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incognit0

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Posts posted by incognit0

  1. @Incognito, Fiona doesn't need savior

    Someone else said that.

    I disagree with Fiona > Astrid because Astrid has utility AND chip damage with good hit unlike Fiona :):

    Actually I found out she has actual hit with magic cards but that chipping is dealing about 1damage iirc

    Astrid's chip counts for nothing because it does literally nothing to speed up/act as insurance for the chapters she is in. 2-3 requires no combat from her. Same for 3-9, and in that chapter, her chip is so worthless it doesn't even help you if one of you other characters missed, plus she gets ORKOed by over half the map meaning it is easier to simply not deploy her. Fiona has more utility than Astrid, and Astrid's chip is useless, ergo Fiona > Astrid.

    Also, on another subject, multiple tier lists will end up having no value for anyone new looking at them. I understand what Mercenary Raven is saying though; it's similar to dondon and Interceptor's old arguments. Dondon's commitment to better efficiency always clashed with Interceptor's desire to credit units based on their merit if they were seriously considered for use. It is difficult because while I think very few people want a pure efficiency playthrough, the current tiering system leaves people arguing based on different beliefs of efficiency. A rather obvious example is the mention of Astrid's chipping. Sure it's THERE, but it isn't efficient and therefore doesn't really contribute towards her tier ranking.

  2. I fail to see why Fiona is not on top of Bottom:

    Oliver- already addressed. He does nothing.

    Kurth- never doing anything in an efficiency playthrough.

    Astrid- rescue-drops Danved with Makalov in 2-3, but she can easily be killed there. Does nothing in 3-9; the standard 5 turn clear does not need her at all, and after all, this is an efficiency tier list.

    Meg- In an efficient run, neither of them are being used for combat. Which leaves Meg's utility versus Fiona's.

    To list again, Fiona's utility includes: trading weapons, ferrying ally bishops, plugging chokepoints with allies, bringing Physic Micaiah back from danger in 3-12, and gauge lowering.

  3. As long as you don't need the NPCs in 3-6, which you shouldn't, then you can have Fiona rescue the ally bishop and have the NPCs target the southwest corner. Then, whenever you need an extra heal on an obvious target you can use the ally bishop. Simply have Fiona drop him in the general direction you want him to go, then turn the Allies on Roam. They won't get in the way, and you can rescue the bishop again next turn and put the others back into the corner, ready to heal next turn.

    Admittedly this isn't limited to Fiona but she is the best at it due to 8 move and Canto. Trading weapons, ferrying bishops, rescue dropping walls, bringing Physic Micaiah back from danger, the 1-7 strategy and gauge lowering all are useful, in a small way. Together though they definitely help more than Lyre's shoving. I'd say Fiona is a tier better than Lyre and Oliver.

    Edit: Wow, just checked the front page, and Fiona is below Oliver and Kurth. Kinda surprised considering she can do marginal stuff that they can't. Like Anouleth said, Oliver's healing utility in Endgame (for ONE chapter - 4-E-2 through 4-E4 are one turned, and 4-E-5 you have Lehran) is next to none, and I don't even have a clue anything unique Kurth can do in the first place.

  4. I call bull on enemies -any enemy- attacking Ike over Rafiel, even with Provoke.

    Have you ever tried it? Last time I did 4-1, I sat Ike next to the druids with Rafiel (and also Nailah, who couldn't counter) in range. They attacked Ike. Although I can't remember whether or not the boss was able to attack Rafiel, because I killed her on player phase.

    (To be clear, it is not something that I understand or can get to work with every enemy. But it definitely works sometimes when I do not understand it.)

  5. And Rafiel makes no difference on 4-1 and possibly 1-8 and 4-4.

    Well, I'd like to point out that I've pulled off this 5 turn strategy twice and could have done it 3 times if I'd known how the Horseslayer general acts at the time. The first was HM with Aran, Titania, and Ike, second was also HM with Nephenee, Nailah, and Ike and 3rd was NM with Fiona, Soren, and Ike. It's pretty reliable. You need a unit with semi-powerful 1-2 range for the west, a competent Ike for the south, and either a powerful Laguz or someone with 1-2 range powerful enough to kill Generals for the east, although the Horseslayer General in the east is weird and other units may work there, but it needs to be tested.

    Celerity and especially Boots are generally better on other units. Honestly, Rafiel should not be using the Boots at all.

    We should, but considering Reyson is still reasonable because it isn't at all impossible for Rafiel to be dead by 4-E, a scenario much less likely with Reyson.

