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Lord_Grima

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Everything posted by Lord_Grima

  1. For the most part you should promote as soon as possible, the stat gains from promoting are just bumps up to a base level instead of a set number of increases. But, if you want to try maxing out units with Star Jacinths, then wait till 20. If you use a Star Jacinth, then you should gain more stats from those extra 8-10 levels compared to the promotion gains. When I played, I tried to wait for everyone to gain the ability to promote before I actually did promote. I also wanted to do it before end of an Act. So, end of Act 3 everyone was in tier 2. End of Act 4, most people were in tier 3 (if they had one) or were very close. This worked well for me.
  2. Because Alm and Celica are both required units for all battles/ dungeons in their respective chapters and sections, they have plenty of time to gain stats and gain exp for any weapon/ equipment they are using. In my gameplay each one filled a role, Alm acted more as a high defense attacker, while Celica felt more like a cannon. Alm: Celica:
  3. The Witch AI is weird. In one map I had Zeke on the edge of my team and one or two witches teleported then attacked, but died in one hit from Gradivus. The next few turns I tried keeping Zeke on the edge of my team to bait and kill the witches, but no witches teleported to him. So, the Witches are unpredictable....
  4. I really love this OST, here are some of my favorites: A Song for Bygone Days - a really good map theme Praise this Despair! - epic battle music against Berkut Twilight of the Gods - awesome music for the final battle, really helped with how intense the battle was! Heritors of Arcadia - This song is really amazing! Hearing this in the final credits was so good. Pride and Arrogance/ Prince of Darkness - Berkut's theme was really good, It shows that he has a lot of power and influence. (I really liked Lord Berkut, wish I could've recruited him in the end) Echoes - really nice title theme Those Who Challenge Gods - player phase battle music, really good I could add quite a few more! Echoes: Sov did really well with their soundtrack!
  5. After beating Echoes, I found that a lot of things in Awakening make more sense now, or now I can see things in Awakening differently. I did not play Gaiden or know the story of it. If you didn't know, Archanea and Valentia eventually become the Halidom of Ylisse and the Continent of Valm. Most of it is seeing a lot of map locations from Awakening and realizing what was there in the past. One of them is the Duma Gate. In Awakening this is where you recruit Inigo, so seeing it here in Echoes and what it was originally was nice. Another "ah-ha" moment was knowing how the Mila Tree in Awakening got its namesake, in honor of the dragon Mila. There were a lot of neat connections, so what were some of your favorites?
  6. I beat the final boss today on hard mode! That was a tough fight. My strategy: I had tankier units wall off the incoming Mogall, and other enemies. Then had archers and Mages behind them to kill. Healers with Fortify and Physic are a huge help, especially when Upheaval hits. My Leon with a Killer bow could quickly take out the Dread Fighters on the left side. Kliff quickly killed the Baron. Once my two armies meet up, I kept the tank units as a wall just outside of Jedah's range. Repeating the same tactics from stage 1 to fight the mogalls and witches that kept coming. After healing from an Upheaval and clearing out most of the Mogalls and Witches, I was able to use my Mages and anyone else who could survive a hit from Jedah to take up the first 3 attackers, the Alm used Double Lion. Jedah did not die (If alm did a crit, then he would), so I use my fliers to do another 3 rounds of attack, then I think I used Leon to finish him off. Used Fortify and Physics to heal everyone, then placed rest of the army around to protect from the few Mogalls and witches remaining. With Jedah down I moved my army up just outside of Duma, the Medua-Arcanist, and the Witch's range. Forming a similar wall as before. Used Leon with a Longbow to kill the main witch on the right. Now began the long part. I invoked a few Dread fighters with Silque and eventually got them to bait/distract the last main witch, the Arcanist, and Duma. Kept summoning them and sometimes a few soldiers from Genny to keep Duma occupied. Meanwhile I was keeping my units out of their range. Around turn 42, my turnwheel stopped working (still had four uses left!). So, I wanted to make sure nobody died. Used Leon with his Longbow to weaken the main Witch and the Arcanist, then I let the Dread fighters finish them off (I just wanted them gone so I was happy). Eventually I got Duma into this position: 7. Kept spawning more Dread Fighters to wall off Duma, and deal chip damage. Used Leon with the Longbow to do more chip damage. He did 7 damage X2, and crit every now and then, so it took a while, but was enough damage to bring him down. 8. Once Duma got to 50 health, I moved Alm and 3 other units (that could survive a hit) to surround Duma on all sides. Kept summoning Dread Fighters for Duma to kill. Then had Alm attack Duma over and over until he died. Victory! That was one heck of a battle, but I'll say that this battle is much better than the final battles of Awakening and Fates.
  7. Not really, if I remember the arcanists had Mana herbs or other provisions. The only good treasure is that Ring Rudolf had.
  8. Fear Mountain appears to be entirely optional. I would suggest not, Nuibaba's map is such a pain. For non LTC's it is best to fight her, because of Tatiana (Fortify) and Zeke (really good unit). Gray has higher Spd, and Atk growths so he is the better choice. I would also suggest moving Alm and Celica somewhat equally to minimize the amount of battles the other person has, or the total amount. When I was in Act 3, I did Celica's entire section first, not touching Alm at all. By the time Celica was at the Temple of Mila, almost every map on Alm's side had a reinforcement on it. So, that took a lot longer to clear up than I wanted. Hope for the best in this run!
  9. In terms of gameplay: Mogalls Creepy eye-squid things that can replicate, are pretty fast, and can't be expelled! These things are scary! Especially when they are conjured. In terms of appearance: Fiends I really like the look of the Fiends. The dark armor and still being a skeleton, creepy in a cool way.
