as much as it is about holding choke points. Advance is slow and only as it's necessary and healing is safely provided as the center square of the map is pretty much danger-free. Chapter 11 conquest is separated in many small rooms, with only one room having remarkable length and you can control with ease the flow of your units and the aggro of the enemies. Units by no means have trouble reaching places in Chapter 11. Chapter 12 birthright you can just deploy a flier and Corrin and run away, it only really gets interesting if you attempt to kill Xander. Either ways the vein in that map exist to MAKE the chapter open. It's funny how different chapter 13 can be just depending on starting position and how the boss aggro, they're both even Rout maps. Chapter 14 in Birthright is where things take the nosedive down because Ryoma and Scarlet are so ridiculous. Also the maps steadily become unimpressive. Hell chapter 14 in the beggining is really just an open map with nearly nothing for cover and once inside the building the DV trivializes the whole thing. Chapter 17 ain't the only map in the game. 16, 18, 20 all have magical enemies and even if you're spamming Xander he welcomes the boost in Resistance. Of course Quiet Strength has the same range as festals, just like Lilly's Poise has the same range as staves. Besides everyone welcomes rally defense, rally magic is only welcome in birthright by: Orochi (who still can't double), Hayato (also a level 1 wonder), Felicia on the Flame Shuriken (if you don't go Femui), Dragonstone Corrin (because no Levin Sword on BR) and Rhajat (who you have to breed out first). Magic really got shafted in Fates. Onmyoji has low base stats. You notice this a lot if you compare its stats to Basara coming from Diviner, where it loses all stats except two points in magic, which is a spirit dust. Compare it to Strategist and it only has 1 more def and has 3 less luck, 1 less res and 2 less movements. Change is even wilder if you reclass Hayato from Onmyoji to Oni Chieftain as he gains 9 strength, 7 defense, 3 HP, doesn't loses any Speed and only loses 1 point in resistance and 2 points in magic. It also has pretty crappy skills until Tomefaire, which you'll probably get by chapter 27, if not during that chapter. As a pure staff user you actually get more mileage out of Sakura if you make her a Falcon Knight, actually. It has more HP, Spd, Def, Res, 8 move and flies, gets Rally Speed all at the cost of only 3 points of magic. You focus too much on growths. Bases are a lot more important than you think. Charlotte starts at level 10 with 8 defense and 28 HP (33 counting HP+5). By level 10 Sakura will have gained 3 points of defense (30% for 10 levels) so it'll be about the same defense and 4-5 in HP (45% for 10) so it'll be at around 20 HP. This means Charlotte has and will have the same defense as Sakura (30% vs 25% and similar base), but A LOT, and I mean A LOT more HP to sink it in. Even if Sakura and Charlotte swapped growths, Sakura would never catch up to the 13 point deficit. Remember, Charlotte is still considered to be pretty weak defensively, so I'd Sakura is rather low in bulk all things considered.
  13. Never underestimate the powers of Vulneraries. For 300g you can heal 3 different people 10 HP in a single turn and still have Felicia and/or Sakura. Early on when the HP gap isn't that large you can get a lot of mileage out of a couple of them. 100g is by no means expensive, you even start with 5000g at chapter 7 and the game just throws 10000 gold at your direction every other chapter. As for Demoiselle in Birthright you have: Silas, Kaze, Ryoma, Takumi and Azama. In Conquest you have: Silas, Kaze, Arthur, Niles, Benny and Xander. I'll give you that Subaki, Odin, Laslow, Hayato and Hinata are kinda garbage, though. Still due to the pure existence of S ranks alone you'll want to be fielding some men even if you want to run a harem team. Adjacent is fine, it's not like every single enemy in the game has a range 1-2 weapon and Elise really doesn't bat an eye to magical damage and she has the movement to get around and stand next to people. I feel you guys sometimes forget that you can just press the X button to check whether it's safe or not.
