Jump to content

joshcja

Member
  • Posts

    1,609
  • Joined

  • Last visited

Everything posted by joshcja

  1. For maingame maps: Saint>BK>Falco>Preistess Saints with actual spell lists are straight up busted, all the perks of mage combat with EP nos and invoke/anew/Rescue/warp. BK is most mobile male class and gets KB, Falco is most mobile Female class and gets banish gradivus, Preistess is bar none the best damage in the game limited by terrible move. For cave encounters/postgame: Saint>Preistess>BK>Falco. Saints are Saints, Preistess gets it's drawback removed, volly is volly, Gradivus is Gradivus. -------------------------------------------- Base Delthea takes 1 damage from hard mode arcanists not wielding Death/medusa at +5 res and can actually counter attack. Arcanists are chumps.
  2. It's functionaly identical to the AS of every other Atlas varient. He's getting doubled on enemy phase.
  3. Palla: Is Palla 10/10 bird waifu 9/10 unit. Catria: Is not named Palla, 0/10 bird waifu, but she's close enough 8/10 unit. Atlas: Is pretty good with a killer bow and is the only source of rescue on Celica's route, plagued by issues from his awkward join though. 4/10 Jesse: The JessexSilque ship is pretty strong. Sadly Jesse is not. Stillinprision/10
  4. Mozu is actually really shit until she hits level 10 archer and picks up quick draw, past that she's pretty solid up to ch16/17 where she attains bird status (idealy with damage stack) and quite literally pierces the heavens as the highest damage kinshi in CQ not named Effie. She's a late game invest so don't worry, just deploy her on Ch10 as an archer and feed on the endless tide of high exp birds, between this and ch11 she's pretty much guaranteed to hit that magic level 10 benchmark. (Just dont worry about pre-ch10 exp distribution in general, the 10-13 stretch is just nothing but free exp)
  5. Mess hall would be alright if it didn't stack with tonics imo. My only gripe is how rediculously OP my castle visiting is.
  6. FE12 lunatic reverse is by far the meanest thing in the franchise. I probably died more in the prolouge tutorial than the rest of the series combined. 776 just flat stops you from rolling an uberunit, the map structure and curve are actually pretty forgiving with a few painful exeptions. CQ has a really rediculous number of things to juggle on a turn-by turn basis though, it's a very fair sort of difficulty and has a higher cognative load than thracia for sure.
  7. He gets and gives boosts just no additional support boosts.
  8. There's a MOA with rally Atk/Def/Spd/Luk chilling with 4 spearmasters on the right side that you can capture on turn one of Ch23 (he may also have rally res).
  9. In gen one we have uuuuh. Every male that can bone Azura or Mozu + Mozu, Selena, and Effie for our bowbirds? (Not all the boys are good bowbirds obviously)
  10. Range on attacks that hits both the adjacent tile, and 2 tiles away from you. Excluding kids he's the "best" main lance user in terms of raw combat, but frankly lances cap out at Drank so every dracobird, bowbird or ninja will be strictly better in the mid-late game even if they have lower stats, while rallymaster takes over buffing duties post-ch23.
  11. Agreed that the game should probably have been more open about weapon forges (save-reload made figuring it out easy but still). The resource management of forging is just very well done on Alms route. Not so much on Celica's side as she has very limited money and a very clear optimal forge path (unless you try to work in the blessed lance for the exact same kills a +5 steel lance gives). Combat arts being tied to weapons/equipment and having a cost is a very good thing, 1 slot inventory makes this moderately annoying at times and it takes more dedication than necessary to unlock a few of the less good 2nd or 3rd tier arts. My main issue is that most high tier weapons just have straight up worse arts in many situations and there are too many arts that just...do the same thing (aka less damage than normal attacks).
  12. His combat drastically outpreforms your other mele infantry until you can promote/seal zerkers and snag kids but his 1-2 is awful and this is conquest. Still better than Effie.
  13. Speed only matters on mages in lab and Delthea exists so none of this is worth worrying about. Lab no Dlc/nogrind is still pretty simple with good party composition.
  14. Mathilda: Unlike Claire she lacks the speed to double with gradivus at her join time, lacks flight and her bulk is on-par with a 12/1 Claire pre-promotion. 1-2 range beats 1-1 range but it's no 1-5 range. She's still very good for a free horse though and mostly obsoletes other non-bowbird ponys. 7/10. Delthea: Is the best mage in the game and the best est in the franchise. Her late join holds her back overall, rewarp comes late, and she needs bulk boosters post promotion to do work on EP but that can all be forgiven as she solo's half her join chapter. 7/10, 11/10 in lab though. Edit: How in the world does Delthea require healing? Her built in passive already outheals the 4-1 mage group + spell recoil at +5 res.
  15. You can make a pretty good guess at the RN even if it's not clearly visable. Attack, wheel, cycle, crit.
  16. Swapping spells progresses the RNG slightly and turnwheel does not.
  17. (Not even remotly claiming wrt lol, that said if 6 turns on 1-7 is normal then villager route winds up neutral. I've been assuming 5.) Atlas cannot get rescue without dropping turns. No idea if it's worth the loss or invest as the one place I'm certain it shave's a turn is Jedah's map and Celica wants ragnarock there. Delthea has immediate acess to the mage ring. You can also just mail the Iron shield back to Alm if you really need shove once Celica is done with it.
  18. Double archers is pretty much the only way to go. Unless you run tripple archers. Double Iron shield is basicly required in Celica's side unless you somehow build rescue Atlas. Sometimes you need to build more than one swapshove train. You want to loot the steel lance and enough random crap to build the killer bow before desert fort as well if you skip coral frags. For clarity. My strat to pump Faye involves letting her orko 6 bandits in a completely unessecary fight in cave gaining 1.99 levels (silque takes 3 for warp on 1-6) this shaves on 1-6 (warp) and 1-7 (12 speed nos) for a net gain of 1 turn under optimal conditions. That said the chance of getting a xl2.7+ Faye in 1-1 in 2 turns is awful so I settle for a 3 turn safe clear. I also drop a turn in 1-3 or 1-4 for the same conveniance for +1 total in act 1. The shaving gets real in act 3 though, and nobody else runs villager route, so I'm comfortable with the loss. In normal merc routing 3-1 is made of armor, so mage exp is real and 3-2 is also very polite to any unit with 1-2+ range. Promoted units give a crapton of exp here so your archers, faye, and tobin will inflate outragously. To answer the earlier Delthea pondering you can pump her to 20 res and +5atk+3spd to do serious work in her join chapter she promotes suprisingly quickly and the gains from that + every bulk booster lets her do some silly things in act 4 and 5.
×
×
  • Create New...