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Nihilon

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Posts posted by Nihilon

  1. Azura has fantastic STR, SKL and SPD growths, okay MAG and RES and almost nothing else. Her HP and DEF are so utterly irredeemable that unless you make her a General as Raguna described, they are always going to be way too low... and keep in mind that General fails to take advantage of her fantastic SPD. Feed her one or two Seraph Robes and/or Dracoshields and call it a day, I'd say. Given her high STR, SKL and SPD, she performs extremely well in almost any bow-using class - personally, I married her to Takumi and made her a Sniper. And guess what? If it weren't for the Fujin Yumi, she'd be better at it than him. Anyway, here are some of your possibilities...

    1) Make her a bow user. You'll take perfect advantage of her incredible STR, SKL and SPD growths while keeping her safe in spite of her HP and DEF. The available bow classes for her are Kinshi Knight (has innately), Sniper (marry Takumi), Priestess (A+ Sakura or marry Azama), Adventurer (marry Niles) or Bow Knight (marry Laslow or Niles). Sniper is, in my opinion, the best choice. Great STR, SKL and SPD growths supplement her already fantastic base growths in these stats, in addition to 10% HP and DEF growths at least kind of trying to fix her paper defenses. Kinshi Knight has awful growths, so it's better as a class to end in - though Amaterasu is highly desirable on any Azura build you might go for, given how well it synergizes with her personal skill. Priestess is... okay. You get B-rank bows and fairly well-rounded growths (except DEF), as well as access to staves, but Azura's base MAG growth isn't that great and the class does nothing to fix her DEF. Adventurer is like a worse version of Sniper. 5 STR and SKL growth does nothing to take advantage of Azura's great growths in these stats, and once again the class has 0 HP and DEF growth, but you do have access to staves, so... Lastly, there's the Bow Knight. It's kind of like a Sniper with more even growths (and again 0 DEF), but at least in my opinion, even growths isn't what Azura wants. Shurikenbreaker is nice to have, though.

    2) Make her a class with high HP and DEF growths to even her out a little. Great Knight (marry Xander, Silas or Benny), General (marry Benny) and Dark Knight (marry Leo or Odin) are all possible choices for this. All of these classes have great HP, DEF and STR growths, but their SKL and SPD are usually "meh" at best, so keep that in mind. Also remember that because of Azura's terrible base growths in HP and DEF (25 and 15, respectively), she may end up RNG-screwed in these stats anyway, making all that time spent on grinding them pointless.

    3) Keep her a Songstress. Maybe dip into Kinshi Knight for a few levels to get Amaterasu. If you have the Witch DLC, give her Warp and watch the brokenness ensue. You will be able to give anyone anywhere on the map an extra turn whenever you please.

  2. I read only Boo camp will net you experience in conquest, not the other dlc but someone else might be able to answer that for sure.

    I'll visit you as well Bzephyr. Anything you need in particular? I have almost every accessory.

    This is true. In Conquest, My Castle battles, Ghostly Gold, Museum Melee and presumably other DLC using your own units does not grant EXP - the only exception being Boo Camp. In BR and Rev, you do get EXP for everything.

  3. I haven't gotten to do that many yet, but...

    Laslow x Mozu

    Ryoma x Camilla

    Saizo x Sakura

    Odin x Elise (I was giggling pretty much the entire time)

    Benny x Beruka (most supports including Benny, actually)

    And, if it existed, Jakob x Flora.

  4. She's been gathering dust for some time on my Revelation file, mostly because there's no real need for a Wyvern Rider of any kind on my team; I already have plenty of bows to have WTA over lances/shuriken and nearly all of my units hit as hard or harder than her while also having higher HIT. So anyway, I married her to Ryoma quite some time back, and now I was looking through my unused units to see what I could do with them, and got to Camilla. Would she make a good Swordmaster? Her current stat spread at level 12 as a Swordmaster would be as follows:

    HP - 33

    STR - 24 (not counting the STR+2 skill)

    MAG - 13

    SKL - 26

    SPD - 33

    LCK - 20

    DEF - 20

    RES - 22

    Sure, she's not Ryoma or Hana in terms of destruction potential, but she seems relatively sturdy for her level, and her SPD is pretty damn good, considering she leveled most of the time as a Malig Knight.

  5. Thanks to all who responded. Most of it finally makes sense now.

    Just want utmost clarification on this: if a unit wielding, say, the Hand Axe, had the same speed as an opponent who wasn't wielding a weapon that altered the follow-up threshold for themselves, the opponent would double, correct? Also, if the Hand Axe-wielding unit had a single point of speed higher than the aforementioned opponent, then the opponent wouldn't double. Is that true?

    Correct. Say there are two units with 20 SPD each, and one attacks the other with the Hand Axe. As the Hand Axe gives +5 to the opponent's effective speed, the opponent has 25 speed in the calculation of whether he can double attack. This is 5 more than the first unit's speed, so the opponent gets to double.

