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FoxyGrandpa

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Posts posted by FoxyGrandpa

  1. Spoiler

    Male and Female Byleth seem pretty straightforward, with pretty much the same statspread as Ayra, Legendary Marth, Legendary Roy, etc. As generic as they are, their statspread is tried and true and works well with their preference weapon. 

    Edlegard looks like an infantry Brave Ephraim, with a bit better speed to avoid doubles easier. Interesting unit.

    I'm disappointed Dimitri isn't more min-maxed, but he honestly looks fine with his really high attack and defense. A bit generic when compared to other cavalry, but not awful.

    Don't know why people are complaining about Claude lmao. His statspread is a bit better than Brave Lyn's and he comes with a noticeably better prf on top of it. Definitely a solid unit.

    I'm really digging Kronya. I wish she had a bit more attack, but thankfully her prf gives her +5 attack under the right conditions. She's got shockingly decent bulk and the conditional Vantage effect on her weapon lets her run a variety of strong B-Skills like Null Follow-up, Special Spiral, etc. Looking forward to building her.

     

  2. 8 hours ago, Xenomata said:

    Hm... then again, there really aren't that many EP Blue units who could safely counter either Byleth, are there...? A lot of them rely on automatic follow-ups, some even special charge hasting, for the bulk of their damage... I think Nephenee is really the only who can be considered a safe counter, since she has so much potential EP speed that she may outspeed whatever the Byleth's final Speed totals are... mine is at least, between her Steady Posture Prf refine, Kestrel Stance, and Darting Stance SS...

    Good thing most PP Blue Tomes are naturally speedy, or are Mage Knights...

    Most enemy phase blues rely on QR to double, but tons of units like Brave Hector, Oboro, and Lukas, should be able to theoretically wall Byleth assuming they have reasonable attack, though Luna variants could be troublesome to deal with.

    Alternatively, budget friendly builds that aren't necessarily optimal like Fury Renewal Shigure should have a positive enemy phase matchup against byleth, even if Byleth has enough speed to avoid the follow-up attack.

    If there's one thing I like about Creator's Sword, its that it primarily disables premium skills like Warding Breath and Special Fighter, but relatively cheap skills like Fury, Vantage, Sturdy Posture, etc. are unaffected and still remain relatively effective vs Byleth. I hope more weapons like this are introduced since it could shift the balance of powercreep back to more reasonable territory. 

  3. Can't help but feel Dimitri and Claude got shafted here. Both are cavalier and have only 4 skills :\. Meanwhile, Edelgard and F!Byleth are both infantry (which means higher BST) and come with 5 skills. F!Byleth is especially decked out, with a preference special AND tier 4 A-skill. I know FEH has generally had a waifu bias, but as a Blue Lion, I feel more disappointed about it here.

    All that being said, Dimitri seems like he'll be interesting to use. His weapon is a bit clunkier to use than Ephraim's Flame Sigmund, but giving him a skill like Savage Blow could make it easier for him to meet his weapon's condition after his first combat. Claude looks nice too, though I'm confused by his weapon. Do the debuffs work only when he's in combat or can his allies use it too?

    As for the GHB unit, Kronya, I'm just hoping she's a Dagger infantry unit cause that will give her hella jacked up BST like Legendary Alm. Its weird that her GHB will be starting so late though. Perhaps its to make way for another three houses banner?

  4. Some of my favorites:

    Luke's Rowdy Sword + Dull Close + Panic Ploy: Dull Close cheese's the requirement condition of the weapon vs melee and basically gives Luke a 17 MT Brave Sword that also improves his defense for higher damage Bonfires. Against ranged foes, most of them have less HP than Luke, making them vulnerable to Panic Ploy.

    DC + Special Spiral + 2 CD Special: This setup is specifically for fast Armors. Special Fighter blocks enemy special charge and grants a mult-phase breath effect which synergizes well with 2 turn CD specials on enemy phase. Healing specials can make your unit a fantastic tank, while offensive specials let them decimate weaker foes with ease. 

    Ares' Dark Mystletainn + Vantage:  Ares's Dark Mystletainn is a powerful weapon, granting CDR -1 and Special Spiral. Combined with a 3 Turn cooldown special and Ares can launch infinite specials following the first special proc. Vantage guarantees that he'll be the first to strike and when combined with a Brazen skill, makes it difficult for most foes to initiate combat against him. 

