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Radiant Dragon

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Posts posted by Radiant Dragon

  1. His high Resistance makes it clear he's designed to be an anti-mage unit, which is why his Magic is high as well, so he can ORKO mages through their buffed Resistance. Naturally, this also makes his offense good against units with lower Resistance as well. However, Lucius is a glass cannon, and will always be 2HKO'd by anything that attacks his Defense. Unfortunately for him, there are far more physical enemies on most maps than magical ones, making that niche not useful very often, and he can't take much enemy phase action (where the majority of combat happens) with his awful durability. His Luck also being terrible means that he can't even be a good dodge-tank because the hit rates on him are simply too high to rely on.

    He's basically a super-Archer with the added utility of being really good with Staves, which is useful, but not overpowered in the slightest. If you want an overpowered unit in FE7, look no farther than Marcus or Pent.

  2. I'm surprised that so many people have a much lower opinion of Geoffrey than the Black Knight, considering they have basically the same amount of availability (2 or 2.5 chapters each assuming Geoffrey doesn't go to Endgame) and serve the same purpose of being the best unit on their respective teams. Geoffrey may outclass the non-Kieran units on his team by a smaller margin than the Black Knight outclasses the non-Nailah units on his team, but he does have the advantages of being a Paladin instead of a General so it kinda balances out.

    I dunno, it just seems that they should be a little closer to me.

  3. My system is comparable with the mark system from school.

    If you reach the half of the total points => D

    Perhaps spreading the points out a little more evenly so F isn't three times as big as every other tier might help. Basing the tier list on a school grading scale isn't a great idea because they are intended to provide distinctions at the higher levels only, whereas the difference between a ~0.5 unit and a ~3.0 unit is meaningful enough to not warrant the same grade, at least in my opinion.

    I would also remove the separate ranks for + and - tiers personally, but it is your scale and your topic, so keep them if you like them.

  4. Brom was clearly designed to be a role-player in Part 2 and no more than that, unfortunately. When he rejoins in 3-2, he's not fighting anyone for a spot which is good, but there aren't exactly a lot of enemies he can reach early and the terrain prevents him from easily traversing the latter half of the map. Then once unit deployment drops, he has to start competing with other characters to even earn a chance to be deployed, and most of the GMs are simply better than he is or have utility such as healing or stealing. Even if you do decide to use him, his class still holds him back, which can make it difficult for him to get EXP.

    Oddly, many of the characters that join in Part 2 don't seem to balanced with the intention of making them permanent members of the team. Haar is the one exception, which makes me wonder if the developers realized how good he actually is. The rest of the characters who are decent later on (such as Elincia, Marcia or Nephenee) all have fairly rough starts once they rejoin.

  5. It's the nature of the game. If RD was like any other FE game where you gradually build an army and they (mostly) never leave once they've joined, I would say BK doesn't need to be rated. But with so much team switching going on it feels pointless to cut him out just because he's not there at the end when no one questions rating characters like Gareth and Nasir even though we have them for less time.

    This is true, but assume that Gareth, Nasir and/or Lehran were somehow as mandatory to clearing Endgame as the Black Knight is in 1-9. Would they still be considered an 8 or 9 despite their limited availability? My hesitation when it comes to rating him isn't because he's not around for Endgame, but rather that a lot of people seem to be giving him a really high score for being essential to 1-9 despite the fact that, as far as I'm aware, we don't do the same for any other character in the series (such as Edward in 1-P, Lyn in FE7's Prologue, Frederick in Awakening, etc.).

  6. I voted 0 for the Black Knight only because I wanted to vote for Nailah. Feel free to strike it from the record if you want.

    I find it odd to tier the Black Knight, despite him having more availability than some other characters, due to his nature as a temporary character. It's not like we tier Orson in FE8, for example. And giving him a high score because it's nigh-impossible to beat 1-9 without him also feels odd since it's not like we automatically give Edward high marks for making 1-P possible, or Brom/Nephenee in 2-1, etc.

  7. My only problem with Adelle is that there is no mention (as far as I'm aware) of The Gifted in any of the other Ivalice games, and you end up coming across what, nine or ten of them over the course of the Heritor quest line? I know FFTA2 was the last one released, but it makes no effort to tie The Gifted to the rest of the world, at least none that I remember.

  8. What about not talking to Nino? Once she spoke to him he moved and that's what ruined my run.

    I don't believe you get anything for talking to him with Nino, aside from the conversation, so don't worry about that. The only character you can recruit here is Vaida. As long as you don't talk to him, he won't move, so you can attack him safely from range, and his sword can't crit from range.

  9. Yoana failed the Earnest Multitude again. It's a fucking Rank 19 quest, how is it so fucking hard?!

    The level requirements for dispatching the last two 'Earnest X' quests are beyond ridiculous on Hard Mode. I think it's approximately 50 for Earnest Multitude and 75 the last one, Earnest Delight. On my playthrough, I had completed all other 299 missions, the Heritor sidequests, the Brightmoon Tor sidequests, and recruited all of the unique characters, and my party average was still only about 55 or so.