  6. I'm the kind who prefers Ophelia as a full-on walking magic nuke, so I'd personally say Elise and Orochi (Rev only) make the best mothers for her. Felicia will do in a pinch, too. Camilla has very balanced stats, but she does lean slightly more towards the physical side of things. Personally, I like her as a mother for Soleil, Shiro or Velouria.

    EDIT: I'll also note that the pairing isn't that good for the parents, either. Sure, Odin gets Malig Knight and Trample/Savage Blow with it, But you get a non-optimal Ophelia out of it, and Camilla doesn't have anything added to her class pool. Put that against Elise and Orochi - Odin x Elise gives Odin access to the Troubadour line, letting him pick up the valuable Tomebreaker and Inspire, as well as giving him access to staves. Elise gains access to the Dark Mage line, letting her REALLY bring her insane MAG and SPD to bear if you don't want to keep her as a Strategist. Odin x Orochi gives Odin access to Onmyoji and with it, the awesome Tomefaire (which Ophelia will then have access to as well), while Orochi appreciates Dark Mage to properly focus on her nuking potential.

    ...Okay, I think I'm done shilling my favourite pairings. In the end though, you should just pair whatever you like!

  7. So the -3 speed from steel weapons only applies when you initiate the attack, is that what you're saying? So if a unit with 20 speed had a steel weapon equipped and was attacked, they'd have 20 effective speed during the battle? That's the conclusion I came to originally, but I was told from two different people that wasn't the case, which is what confused me.

    Basically, the -3 effective speed doesn't apply for the battle, but only for the calculation of whether you double attack or not, regardless of whether you are the attacker or defender. It also does not apply to the calculation of whether your opponent double attacks or not, only to your own.

  8. My personal MU build:

    Class: Swordmaster

    Boon: SPD

    Bane: LCK

    Weapons: Omega Yato/Hagakure Blade

    Skills:

    Aether

    Renewal

    Vantage

    Swordfaire

    Awakening

    Not that "weird", I know, but it's certainly successful. Renewal is really good at keeping your HP up, and as long as you don't get oneshotted, you are basically impossible to kill thanks to the combination of Awakening and Vantage. I'm considering switching out Aether for Sol - but in that case, I'm a little lacking in methods to cut through high DEF opponents.

  9. So this idea came to mind today...

    Neutralize - Suppresses all battle skills when in battle.

    This is supposed to be one of those double-edged swords that someone will have to make work in their favour. Basically, it removes a lot of RNG from battles. No battle skills (Vengeance, Astra, Sol, Miracle, Pavise, Vantage, etc... basically anything that activates in a battle under certain conditions rather than being always active or activating on the map like, say, Lifetaker) can activate. It's supposed to be a situational skill - for example, taking a lot of the risk out of attacking an enemy loaded with skills like Astra and Aether, or being able to reliably damage an enemy with Aegis and Pavise.

  10. Yep. The only time you will actively be in danger of not getting all of the kids is if a Male Corrin marries a non corrin sexual/second Generation character (i.e. Corrin x Azura)

    This.

    The reason is simple: not counting Corrinsexuals (or Corrin), both sides have 11 male characters (that bear children) and 11 female characters. So if male Corrin marries one of those 11 females, there's only 10 left to marry the 11 fathers. Thus, you lose out on a child. Since children are tied to the fathers, female Corrin does not have this problem.

    EDIT:

    Not quite true - it technically is possible to miss out on Shigure if you're playing a female.You'd have to go out of your way to do that, though, so ehhh.

    Don't you mean missing out on Kana? If you go for the same sex S support with Niles or Rhajat, that is.

  11. I wouldn't be surprised if this question has already been asked before, but here it goes anyway:

    Does the Steel Bow truly decrease effective speed by 3 points, or is it more? I have a Niles with 22 speed, equipped with the Steel Bow, and for whatever reason he cannot double this enemy Berserker who has 16 speed and is equipped with a Steel Axe. Said Berserker does not have Wary Fighter. There was another instance where Niles had 21 speed, equipped with the Steel Bow, and he couldn't double an enemy Fighter, again equipped with a Steel Axe, but only had 14 speed instead. Like all steel weapons, the Steel Bow says it decreases effective speed by 3, but as I've explained, that cannot be the case, else in these two instances my Niles would have doubled these two enemies

    Working as intended. You can double an enemy if your (effective) SPD is at least 5 points higher than theirs. 22 - 3 - 16 = 3, so you won't double. Likewise, 21 - 3 - 14 = 4, so you won't double there either.

  12. Depends a lot on how you define "best".

    Personally, I love the Great Lord because Aether and Awakening are absolutely magnificent skills. Awakening in particular makes me drool, especially combined with skills like Vantage. As long as you're not killed in one shot, you'll become pretty much death incarnate. I always give Great Lord to my MU for that reason. It also has great growth rates in everything but MAG and RES, as well as nicely balanced stat caps. Its only shortcoming is a lack of innate AVO/CRIT/etc. bonuses which is why I always reclass to Swordmaster afterwards.

    Lodestar is something I always give to Xander, because he loves the high LCK cap with his excellent growths in the stat, and the class does wonders to fix his SPD issues with Speedtaker, though the low STR cap is a little sad. Besides Speedtaker and maybe Dancing Blade, the other skills are sadly a little underwhelming. Overall, I'd say the class is a great alternative to Swordmaster.