    Ares' Dark Mystletainn + Miracle + Mystic Boost + Heavy Blade:  Since Ares weapon has built-in special spiral, his B-slot remains flexible for many unique options, including Mystic Boost. With Heavy Blade, he can easily get miracle charged. If Miracle activates during combat, and Ares gets a +2 special charge from attacking his foe with Heavy Blade, then Miracle will be reading again during his next combat, with Mystic boost healing him just enough so that he'll be able to proc it again. This setup has several counters, but its still fun to use.

  5. I got a spare Fallen Berkut from the Summer Banner and I'm not sure whether I should merge or fodder him for Warding Stance 4. Warding Stance 4 is a decent tier 4 skill, but I'm struggling to find a single unit who'd want to use it over DD4 or Warding Breath, aside from DC Cavalry like Xander and Camus, neither of whom I'm interested in building. My current Berkut is -Res +Atk, so he'd also get a net benefit of +6 to his stats after the first merge. 

  6. I can't help but feel a tad disappointeded with Fiora. Compared to legendary Ryoma, she trades points in HP, atk, def, and spd for 8 res, which doesn't seem like a great trade-off given that her res still isn't high enough to Ploy consistently (would have worked perfectly with her weapon). Her spd and atk are still pretty solid despite the lost points in both stats, but her lowered def seems a bit too low to make her an especially good generalist flier with her base weapon and other inheritable options like Wo Dao. Not a fan of her English voice either since it doesn't fit her character imo.

    At the very least, her art is fantastic and her Japanese voice fits her personality better. Still a bit conflicted on whether I should keep her base weapon or run a more conventional option like Wo Dao.

  7. 1 hour ago, Ice Dragon said:

    No need to wonder. Dull Close would make the weapon's attack always trigger against melee opponents. Dull Ranged would do the same to ranged opponents. The problem is Dull Close is currently only available from Summer Cordelia.

    That's great news. Its a shame that Dull Close is locked to Summer Cordelia, but I could see Luke's refine being quite good with that skill equipped. Still not as effective as a straight death blow refine, but an unconditional +6 damage on a Brave weapon against melee foes is still very powerful and the +6 def helps his enemy phase as well.

    There doesn't seem to be much opportunity cost for Luke running Dull Close in his B-Slot either, apart from losing chill and breaker skills. 

  8. Roderick's refine is pretty weak. Extra speed is nice, but the dude needed better damage to make up for the deficit in attack he has compared to other lance cavalry. Really wish he got something like Swift Sparrow or Life and Death instead of Darting Blow.

    Luke's refine is situational. At the very least, the base weapon itself is great just because of the extra might. I'm curious if this weapon interacts with dull close in any way, as that could make its refine effect pretty good as well.

    Raigh's weapon is pretty solid. Cavalry effectiveness is kinda situational in Arena, but could work pretty well in Aether Raids. With Null C-Disrupt in his B-Slot, he seems like he'd be a decent Veronica counter. Owl Tome was his best weapon before so his refine effect is pretty great as well.

    Matthew's weapon is alright too, though support from something like Soren or Gunthra may be necessary to use the weapon to its fullest extent

  9. Nice to see my boys Roderick and Luke get refines. They were my first 5-stars, but I haven't had much incentive to use them since general powercreep left them in the dust  (Although Triangle Adept, Brave Sword Astra Luke was a fun meme to use in Rokkr Siege). That being said, I'm not sure what refines the devs could give them to stand out from the oversaturated pool of Sword and Lance cavs. Roderick especially, as we haven't received any refines for Firesweep weapons to my knowledge.

    I actually always loved Raigh in Binding Blade, but was severely disappointed with his statline in Heroes. I'm crossing my fingers that the devs give him either a prf Owl tome w/ special accel -1 or a weapon that's effective against both Armors and Calvalry like Micaiah. 

    Don't care for matthew too much, but nice to see he's getting a refine.

  10. Only unit that interests me in this batch is Yilgr. Helbendi looks cool, but I'm not going to be pulling for him since I wanna save up for Yune later this month.

    I'm really liking Yilgr's statspread since its a bit better than Rutger imo and scales well with merges. That being said, I'm not sure how I should build her. I don't want to run Slaying Axe on her since I already built Linus and he does that role better. I'm not a fan of her default Axe either. Right now, I'm thinking of giving her hack-o-lantern + sturdy stance from Halloween Dorcas to make her similar to my Rutger (which I gave Guard and Atk / Def Bond). Don't want to waste grails on fodder though so I'm not sure about this.

  11. 10 minutes ago, JSND Alter Dragon Boner said:

    @Ice Dragon am i missing something or is this the first weapon in the game that had 3 effect unless horse and man orgy is now a single skill? or i guess 4 effect since its a refine so HP+3 which is even crazier.