    5 turning 4-1 is solid, if unambitious. I would love to see you 4 turn it without Rafiel, considering how easy it is to use him to get a 4-turn clear. Therefore to say that he makes no difference is definitely not true, although I agree on 1-8.

    Also, Rafiel will not fall behind in 4-4 without Boots (which should go to your main flyer in the desert anyways) or Celerity (which I think he has a case for) because Vika and Tormod have nothing better to do than rescue drop him on the first turn. Vika will be shoving him every turn after that. Besides, if you want to 6 turn (well within reach) you need Rafiel to get Nailah up to the top stairs by turn 2 EP, among other things he does towards a 6-turn clear.

    As for 4-E, Rafiel is necessary to kill Hetzel and the other sleep bishop turn 1. Also, boosting Reyson's tier position relative to Rafiel because 'it is not impossible for Rafiel to be dead' is ridiculous sandbagging. Any smart player will keep Rafiel alive.

    (Nevermind)

  6. Neph is the only good lancer, and a large part of it is due to her receiving the P2 BEXP almost by default.

    Nephenee doesn't really have an exclusive claim to that BEXP, and I would guess that most players save that BEXP until 3-11 which is better anyways (in the sense that Nephenee is only OK). Besides, Oscar is about as good as Nephenee.

  7. (Parentheses direct resource allocation)

    Dawn Brigade:

    Raise strike of Volug (Energy Drop) and choose one of Jill (Draco + Robe) or Nolan (Draco + Robe).

    Give 2nd tier Micaiah staves.

    Crimeans:

    Train no one long term.

    Greil Mercs:

    Use Ike, Haar (Speedwing, Crown) and Titania (Speedwing) definitely.

    Use transfer Boyd and transfer Oscar definitely.

    Otherwise train Mia (Forge, Adept, Ike support) and the Hawks (Strike).

  8. Actually, Bonus EXP is good when someone has maxed out one stat, because you don't have to worry about getting that one stat instead of another stat.

    I usually start BEXPing characters at around level 9-13. XD

    If you are playing the game with any sense of urgency, the worst way to use BEXP is to wait more than a chapter or two, waiting for capped stats on anyone but Mia or Ike just takes too long. Besides, the improvement after waiting for capped stats is not particularly noticeable unless you have capped 2-3 by which time the game is almost done. Give your best units BEXP and let them get closer to promo bonuses, get a little stat boost, etc. Generally, take a short-term boost in part 3 over a better boost that appears in part 4, because you should be able to blitz part 4 anyways, as you are prohibited from routing less often by stats than by movement and 2-range issues.

  9. The question is, when will it really matter?

    3-4 It is really important because that first turn where Haar drops Ike up there they are at the mercy of mages and the wyrmslayer dude. Also important in 3-11 because of the big number of mages Haar will face. In these two chapters, Mist is literally incapable of healing Haar/Ike due to the fact that he will be too far away; plus the extra HP healed is nice.

    Every other chapter, it just means Rhys is a little bit better at Physic Healing.

  10. I can't really say that Volug contributes more on 1-7, because Sothe is kind of forced to go recruit the LEA (of which Muarim at least does a pretty decent job saving turns himself because he wrecks the boss). We're delving into slippery slope territory here, but I just want to point out that Sothe is actually doing something here that aids completion of the chapter and isn't like running off into a group of enemies and taking the EXP for himself or something. 1-E is mostly Volug's business, though.

    The other thing that I'm concerned about is that Volug is very good to have around, but he's not ever really excellent due mostly to laguz flaws. A good portion of his part 1 ends up being self-improvement in the form of fighting a lot of enemies to gain strike WEXP. He takes 2 turns to get going in 3-6 and otherwise does pretty well, but consider that Sothe can do things starting turn 1 and Nolan/Jill can already do quite a bit in that timeframe. He likewise requires a startup period in 3-12, which can be completed very quickly with Nolan/Jill. He can kill Ike pretty reliably in 3-13, but that requires at least 4 turns whereas other strats do the same thing in 2-3 turns.

    In part 4, he lacks 2-range, which already puts him at a disadvantage compared to a lot of beorcs, even if his offense is really good.

    In a world where Volug exists on his own (like in my 0% growths playthrough), he would probably be worthy of top tier. But right now, he just isn't a dominating force like Sothe is at any point in the game, and in absolute terms he probably doesn't save as many turns as Sothe does in general.

    I am a bit biased, just because I always depend on Volug in part 3. For instance, in my current (transfers) run, I am looking to do equal or better to Xander's 209, and I ended up giving Energy Drop Volug Paragon in 3-6, and he ended up ripping through 3-12 with Resolve Wildheart and through 3-13 with the same. He hit SS Strike midway through the 6 turn of 3-12. He will be very helpful in Part 4, with his 53 mt and 32AS which will destroy pretty much anything, although he still has a gauge and no 2-range.