  14. Yeah but the problem with festals and sakura is that she's on BR stuck at E rank, so her Bloom Festal effectively heals about as much as a goddamn Vulnerary if not less. She's a liability not a help and carrying around Vulneraries is not as hard as keeping her around. I'll be honest, Revelations is out of my knowledge since I only played it once and I really don't feel the need to have the golden badge for that one. Then you have to deal with her promoting on either Priestess, which uses her near nonexistent strength stat or Onmyoji which takes the cake for being pretty much the worst magical class in the game. She doesn't really grows to be very impressive. I call bullshit on the maps, Birthright Maps are much more open than Conquest, movement is most likely the reason why you didn't felt pressure for most units are not mounted, whereas most Conquest units can get 6-7 movement. Still I'd rather have a 6 movement healer than a 5 movement healer. Sure her skill is nice, but Demoiselle does the same thing to male allies, so does a defense tonic. A big difference is that at least Felicia can carry attacks with Attack Stance and debuff when she's not doing anything, with a reclass Felicia can also Rally Res, as opposed to mere Luck, and also get Inspiration 10 levels earlier than what Sakura needs to get Rally Mag or Renewall. And I call bullshit on Sakura's bulk too, Hero Charlotte has better defenses than Sakura as a War Priestess. Sakura has only "better" physical defenses than Felicia and Elise, but by no means good.
  15. Rank E i staves, D in revelations but still has to deal with the fact that she's 5 move when Felicia/Jakob is 6-8 move in staves. She also starts at level 1 which means she takes way to long to promote if you want to promote her early. This means you need to sit down and grind her to get more mileage out of her and when she actually promotes she's not all that great. Essentially she's a drag when Felicia is ready and willing from the bloody prologue. That's kind of a spacing problem when protecting the healer, which something personal. For instance, I personally don't care if the healer is squishy or not, since my healers don't usually get hit without me actually setting them up as bait (with enough speed and full HP they usually survive one hit from the weaker enemies). Elise has massive advantage by being on a horse and having base magic and speed high enough with growths so damn ridiculous that you can promote her at level 10 and have her be a potent mage for the early game, and a good cherry popper in the endgame, plus she gets Rally Res and Inspiration faster. I've had a 10/15 Elise kill Gooron in Conquest chapter 27 (with attack stance). You can still luck on a Felicia's plate early on or get it through rewards, so it's not exactly hard to get her doing magical damage early on and chapter 12 is not exactly late into the game, it's more like 30% into the game not counting children paralogues and the prologue maps you can skip. If you're attacking from range 1-2 it's easy to avoid damage, unless you expose her on the enemy turn to more than one enemy she's in no real danger. The only real things that are a threat to her offense would be Ninjas, handaxes, javelins, short swords and trying attacking bows from rage for whatever reason, and all of those can actually be safe if you carefully use attack stance. It's a matter of picking your fights.
  16. I didn't mean exactly healing. Her magic + skill summatory is as good, if not better than Flora's and definitely better than Jakob for the better part of the game until his skill makes up for his low mag. This means her Freeze staff, Draw Staff, Silence, and even Hexing are more accurate. I feel her combat early on is great, mostly because I do get a Felicia's plate from Battle rewards and for the most part she can become your best mage from the moment she gets the Flame Shuriken until around the endgame chapters. She can still be an amazing decoy for mages with Tomefair, even if she's not killing them, just having someone who can take magical damage is very useful specially when Kaze is elsewhere. Reclassing Jakob early on means you lose on a staffer too. In late game, Felicia's Freeze staves and physics are very useful, she can also work to get the S rank in staves, which means you can revive someone in the Endgame if things go sour. Other than movement, I don't find Paladin Jakob being that much better than Silas, meanwhile I can't think of a replacement for earlygame Felicia when in Revelations and Birthright Sakura sucks hard, you want Azama not staffing, and in Conquest I don't know about you but I want both Elise and Felicia. Mostly because I promote Elise at level 10 at around chapter 9-11.