     

    I mean the weapon ISNT that good, in that Elincia, Saizo from the very same round is arguably better and individually Cain/Abel weapon was absurd on the wrong owner and such but still

    Technically All the Falchion Refines have 4 effects, no? Dragon Effectiveness, Renewal, HP +3 and the Refine effect.

  12. Oscar's weapon is actually pretty damn good, which is honestly surprising. He's already one of the best lance cavs thanks to his stat spread, yet they give him a weapon that's REALLY good for support, (basically Brave Lucina's effect limited to infantry and Calvary) and has really strong combat buffs (attack and speed +3 and special accel -1). Probably  the winner of this batch since this lets him be played in multiple different ways and works pretty well with drive / goad stacking teams. He's also easy as hell to obtain and his statspread has quite a bit of flexibility thanks to his super boon in def.

    All I can say is that I hope Roderick gets a better refine. He's my first five star, but has been pretty outdated ever since Oscar was introduced and has gotten shafted in almost everything (being the least wanted unit for two years straight).

  13. 28 minutes ago, MrSmokestack said:

    Bold Fighter isn’t that good, yo. Ranged armors like Jakob use it the best. Using melee armors on player phase is generally a bad idea. Special Fighter on the other hand is really good and less likely for a demote.

    I think fighter skills will eventually get a demote, BF first. Probably not with this banner though.

    Yarne looks really good, mostly because the only good melee green cavalier is Frederick.

    I wonder how many people will get baited into pulling for Nah, thinking her Slot C is a good skill.

    Completely agree with this. From my exp, decently fast Armors like BK and Eliwood always want Special Fighter over Bold for stronger dual phase and Slow Armor's like Effie and H!Dorcas prefer Wary or Vengeful Fighter to help their durability / enemy phase. While the effects of Bold Fighter are nice, it doesn't work out too well in practice because Melee armors are super easy to play around against w/ movement assisting skills, gravity, etc. so they aren't able to use the skill well for the most part.

  14. I'm pretty fine with Marth's depiction in this game in all honesty. His FE3 depiction was kinda meh for me because the game made it seem as though he knew zilch about his kingdom's past and the exposition, though interesting, seemed pretty forced. Kris's existence circumvents this issue since Jeigan and Marth can just blow all the kingdom's lore and backstory onto him and it makes sense since he's a foreigner.

    Kris is an okay inclusion I feel. I'm not really bother'd by his character being one-dimensional / bland since he's a blank slate and his presence benefits almost every other character in the game since they have at least one support with him. The only character I feel doesn't benefit is Marth, who mostly gets out staged by him. I will admit, playing as the female avatar over the male one is a bit weird, since Marth and her have so much dialogue together, his connection with her seems tighter than with Caeda. I'm probably looking way too deep into this, but it bothered me to a degree.

    As for the story, I'm not a fan of the time skip between this game and shadow dragon being only 2 years rather than 5, feel like it lessens the significance of the conflict and makes the game harder to connect with FE2. The rest of the story is fine. Each chapter feels more relevant to the main story than in Shadow Dragon because the game has a lot more text that sets up events during chapters and has dialogue during chapters that help build tension. What I like is that a lot of story and gameplay elements are tied together, like Astram and his Hero squad hunting you down or Jeorge and his Snipers staying put cause they hate Hardin. That little stuff adds charm to the world and characters.

    Gameplay is pretty similar to Shadow Dragon, definitely a massive step up from the SNES game. I found some of the mechanical nuances in FE3 to be better for gameplay, like dismounting and Tiki's dragon transformations. Thing is, the SNES game is hella slow and had worse maps design for the most part. Fe12 makes pretty much every map more interesting since it has more re-reinforcements and larger squads of enemies, keeping the player on their toes more. That being said, its pretty hard for the game to have reasonable difficulty since enemies either are laughably easy or WAY too stronger. Ambush spawn reinforcements also can get annoying, esp for super high movement classes like those stupid flying dragon enemies with 12 move and retardedly high speed to double all your units.. As such, it can be difficult to play the game fast on higher difficulties, though the UI changes still make it much faster to play than OG mystery of the emblem.

    All in all, I love this game, but its got its fair share of problems, similar to Shadow Dragon. 

  15. I think Luthier would make a great free Green Mage. Currently, we only have two free infantry Mages (Female Robin and L!Azura), both of which have middling stats across the board, so Luthier would contrast pretty well with a bit more offensively focused stat-spread (something like 41 / 33 / 34 / 25 / 25 seems like a reasonable estimate). Ideally, I'd like him to come with Dark Excalibur as his preference weapon, but if he was forced to have a generic weapon, then something like Gronserpent would be nice for inheritance. 