    I guess my point is that Volug is the one member of the Jill/Nolan/Volug trifecta who is pretty much immune to being stat-screwed, and that consistency in part 3 and later into 4-3, whose absence plagues Jill and Nolan, is incredibly useful. He is the most dependable member in part 3.

  11. Yeah I don't agree with Sothe > Volug. Sothe does have significant contributions in 1-3 and 1-4, and beats Volug in 1-8, but in 1-E and 1-7 Volug contributes more. Then you need to factor in how hard Volug can own Sothe in part three (likely being your other main fighter besides Nolan/Jill), plus the fact that Volug can make significant contributions in part 4 (specifically 4-3 where he can move through the desert) where even RFOF admitted that Sothe's utility is close to zero.

  12. Speedwings do not turn Titania into Ike. Ike is considerably more durable than Titania is, and once we expand the view of the game beyond the GMs first few chapters, you'll notice that one of these kids becomes a superstar while the other one becomes a roleplayer.

    That's not the germane question here, since we clearly still care about what Ike does even when he's not strictly the #1 unit on the map. He deserves credit for all of his contributions. Ike's consistently excellent performance coupled with a near-complete lack of want for scarce resources makes him a Top tier candidate in my opinion.

    Although you have to question the magnitude of Ike's contributions. Aside from those maps, he doesn't do much. In comparison to Titania, specifically in reference to the upper quote:

    3-1

    Ike is better. Titania still has 9 move, crucial to swinging around the east, and her 2-range over Ike..

    3-2

    Only mounted units doing much of anything, maybe giving Mia the boss kill.

    3-3

    7 move leaves Ike in the dust as he can't get to the forward tents/boxes.

    3-4

    Ike spends most of his time in Haar's saddlebags, still better than Titania not climbing ledges.

    3-5

    Titania contributes to the 2-turn, assuming the Energy Drop is desired.

    3-7

    Ike tags the BK, Titania chills on the second island doing nothing.

    3-8

    Both have seven move, ability to kill generals (hammer, brave sword). Titania however has canto and better 2-range.

    3-10

    Ike goes south, Titania goes north. Both own enemies, although Titania's move is more valuable, since less people go north.

    3-11

    Titania gets self-improvement, Ike is carried to the Seize.

    3-E

    Both contribute, Titania with move, Ike can own stuff once he is dropped off in a group of enemies.

    Most of the time, both have good enough offense, but only Titania can get to the frontlines to take advantage of it. Other times Ike is hurt by spending time being carted to the seize. Titania's durability is fine anyways, she will need an occasional Physic, or perhaps a robe which is not particularly fought over.

  13. High tier, certainly. Give her some stat boosters, careful BEXP, a timely promotion, forges where necessary, and she'll lay waste to her fair share of the game, all the way up to the ending credits.

    Aside from the comment on stat boosters, I could have sworn you were talking about Mia (T). Only she has 7 move.... and has crappy 2-range... and, while lacking the opportunity cost of a Speedwings, has the cost of an Ike support...

  14. Also, I see you didn't transfer Boyd, but as a future suggestion Boyd (T) can be great for the Mercs. He has dibs on a Speedwing, and with 22 Speed, a little BEXP to cap HP and a 45% growth Boyd will turn into a monster. Doubling, with axes and his strength makes him a 7 Mov version of Haar/Titania.

  15. Personally, I think bringing Jill over to the mercenaries is more of shooting yourself in teh foot...

    Jill can fly which makes her invaluable in Part IV, especially in the desert chapter. Also, her best support partners are in the GMercs. She autobonds Haar and Mist. Haar and Jill have the same movement, and Mist will be promoting by the end of Part III and gets the same movement as Jill. She wants to be with the GMercs.

    Jill IS invaluable in Part IV; in no way is this associated with her going over to the GMs, since supports are not necessary in Part IV easy mode where all of your units are ORKOing and never dying without supports.

    The GMs already have Haar, Tits, the Hawks and Reyson to complete 3-8, and 3-10 and have Leanne instead of Reyson in 3-11. Meanwhile, the DB want Jill for use in their part 3.

  16. Because it's super unbalanced to have a third tier DB unit, due to the small amounts of EXP that you get in their chapters.

    This is easy mode. EASY mode; you have CEXP and BEXP coming out of your ears, even in DB part 3. Or should I say especially DB part 3; you face laguz (high experience gain) and you have less units, making the EXP gains more concentrated. If you can't get someone to level ~16 2nd tier to crown them you're doing it wrong.

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