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Chromagna

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Everything posted by Chromagna

  1. As the title suggests, where does the DLC for Fates save? If I bought the other 2 routes on all the extra maps on 1 3ds and put the game card in another 3ds with a different SD card, would it still work fine? I would also like to know this in relation to the maps.
  2. You wouldn't even need miracle. If one unit moves up, Azura warps and sings to them, that unit moves up further and attacks. If that unit manages to kill and it has galeforce, warp in other units and just keep attacking. Because of her supportive class and because of warp, you just get the other units to kill things for you.
  3. It only takes 2 turns. If you have units that cannot move enough to get in range within a team of flying units with movement skills, you are automatically going to be disadvantaged. Having warp and replicate means you can move straight away to another unit by using one of your units as a ferry and then use 2 of your units with the starting attack and twice as much chance to proc skills to destroy the opponent. You can get a total of 8 attacks in if you use a brave weapon and that is a massive chance for procs. Not only this, your other units can also warp in to your older warped units and attack further away units if they are classed as snipers and the like. If you use something like warp, replicate, aggressor, an offensive proc and something else, you can literally just jump in and destroy the enemy within 1 turn. If you are not a fan of galeforce, you can use nohrian trust, pair up with another unit that has offensive and defensive procs too. Meaning, because all these units have replicate, you can do that twice, one to stay behind to get heal spammed and one to go in and kill the enemies.
  4. For pvp, swordmaster is better even though I prefer lodestar. As others have explained, the strength and speed of the swordmaster are huge benefits and can change whether you double or not. Because pvp is based on killing the enemy team in one turn with cheese skills such as galeforce, replicate and warp, swordmaster is just better due to offence.
  5. Thanks, I was thinking the same thing but I will probably just end up using my favourite characters, rallying them and using warp and then warp dance to beat anything to a pulp xD
  6. ^ This is my take on the issue. A problem with Lodestar is that Swordmasters cap higher in speed and of take in PvP as an example, speed is everything. Hoshido Noble is better for story and Nohr Noble for PvP. Great Lords have amazing skills and also decent caps but same with Lodestar really. Grandmaster is usually on used for skills but it can be fun to use, just watch out for your bulk. Ballistician is way too defensive and fragile for main story play with reinforcements and extreme aggro units where you just get thrown a bunch of enemies but can be fun for other characters for holding key vantages if you block them off with tanky units. Vanguard was summed up in this. I would give vanguard to any slow characters you planned on making Hero. Witch is a perfect class. With access to warp and an S in tomes, well, its deadly and awesome. Someone posted about using Lodestar for Laslow buuut if you can only get one fell brand (I don't have DLC available in my region yet) give it to Laslow due to him being an insane rally bot if you go for optimised builds and finish him off in Falcon Knight. Dark Falcon is pretty much a cooler Basara in my eyes. Galeforce is still a god like skill for both PvP and out. Just make sure you don't have pair-up fodder. Dread Fighters are slower Master Ninjas and stronger Master of Arms but there is no point using them in PvP unless you can't get Master Ninja or just keep Dread Fighter for story stuff. I am mainly PvP oriented though so just take note of that.
  7. Well, I would do that, just more so wondering in relation to PvP
  8. As the title suggests, I am wondering if it is worth training up all of the units available or just having 20 or so that are PvP ready and the rest for main story and DLC or something along those lines. I am currently doing lunatic runs on Revelation with 3 different play-throughs and ending with different PvP builds for my MU. I am wondering if it is worth the time and effort to train up the majority of characters in the main story for PvP gameplay or whether I should just focus on a group of 15 or so. If I should go with the smaller group, what units are generally worth using? I know the children get good mods but do they actually do anything if the siblings are so over-powered (*cough* Ryoma and birthright *cough*)?
  9. Counter doesn't work if it KOs too. So if you went for the attack and they could defeat you with one hit, counter won't have activated.
  10. Always go stupid fast Selkie, always.
  11. I really enjoyed using the assassin class. Its design was cool and caps were nice. Master ninja just doesn't do it justice design wise and it lacks bows...