  17. As an individual unit, Felicia trumps over Jakob by a long shot. She has better damage, better speed and better staves. It's when you consider the unit as a support unit for the Avatar and for that shelter gimmick on Azura that Jakob wins, but that's mostly LTC stuff.
  18. Damn the story is so bad even the manga got axed. Have every other FE manga ever been finished, though? I think one of the FE4 mangas also got axed, didn't it?
  19. Well, that answers a few questions, it's nice to see that the game is very healthy. I still worry a bit about the future, though. You guys see interest surviving until 2019? I'm sure Sacred Stones and maybe Thracia and Gaiden will have their set next year. Lets hope a new game, be it Mobile or an actual new game revitalize the series. But the game being popular with the ladies, now that's a surprise. It certainly explains this phenomenon that caught my eye last stream: Guess Fire Emblem has always been full of pretty boys, eh? While it's nice Ryouta Kawade is a benevolent figure for Cipher as the producer, part of me wants him to go back and make Paper Mario great again.
  20. Going off amenity dream's prices, in yen, cheapest options: 2x Cost 4 ST Roy 120 (240 if you want both to be +) 4x Cost 4 RX+ Roy 3120 4x Cost 4 Lilina 10000 (this fucker has 4 SR+) 4x Cost 4 Nino 12000 4x Cost 5 Woody 9120 4x Narcian 4000 4x Cost 4 Deirdre 10400 4x Cost 5 Alvis 2640 2x Cost 3 Mahnya 120 2x Cost 3 Fury 180 You can get the cost 1 cards for like 10 yen each, so it's about 180 total Estimated Price of the deck: 51880円 japanese yen Converted to monopoly money: $440 USD Final verdict: Of course, this guy probably traded his cards and pulled a couple of them. Still, hot DAMN.
  21. Could you guys release a patcher for the DLC, mostly so we can play the translation of IK? Currently there is only .cias spread around of 3.1 and I've tried everything in my power to try and extract the romfs of the DLC to apply the translation with no avail.
  22. What are exactly you replying to, what said did you had in mind? Are the characters chosen impact the game that much? But as you said, the importing collector market is a large driving force, and such the aesthetics of the game take a very high priority. Hell cipher is one of the few card games that guarantee you a foil card in every booster pack. Cipher is not the type of game that will take preference between appealing to players or collectors, but rather will attempt at all times to please both. I'm not sure how big the actual scene for Cipher is in japan, but I always fear that the game itself is a brittle project that will be discontinued if the hardcore fans and collectors lose interest. I just wonder how many japanese players are not fans of Fire Emblem at all. So you bet your ass many, many decisions are and will be taken with popularity, importance and collectors in mind, as well as player base. Never forget that one of the big reasons why they chose a Vanguard-like formula for the game is so every card in the game is a character, as opposed to the old TCG or the Pokemon TCG. That way anyone who just wants to buy cipher cards for the novelty of it will be pleased with what they get.
  23. He is playable in one of those BS maps along with Nina and his 3 horse dudes Belf, Lieden and Robert who are not dressed in sable clothing, by the way. (like, seriously, they're called the "Sable" order and only Camus is dressed in black).
  24. I don't think Malfoy will get a card. Gharnef doesn't has one, Nergal doesn't has one, neither does Sonia, Izuka, Validar or Iago. The black fang was a special case completely since they weren't inherently evil, just misguided by Sonia, and the player was to empathize with them. I don't believe I ever mentioned the US take on the series, but this Cipher is definitely favoring new over old. Don't forget that despite Mystery of the Emblem being one of the highest selling games, Shadow Dragon and New Mystery were still among the most recent games when Set 1 came out. Sure FE4 was a sensation when it came out during the nineties, but that was 20 years ago. Holy War not only is decades old, but also IS seems to try and relinquish Jugdral to the side often. I would not be surprised if the reason all playable characters in Jugdral were featured in the first set is because they don't plan to revisit Jugdral once every game has a set. Unlike, say, FE6 and 7 which have a good number of characters without a card that opens room for new sets. Also here is your Shannan
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