  16. With there being nearly a 15 point stat difference between Gen 1 and Gen 3 infantry Dagger and Bow Units, Saizo and Kagero need something really good in order to stand out from newer units. I'm in agreement with Ice Dragon that infantry effectiveness on a 14 mt weapon is a little too good, but a reverse desperation weapon would be pretty powerful, especially when combined with a good refine. Saizo is a bit more tricky to craft a weapon for given that his statline is fairly balanced, but I'm hoping he gets a slightly less powerful version of Surtr's weapon (dealing 10 damage to units within two spaces instead of 20) or a weapon that would effectively give him pain+  and dazzling staff.

  17. 13 hours ago, Quiyonce said:

    Questions:

    When exactly does Jedah learn Alm has the brand and why does he still focus solely on Celica after the fact if his main goal is to feed Duma a branded soul?

    Do you think the new characters added or subtracted to the main story?

    How are you supposed to make money in this game??? There's nowhere near enough gold to max out and create all the weapons, even for a handful of characters. It's a little ridiculous.

    For those whose favorite or close to favorite FE game is SoV, what draws you to this title? I think it's an enjoyable experience but, personally, I think the replay value is pretty low.

    What units were most useful to you(or were your favorite)? I heard good things about Mathilda and the Whitewings but most of my cavs fell off late game (my best cav was actually Lukas lol) and my only pegs that made it to endgame were Claire and Catria (and Cat barely got in).

    If you've played or experienced Gaiden, is SoV a faithful remake? Is there more that could've been done to modernize the game without compromising Gaiden's integrity (like maybe add Anna)?

    What were some other issues, nitpicky or significant, you had with this game?

    Lastly, would you still recommend Gaiden to someone if they've already played SoV? Why or why not?

    Sorry, if this got a little longwinded, I'm excited i finally beat this game and can finally focus on 6 and 11 before Three Houses is released.

    I believe Jedah learns Alm bears the brand during the end of Celica's act 4, or after Nuibaba's death, but I'm not sure. Its a bit unclear in the story.

    I like the new characters and thought they added to the story. Berkut serves as an interesting FOIL to Alm and the two maps you fight him in (the one with 3 paladins and Rigel's border) are, from a narrative perspective, more interesting than they were before because of his presence. Fernand is a bit worse than Berkut because he comes off as irredeemably bad for most of the story, but the DLC story shows his transformation pretty well and really sells his role as a tragic character. The fact that he is a notable subordinate of Berkut also gives the latter's scenes more narrative presence than they would have had otherwise. Conrad was fairly unnecessary and acts a bit too much like Gerome for my taste, but he's pretty fun and don't think the game really loses anything by him being included. Faye serves a somewhat important niche in the story (shown through her supports with Alm), being a fundamentally static character while Alm and Celica are fairly dynamic and assertive. Rather than evolve her goals over the coarse of the story, her attachments to both Alm and Ram serve as her primary motivating factors. Lots of people hate her personality, which is understandable, but I kind of like her, though I wish her crush on Alm was a bit more downplayed. Rinea's memory prism with Berkut is cute, but I wish she was more meaningful within the story. 

    Outside of DLC, farming in Thabes is pretty much the best way. Within the main story line, there are several quest you can do to earn easy silver and gold marks. Selling items like foods also can get you some easy cash.

    SOV is not my favorite FE game, but I find it pretty easy to replay because most of the maps can be cleared in about 5-10 turns, bad RNG isn't as frustrating as in other games thanks to Mila's turnwheel, and experimenting with different class combinations (for Alm's party) is pretty fun in the early game. I like the combat of the game too. The high hp pool of both enemies and your units mean that neither can really one round each other that easily, which is a nice contrast compared to other games in the series.

    Archer!Kliff and Mage!Faye did some pretty fine work in one of my recent playthroughs of the game. Kliff, Faye, and Delthea are my favorite units in this game, though I have soft-spots for most of the cast.

    The game isn't completely faithful to gaiden gameplay-wise, but pretty much every notable gameplay change makes it a better experience as a result. Sagitae being 3-range instead of two makes it more useful than it was before, support bonuses make combat more dynamic and interesting, provisions can be pretty useful in a pinch, wider variety of weapons, forging, and weapon arts help make the game a bit more fast-paced by universally increasing all your units damage output, and trading works remarkable well with the one-item inventory every character has in this game. I'd argue that nerfs to spells like warp and physic end up making them more strategic than they were before. Only gameplay area I think the devs stumbled in were some of the new support spells they included from fates. Rescue was pretty good, but I never made much use of the other spells, like entrap and Freeze since they cost so much HP and could still miss.