  12. I have a strategy to pretty much 100% it on lunatic (not quite sure about hard mode, haven't done it for a while) without anyone dying but I can't remember clearly what to do in the middle so its a bit of doing it yourself but here it is anyway. I am chucking it under a spoilers warning as I don't want to spoil how to beat it if you want to do it yourself. SPOILERS: 1st turn: Move MU down to where they will attack the two mercenaries on the left on THEIR turn. Make sure that you do not place him where he will trigger the enemies at the bottom. Pair Rinkah up with Kaze and select 'wait'. Dance with Azura and end turn. 2nd turn: This turn, move up MU and use HP tonic, do not move him in to the pink area. Use Sakura to heal him, if it isn't enough, use Azura to give Sakura another turn to heal up MU as this gives both of them more experience. Select 'wait' on the other units you did not use but make sure they are out of the enemies attack radius (press 'x' to see this). 3rd turn: Use MU to kill the mercenary. Use Kaze to attack the dark mage then use Azura's dance on Kaze so that Kaze can kill the dark mage. Use Sakura to heal up Kaze. 4th turn (movement turns and set-up): Take your time to set-up your units. By the end of these turns, Kaze and Rinkah should be in guard-stance in the farthest right-hand corner of the enemy attack radius. This is enough for only one dark mage to attack. Make sure Azura is out of the way near the edge of the right and a few tiles behind Kaze. Sakura should be near the debris pile just to the right. MU should be waiting for the reinforcements in the top right hand corner. 5th turn: Move Kaze up to the bottom of the right hand side corner of the right hand corner debris pile (yes, this is a little difficult to follow but that is the spot needed. Pretty much make sure Kaze is on the edge of the pink attack zone). Use MU to kill the dark mage in the top right corner. Sakura needs to heal Kaze from 2 tiles away. Use Azura to dance someone and dance Sakura if you want to heal Kaze more. 6th turn: Make sure MU stays in the corner of the right hand side. Keep Kaze just out of reach from the guard-stance mercenaries and heal him up from the corner with Sakura using the 2 tiles to keep the mages from attack her. So far, Sakura should be right in the right-hand corner of the map with Kaze 2 tiles below, just in healing range. Move MU up and to the left. MU should be able to tank the magic and will draw the mercenaries over the other side while keeping the mages focused on Kaze. Azura needs to follow MU but not get in the pink tiles. 7th turn: Kaze should finish off any mage left on low health. Use Sakura to help heal. Kaze and Rinkah should have a dual guard banked up around these turns to help protect Kaze so don't worry too much about lethal damage if the shield meter is full. Use MU to kill the mercenaries but only if Azura can dance him to attack the second. If so, do not worry about the dark mage attacking either Sakura or Azura as they can take one hit from a dark mage. 8th turn: Use MU to kill any mages posing a direct threat to Azura or Sakura. Use Kaze to kill any left over mages that he had damaged previously. Heal Kaze. Azura should dance either Sakura or Kaze. Kaze to move in to kill the last mage or Sakura to heal your others who may be damaged. The rest: Use Kaze to kill any independent dark mages as he needs the experience more than MU. Once the path is clear, use MU to kill the boss and use Sakura to heal from range if necessary. ----------------------------------------------------- Good luck with it!
  13. What is your favourite, most successful or joke/gimmick build? Personally, I like using lodestar with miracle, vantage, astra, hoshidan unity and a filler. The high luck of the lodestar class allows a very large chance for miracle to proc. This paired with vantage means I can strike first and with hoshidan unity triggering astra, deal massive damage even if the enemy attacks me. Skills such as sol are also nice as that way I can regain miracle back. Aether with hoshidan unity also helps. What are your builds?
  14. I wouldn't be turned off by it. Give it a go and if you find it is not for you then don't bother with it. As stated, experience sharing, positioning and building your units properly is required to do so with optimal success but you can still get through using your favourite characters and so on. Personally, I think that having the DLC as an option for grinding is great as playing on Conquest lunatic can be very painful with out any way to grind up your units. If you heard anything about lunatic from Awakening, just note that Fates is much easier at the start and for Birthright but is harder for mid/late game on Conquest. Playing on casual for your first time in lunatic is recommended.
  15. I disagree. I found Donnel a pain to train up and when he was, with the time and effort put in to train him up, while he was good, I could have had better units with better classes, skills and better design. None of the males got galeforce and all of the second gen units would always be better than the rest anyway which in a lunatic run or apotheosis run, I would not hesitate to bench Donnel either way.
  16. I would rather have Orochi or Sakura to be the mother. The magic growths and stats are better and skills and classes do not matter too much as my castle is literally just a shop for everything you need on every character...
  17. As the title suggests, if you could make one change or addition to any part of the 3 games, what would your change/addition be? Personally, I would re-balance and add some combat stuff. The iron weapons outclass the steel weapons in my opinion and that bothers me heaps. I pay more for the steel weapons only to be doubled more easily and for me to not double enemies easily. I think the buffs and debuffs should be kept till later in post-game/end-game because that is when making the weapon decisions actually matter. It means that the effective jump up when you reach a certain point is halted because your units suddenly can't effectively rely on their stats to carry them through and more on their weapons. It just alters the overall smoothness of the game. I would like to add more regalia to the game and even add the longbow as I feel it would be a nice edition. Skills like warp and replicate seem a bit game breaking and limit choice when creating units as you either give your units these skills or work to counter them. These need a bit of a tweak but I am unsure how they could work around it. So what would your change/addition be?
  18. ^ I love this idea. Anyways, mine would probably be something like... Shadow Strike: If the unit has 10+ speed or more over the opponent, the unit can attack 4 times in the same turn. (This would allow for 2 attacks on those with the skill wary fighter)
  19. Hey peeps, I only recently got the game and have just passed chapter 10 in hard classic. A lot of features are becoming more open to me and I have began to prepare for multiplayer with my friends. I would like to know what the best My Castle styles are and what the best way to defend them is. I have been using the Izumite layout as I find it the most aesthetically pleasing and wish to keep this so any feedback in regard to defending that particular style is very much appreciated. I would also like to know what units tend to out-perform others from your experiences and what classes are best for what jobs (for example in Awakening, sorcerer was the go to magic class. I also want to know what skills work best for multiplayer and not the story or DLC chapters. I ignored armsthrift in Awakening for the very reason that I focused on streetpass teams. To anyone who responds, thank you for your time and feedback.
  20. Thank you for the quick response. Glad to hear proximity shot will be available to bow classes. Holy bowmen may be a very versatile class now. Disappointed that immobilise isn't available. It looked like a good skill.
  21. Due to the later release of Fates in Australia, I am unable to attain a physical copy without going through extensive means and while I patiently wait for May 20th, I have looked at classes, their caps and also skills. I stumbled upon the skill list on this sight and found a few skills I like the look of such as proximity shot/point blank or freeze/immobilise. For those of you who are lucky enough to own the game, are these skills available to the main character?
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