  10. Brom and Nephenee confirm Sephiran's story after the chapter as well, so we know he's telling the truth about that. Sanaki later claims in Chapter 14 that Sephiran was traveling to different countries to see how the people were living, however it is almost certain he was using this time to also work with Zelgius and advance his plans for Ashnard and the medallion.

    Interestingly, he does claim that he was going to be executed the next day if he hadn't been rescued, which makes me wonder what his plan would have been if Ike had not arrived. Perhaps he had some warp powder on him as well? He's likely the one who gave it to Zelgius in the first place, after all. Or maybe he would have simply accepted dying here, despite not quite having achieved his goal. He would not have been able to bring himself to commit suicide, and his whole plan was basically a giant 'suicide-by-cop' ploy anyway.

  11. So... if the Nightfall uses the same skillset as ninjas (assuming it's a diffrent skillset with the same name) and seems to use the same weeb-swords as ninjas, why did they have to give Ewen a custom class? I didn't notice until now that he isn't just a ninja with a paintjob, but a ninja with a paintjob of another name.

    Nightfall might also have some innate status immunites that Ninja doesn't, in addition to possibly higher stats. Just so you can't cheese him with Last Breath or something.

  12. Huh, I still have my WOTL copy (I can live with slowdown) but seems interesting, unfortunately I'm too lazy to get a ps 1 enulator up and running ...how much harder does this make it to get an Arithmage and the Flare/Holy every map in like 10 moves? FFT is a masterful game and also the game I played before FE so it dose hold a special place in my heart too. "DELITA!" (Ramza in 90% of the cutscenes) Slightly off topic but I hope the New Dissidia comes out west soon,I really wanna try Ramza in that too...

    If I'm not mistaken, 1.3 removes the Mathematician/Calculator class completely from the player's job tree because it's broken as hell, replacing it with Sage, a class that uses various high-level, previously enemy-only spells (you can still find enemy Mathematicians later on, but they're unrecruitable).

  13. Pent is leagues ahead of the other two. Erk has the advantage of availability and is often Good Enough, while Nino's only real use is to pad the EXP rank (although pretty much any low leveled unit can do that since FE7's enemies are so bad). Pent, meanwhile, has basically everything a unit could ever want except eight move and a pair of wings. Insane bases, great weapon ranks, 1-2 range, staff access, A-support, etc.

  14. For the most part, Nino is a bigger concern than Jaffar, at least until Jaffar runs out of his Killing Edge, but by that time he's killed most of the enemies around him and you have your units up there. All but your main lord (and thieves) should be classed up by now, so you should be able to rush a bit, especially with units like Oswin, Sain, Kent and Hector (if this is Eliwood's story and you decided to be smart and class Hector up before Lyn)

    I like Battle Before Dawn as fog maps go, honestly the thing with that is that there's so much to do, all in 15 turns, there are 4 chests to get, there are 2 characters to talk to and there's one character to defend, all well being hidden by fog, meaning that you can't see what's coming next, but if your units are high enough level at this point, you should be able to rush, which you kind of have to do

    Nino is actually in very little danger here. The only enemy she faces for the first couple turns is a Monk who 3HKO's her if I remember, and she's got an Elixir. Your group should have no problem getting to her before the rest of the enemies do. Jaffar, on the other hand, is surrounded by actually threatening enemies from the start, so he has a chance of just dying before it's physically possible to get anyone down to help/heal him. Note that this only applies to Hector Hard Mode, since I believe the enemies are weak enough in the other modes that the chance of him dying early is minuscule enough to not matter.

    Thank you for reminding me about the other thing I dislike about Battle Before Dawn, however: the 15 turn 'limit'. You have to rush to protect the NPC's, so you're going to cover basically the entire map in like 5 turns or so because you can't afford to leave them on their own for any longer than that. This means that once you recruit Nino and secure Jaffar and Zephiel, you still have almost 10 turns left to grab the chests (if you haven't already), get Nino to Jaffar to unlock the gaiden chapter, and rout the remaining ~10% of enemies that weren't in between you and the NPCs. It's way too long, and the last half of the map is basically just mashing end turn because you've already done everything.

    I really like the idea of a defense chapter that makes you travel to the point before you can defend it, but in Battle Before Dawn the majority of the fighting is done just getting to Zephiel, so there's nothing left to defend him from by the time you get there. This chapter would probably be really cool if an event spawned a bunch of reinforcements in the south once you got to Zephiel to force you to switch gears from rushing to defending. Jaffar would still be a problem, but that could probably be mitigated by changing his AI slightly or something.

  15. My vote goes to Scorched Sand from FE8, which is the perfect example of what a desert map should be, limiting your ability to travel between both halves of the map while at the same time not preventing your mounted and infantry units from contributing. I prefer Ephraim's version slightly, both since his half of the map is larger and because the map and plot really work together to give you the feeling of needing to hurry and rescue Eirika.