    Grandmaster is... something I haven't used yet, so I can't comment. Ignis looks pretty good, but judging from stat caps and growths, if you want a physical/magical hybrid, you're better off just playing a Nohr Noble.

    Vanguard I also have not played yet, same as the Grandmaster. It looks like a pretty good class for those dudes who really want to go physical. With a 36 STR cap and up to +13 extra from the class's skills, you're going to hit like a nuclear weapon.It seems like a good fit for characters like Hinata or Benny, really (just make sure to have Wary Fighter!) I'm kind of sad that it's male exclusive, because Charlotte and Effie would probably love this class.

    As for the Hoshido and Nohr Noble, I'm not that big a fan of either. The skills, especially Dragon Fang, Draconic Hex and Hoshidan Unity are amazing, but I always end up reclassing as soon as I have them. However, both classes just feel a bit too balanced for me - my MU always ends up as a Swordmaster once I have all the skills from the class line. Dragonstones also feel kind of useless most of the time. I can remember exactly one time I actually made use of them - Birthright Chapter 12 (I think? The one in the opera house), where I used it to tank the chokepoint (had I done it with the Yato, I would've died fast). I never use Staves with the Hoshido Noble, either - the MU is just so strong, every turn you're not attacking is pretty much a waste. For weapon variety, I highly prefer the Nohr Noble - I usually have other characters to tank, so if I want magic damage, I'd rather have a tome than a dragonstone.

  13. That comic makes me really wish that Lilith was a playable character.

    It's kind of ridiculous how she barely even exists in the story. Ignoring gameplay appearances (i.e. feeding her in My Castle, seeing her in castle battles), she only appears 3 or 4 times:

    1) Right at the beginning as Corrin leaves the castle

    2) Saving Corrin from falling into the Bottomless Canyon

    3) Introducing Corrin and Felicia/Jakob to My Castle

    4) Coming out of nowhere to save Corrin from Faceless (Conquest) or Hans (Birthright). And in Revelations, she doesn't even appear again...

    As it is, it made her hard to relate to as she rarely appeared... but it really would've been interesting to have her as a playable character with her unique breath weapon and stuff.

  14. Currently stuck on Conquest Chapter 24 due to terrible luck and me doing stupid mistakes. Is it worth bringing in fliers for this chapter as they can move greater distances in the whirlwind?

    No. It's actually a better idea to do the reverse - bring no fliers at all. Make sure to have units that can form a strong formation. Always camp on a Dragon Vein until Hinoka uses one (slows ground units, speeds fliers), then immediately use one of your own to reverse the effect and basically neuter fliers, then move quickly to the next Dragon Vein. At least that's how I did it.

    EDIT: Have a question myself now. Does Foreign Princess affect enemies in PvP?

  15. I've not gotten into PvP yet (still training my units up), but here's what I gathered from observation (classes are ordered within tiers in approximate order of awesomeness):

    S rank:

    - Master Ninja. Nonpenalized 1-2 range (or even 3 range with the Spy Shuriken), automatic status debuffs, insane SKL and SPD for high hit and crit rates and doubling almost everything, their only real drawback is that their STR isn't godly.

    - Swordmaster. Best dodgetanks in the game, as they get higher innate AVO bonuses than any other class (except Lodestar) and a Corrin Swordmaster can potentially have every -breaker skill in the game, which, when paired up with Jakob and equipped with the Sunrise Katana or Hagakure Blade, basically makes them unhittable (AKA "Josephine").

    A rank:

    - Songstress. Specifically when equipped with Warp - the ability to give any unit anywhere on the map an extra turn whenever you please is incredible.

    - Witch. The highest MAG cap and a very high SPD cap makes them the best magic users if you want magic users. Their skills are also pretty nasty - Warp and Toxic Brew can really mess someone up.

    - Falcon Knight. Thanks to flight and 8+ MOV, the best support unit you can have, and it's basically expected for every team everywhere to have at least one Falcon Knight.

    - Sniper. Having immense HIT and CRIT and green weapons basically makes them tailor-made to take out those pesky Master Ninjas, though if they can't oneshot their target, they are in serious trouble.

    B rank:

    - General. The only tank you should take into PvP, and even then only when geared with as much survivability as possible (capped DEF, Aegis + Pavise, etc.). As most teams are very heavy on Master Ninjas and Swordmasters, having a General may catch them off-guard.

    - Kinshi Knight. Flying bow users - do I need to say more? Nothing better suited to hunting down and eliminating the opposing Falcon Knights.

    - Berserker. "Do you feel lucky? Well do ya, punk?!" If the RNG is willing to bless you, their +20 innate CRIT is going to tear serious holes into the opposition - but with Master Ninjas and Swordmasters being so prevalent, you need to be able to hit them in the first place. You have WTA over Master Ninjas, but for Swordmasters, you will need a Dual Club.

    Pretty much all other classes are somewhere below that. They're rarely seen, so I'm not really going to bother with them.

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