  10. I'd say making Faye a cleric will help late-game, when she learns Anew. Refreshing units are very helpful/ needed for a Low Turn Count run. Pegasus riders are another good class to use, High movement, and no terrain penalties can get you through a lot, especially chapters that have a choke-point for infantry and cavalry units. Try running past as many dungeon enemies as you can, the less you can do, the less turns you take.
  11. In Echoes, the promotion stat gains are not boosts. Instead it raises your stats to a predetermined/ known base for that class. For Example: In Awakening/ Fates - Promoting from cavalier to paladin gives +X Atk, +X Spd, +X Def, and +X Res In Echoes: Sov - Promoting from cavalier to paladin gives a unit only a few stat gains. Depending on how far below the base stats of the promoted class you are: Cavalier 24 9 3 5 0 5 2 7 Paladin 28 12 5 8 0 8 5 8 So if I made Gray a Cavalier, and he had: Gray 25 13 5 7 4 8 6 7 He would gain +3 HP, +1 Spd, +1 Mov So, grinding past class unlock can give you extra stats, but then you miss out on promotion stats. And as others have said the Exp gain drops the higher lvl you are.
  12. In Alm's route you get a good amount of Cavaliers. Four by end of Act 4. Archers you only get one, Python, so having an extra archer could be very helpful. Not many Mercs in Alm's route, so that is another good option. You get a fair amount of mages, but you can never have enough :D. I suggest either archer or mage, you only get one archer, so a second helps. Kliff gets great spells as a mage, and give him a Mage Ring boosts his range up to that of an archer.
  13. I've done some minimal grinding. Just finished Act 3, and I wanted to make everyone their 2nd tier class before I moved on. So, I used the dungeons that were near by, Sylvan Shrine for Alm, and Dragon's Cave for Celica. I managed to get everyone promoted except Sonya, Luthier, Atlas, and Delthea. Atlas and Delthea are around lvl 3, and Luthier and Sonya are two lvls below they can promote. I've used dungeon grinding the most, but I have used the graveyards for early grinding.
  14. No idea, If you need to use a Silver Lance instead.
  15. Steel Shield Saint!Faye for Celica, but no Anew usage Rusted Lance Cavalier!Tobin
  16. I like them because I enjoy playing JRPG's like Dragon Quest, so having a character with a base attack and then special abilities in Fire Emblem works for me. Some Arts aren't as good as others, but you have to pick and chose if you want a better weapon for stats, or a weapon for the Arts. It adds more to the strategy!
  17. Faye - Making her a cleric should be really good, she gains Physic pretty early which is one of the best healing spells, and having a second healer in Alm's route should help a lot. (I'm doing hard mode right now, and I'm doing well with only Silque, but having two healers would help a lot). Kliff - People make him a mage because he gets good spells, thunder being one (1-3 range helps). But he does well in other classes because of his good Spd growth. Tobin - He does not get a lot of spells as a mage, but he does get Physic later. Gray - Merc or Cav is good for him. He has a higher attack growth than the other villagers, so he wants to deal damage. Atlas - He's in a bad spot, his highest growths are Atk and HP, and he joins late. Merc is good for him because you want to improve his speed.
  18. I'm currently in Act 3, and I decided to Celica's route first and wait to work with Alm. As I was finishing Celica's side, enemy reinforcements appeared on Alm's side. They are stronger than what I want to fight atm, and are in my way, so is there any way to remove them or do they leave after time?
  19. Part of her reaction to Alm leading the deliverance and fighting a massive war, is that he does not know her full story. Alm makes a few remarks about King Lima and how bad the past Zofian monarchy was. Celica, being part of that monarchy is upset because Alm doesn't know what it was like. Basically this conversation/argument is "You don't know the full story". Celica doesn't want a full out war, she still feels responsible for the Zofian people, and she cares about Alm as a friend. So, she wants to find a more peaceful way without innocent lives being lost. She decides to fight against the pirates and thieves because she knows it will help her people.
  20. Summoners/ Cantors are my biggest pain so far... I can handle the Terrors they summon somewhat easy, but the large number of them is the problem. In Act 3, (when Celica takes on Greith's base). This map took me a long time to complete...
  21. I'd like to see something unique with the refreshers. One idea I have is a bard or musician on a horse. No idea how I came up with this, but it sounds cool. And this musician could use different instruments to do different things (I think similar to how the dancing rings worked in FE7). For Example: Harp could refresh the unit. Flute could boost def or res a bit. Drums could boost attack or spd. Other instruments could boost evasion or crit chance. There are a lot of possibilities. Then upgraded items could refresh and boost stats a tiny bit. To limit these: item durability could return, or unit can only bring one or two instrument per battle.
  22. Of units currently in the game: Sword: Eirika (great unit for setting up my Nino) Tome: Celica (her art is very nice) Dragon: Y!Tiki Lance: Effie (one of my best lance units) Tome: Robin Dragon: Ninian (don't have her, but I really want her. She has great art, and is a dancing dragon!) Axe: Raven (was one of my first units, he did great work through the story chapters), Hector (one of my best axe users right now.) Tome: Nino (very strong with Blade tome + Eirika support) Dragon: Bow: (Haven't used bows in a long time) Dagger: Jaffar (don't have, but I liked him in FE7), Kagero (best dagger user I have currently) Staff: Lissa (one of my favorites from Awakening), Lucius (one of my favorites from FE7)
  23. It helps to change Mozu's Class ASAP, as a villager she has poor stats/ growth rates. Making her a Dread Fighter as soon as you get her lets her gain good stats and weapon levels. The only skill you really need from the Villager class is Aptitude, there are much better skill options than Underdog.
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