    Biggest problem with this game is the wack movement most of the final tier classes have. Its crazy how much movement classes like Bow Knight, Dreadfighter, and Gold Knights have, yet Priestesses, Mages, and Barons are stuck with 4 move. With priestesses and Sages, the at least have consistent recovery and high ranged dps, but Baron's flat out suck since they are  a 1-ranged class with middling dps at best and are always going to get doubled. If I would change anything, I would up the movement of the Sage and priestess classes to 5, Saint to 6, and Baron to 5-6.

    The only thing I think gaiden has going for it are its unique set of maps in Act 5. Gaiden's act 5 maps set up pretty creative scenarios that made them interesting to play, but the same is not the case with echoes. 

  18. I'm liking what I hear so far. Don't really understand what they mean by "subpar map design"  but if its like echoes, or Fates' birthright, I'd honestly be down (the spacious level design made *most* of the maps fun for me in these games).

    Story looks interesting, and I'm very glad the devs didn't cram this game full of the alternative dimension / timeline bullshit that Fates and Awakening were plagued with. I'm a dude who wants the world of my games being consistent and the use of alternative dimensions / timelines completely shits on the world building in both these games. Seems like they are adopting the Shadows of Valentia approach to story telling, making this game's story be more like a play (similar to both FE15 and FE4) which is pretty awesome.

     

  19. Baron's in this game are weak for the same reasons they've normally been: bad move, bad res, and bad speed. In this game, their low movement especially sticks out because of how much worse it is than other classes when fully promoted. Its not too bad in the mid-game since most other mid-tier classes only have slightly better movement, but its especially noticeable near the endgame. While Sages and priestesses have similarly awful movement, at least they have incredibly powerful attacks, consistently 1-2 range, and healing. 

    Despite the class being a bit weak, they still have their uses as tanks, specifically in the mid-game. Lukas and forsyth when promoted to armor knights are able to survive multiple engagements and are good at softening up enemies with their high attack / Ridersbane. Warp support also helps them get to the frontlines pretty easily. 

    The Armor Knight class in this game honestly isn't too bad since their tanking prowess is so much better than other mid-tier Melee classes. Its mainly their final promotion that sucks since it doesn't help them in any meaningful way.

  20. Spoiler

    DAMN, Delthea looks great! Fantastic artwork and exclusive weapon (powercreeping Spring Veronica's prf). Her stat spread is much better than OG Delthea's too. While she has less speed and no boon / bane, the extra Def and HP help her out a ton when initiating against DC units / Dragons, where OG Delthea would normally get one shot. The extra stats granted by her prf also is pretty cool and might let her run stuff like CC Vantage pretty well. Only gripe I have with her is that she's blue and I already have quite a few blue merge projects.

    Aside from that, nothing from the banner really impresses me, though I do think F!Corrin and Y!Tiki have pretty cool stat spreads. Even though I like her, I still find it dumb that F!Corrin is considered a trainee unit.

     

  21. The banner looks awesome. Most of the choices they picked make thematic sense, but the oversaturation of Corrin and Tiki alts is a bit concerning. Doesn't affect me personally since I like both characters (and will be summoning only colorless on this banner) but I could see how it might be disappointing for fans of other characters.

    The character I'm most excited for is Delthea. I've wanted an alt of her for the longest time and not only did she get one, but she's free too. She's likely going to be infantry, which is nice since she'll benefit from Gen 3 BST. My only worry for her is that she'll be stuck with a situational prf like Takumi's Skadi. I'm hoping she'll have a weapon with a built-in combat buff or, at thee very least, some sort of movement assist skill. Alternatively, if she's a red mage, she should come with Ragnarok. 

  22. Grinded tickets and orbs earlier today to do a handful of yolo summons.

    Got a +Spe -HP Marth from the legendary Banner,  and a +spe -hp Kana, +atk -res WT!Olwen, and neutral Brave Ike from the Hero Fest banners, almost all consecutively. Pretty amazing, even though I already had all of these units.

  23. I want to invest into Rutger more, but I'm having trouble building him. Since I already have heavily invested into Soleil, I want to differentiate him by making him more of a mixed phase bruiser. That being said, I'm not sure if my current build is optimal.

    Spoiler

    Weapon: Slaying Edge (+Def)

    Assist: Reposition

    A-Skill: Atk/Def Bond 3

    B-Skill: Guard

    C-Skill: Spur Attack 3

    Seal: Flashing Blade

    He is lvl 40+2

     

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