    The Binding Blade from FE6, as well as Cog of Destiny and Victory or Death from FE7 are honorable mentions, though, since I'm also a sucker for long, epic-feeling endgame maps.

  16. Battle Before Dawn easily. The game wants you to rush to get to the NPCs before they die, but also wants you to play it safe due to the high enemy density littered with dangerous threats. Normally, this kind of tension makes for a great map, but this chapter is an exception. Jaffar is in danger immediately, so you can not rush to him fast enough (you don't have access to Warp or Rescue at this point), and the map is FoW, so it's difficult to properly play it safe because you can't see exactly where the dangerous enemies are unless you look at a guide.

    Basically, there are a lot of variables in this map that are out of the player's ability to control, a feature which is almost unique to this chapter (I haven't finished FE5, though, so maybe there's more of that there). In almost every other map in the series, you have the means to deal with whatever the game throws at you with no/very little luck needed to beat it.

  17. I'm also of the mindset that even if it doesn't kill, eating a critical is bad unless the attacker was dealing next to no damage to begin with

    Being 10HKO'd isn't 'next to no damage' enough for you? I know you have an unreasonable disliking of units with low luck, and I get that. I'm not saying that you have to like Stefan. Objectively, however, he's still an excellent infantry unit regardless of his low luck.

  18. Levant, why are you worried about your units getting hit by criticals? It's because you don't want them dying, correct? Stefan has the bulk to eat a critical and not die, so what's the point of worrying about it?

    Using Augestein's numbers from the last page, lets assume that Mia or Stefan are getting attacked by three of the lower-end Myrmidons, all three of the Myrmidons hit (they're pretty accurate, after all), and Stefan gets crit by one of them (the chances of him getting crit twice in a row are astronomically small; even you must be able to realize this):

    - Mia takes 24 damage and only has 2 HP left, literally anything can finish her off at this point. If the Myrmidons' attack stats rounded up slightly, she's just dead.

    - Stefan takes 25 total damage (15 from the crit, 5 each from the other two), and still has 13 HP left. Not only has he taken only one more point of damage than Mia despite eating a critical she did not, he still has the health to take a couple more attacks just fine. (In addition, anything that attacked Stefan is dead, while Mia may be leaving stragglers thanks to her lower Str/Spd.) Getting hit by criticals only matters when you can't survive them. It's not like every enemy has a 5% chance to activate Lethality on Stefan.

  19. Now that I know the meaning of low manning, I do question its meaning since it becomes awfully subjective in RD, where you have a pool of 77 or so characters. For example, in my eyes low manning DB is using only 1 unit, while most of you guys think using 3 units is low manning because you would normally use all of the DB or 5 or 7 idk. I bring this because I got used to play efficiently, I don't like wasting exp, time and resources in units I won't choose and instead I focus on the units I chose to use for endgame. This comes from the idea that DB exp spread is critical and it is best to have a few competent units rather than a team of crappy units that grant much more risk than 1-3 units that you can safely throw in any chapter.

    Low-manning is a bit of a grey area where the Dawn Brigade is concerned, yeah. Still, most efficient playthroughs will still take advantage of all or most (Fiona is nigh useless) of the units you can deploy in their chapters for auxiliary tasks while funneling the majority of the EXP into 2-3 units being seriously trained for Part 4. Sothe, Volug and Zihark are all capable of contributing without needing any EXP, Leonardo has Lughnasadh and ballista utility, Jill can ferry people, Laura heals regardless of her level, etc.

    It's more relevant in other games in the series, however, especially Sacred Stones (where basically soloing the game with Seth is easier than trying to train all the scrubs the game gives you) and Awakening (Robin gets ridiculous really fast thanks to Veteran). Still, even in the rest of the series, putting a majority of the game's early EXP into a single unit/small amount of units lets them snowball out of control until basically endgame. It can make the game really easy, but also extremely boring.

  20. Any Tier 3 DB member can take out Ike; I'm especially fond of having Meg go mano a mano with him in draft playthroughs, although that would definitely count as low-manning, so YMMV. However, it's usually not worth it since the DB units you're trying to train could really use the EXP for waiting this chapter out to help them in Part 4, and it's not like you get anything for beating him anyway. LTC/Draft playthroughs are the only times I would consider going after him. Even with Ragnell equipped, he's not that difficult to take down, though.

  21. I think Izana can ORKO the boss if you just want to finish the chapter quickly (might need a Magic Tonic). Pair him up with Scarlet (who can take a couple stoneborn shots) and stay on the mountains, out of reach of the rest of the enemies until you get up there, then fly up to the boss, switch to Izana, and kill.

    Alternatively, I recommend taking the chapter rather slowly. Focus on baiting the normal enemies while staying out of reach of the stoneborn, then taking out the stoneborn once the normal enemies are mostly dead. Rinse and repeat for each section of the map. The most important thing to remember is to try and keep your units from being in range of multiple stoneborn on the same turn, especially if there are also other enemies still alive in that area. Turtling can be a viable tactic in this chapter.

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