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DaveCozy

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Posts posted by DaveCozy

  1. 1 hour ago, Shanty Pete's 1st Mate said:

    I just added your score for Kingdom Archers! It will be reflected in the final scores, when I update them at the end. By the way, any thoughts on the battalions we are considering this round? 

    Neat thanks!

    Secret Transport Force is a 6/10 for me; stats are okay, availability is bad in CF and non-existent in SS, but the utility of flying Stride is good to have if looking for something like a 2 or 3 turn clear. 1-turning too, although since deployment is usually pretty close together I'd think Gautier and Seiros Monks would be sufficient for that. Being flying makes it much more important though, since options are limited in that department. What really kills the rating for me is how awful that paralogue is.

    I can't really grade the others, I don't use DLC much in the main game.

  2. On 11/19/2022 at 8:48 PM, Shanty Pete's 1st Mate said:

    Thanks for joining now! Even if you're late to the party, you are welcome to rate the earlier ones. I will add them to a running document of scores, and re-calculate all the averages at the very end. I know there are a lot of older ones, so if you just want to grade some and not others,

    Aw thanks! I won't make things complicated then and just stick to that past one.

    I think that Kingdom Archers is an 8/10. Its stat bonuses are weak and is the only reason it isn't going to be higher for me, but the battalion effect is so strong and it matters due to the fact that a) Dimitri loves it with his battalion ability combo, and b) siege magic is obnoxious in the final AM chapter stretch.

    As a bit of a goofy strategy, an Assassin with this battalion is actually pretty helpful; any of the units that got Retribution will counter back while enemies will stay away from the Assassin because of Stealth.

  3. Short answer; yes, they are too good. 

    On 8/30/2022 at 10:01 AM, lenticular said:

    typically when you pick up Alert Stance+

    Long answer: yes they are too good, but the fact that Alert Stance is a B and + is an A+ flying ability does limit their usefulness to a certain point of the game.

    The one primary weakness that you still have to worry about with dodge-tanks too is gambits. Hit-rate for those also has a floor, which means it's still gonna be possible to get hit even with a dodge-tank that has a lot of charm.

    I've been following some discussion here too and noted that winstate is a factor, not efficiency. I suppose if you don't mind spending a lot of turns dodging without doing a lot of damage, then yeah you can get away with it and eventually win. Personally though, I'd say that's what I actually find boring; specifically dodge-tanking without teeth. Doesn't sound fun to me to just play footsies with enemies for several turns when you could have used a dodge-tank that can also consistently crit back with each counterattack.

    When I use dodge-tanks, I usually go for units that also have Battalion Wrath. So Petra, Hilda, Jeritza, etc. Vantage not really needed for dodge-tanks, because they're dodging anyways and then hitting back with a crit. No need to carefully watch your battalion HP and replenish it either, since you're dodge-tank is dodging anyways. Personally I find that to be the more fun way of dodge-tanking, versus using Sword Avoid +20 (which imo wastes your dancer) or going with a unit like Ingrid (ngl, I think she's better off using Battalion Desperation with Darting Blow and Death Blow for exclusive player-phase combat). This is all my playstyle preference though, just to be clear.

    On 9/2/2022 at 12:20 PM, Dark Holy Elf said:
    • Wrath is gained by mastering a (bad) Advanced class. In my experience this takes longer than getting even Alert Stance+. Even assuming you gain them around the same time, though, there's the fact that Mercenary and Warrior are not good classes, while Pegasus Knight and Wyvern Rider are, which I don't consider a small thing myself when the biggest valid complaint about these builds is that they don't help you early.

    Yes that is one thing that sucks about Wrath, Warrior takes too long to master. Only really worth going for it with characters that easily lean towards it imo, like Dedue.

    Much more accessible if you ask me is Vantage + Battalion Wrath combo. It's also not without its flaws though, even having more downsides of maintaining your battalion HP as well, but it's a lot more accessible of a combo than either Wrath and Alert+ for a handful of units. So that's the more notable thing about it.

    I think what I'm basically trying to say with everything I typed is that, yes dodge-tanking is busted, but it comes late and there's other things that can be just as busted too; even considering their drawbacks, I think it balances out by the fact that some combos can be gotten earlier.

  4. Damn, honestly I forgot that Snipers Hunters Volley didn't take +1 range into account, and was just locked to the base combat art range. That's my bad.

    16 hours ago, Shadow Mir said:

    Honestly, if I recruited Linhardt on GD it's gonna be VERY obvious that Warp has nothing to do with it. And for the record, I don't worship the ground Warp walks on.

    I love warp myself. I usually recruit Linhardt for Warp. I'll even run Manuela, Lysethia and Linhardt just to warp-chain Byleth to Flame Emperor in ch11 and clear it in turn 1. No crest stones get stolen that way and you get the best rewards.

    But yeah, this is playstyle preference. I can respect wanting him for Turtle paralogue... Inexhaustible is a pretty good bow on a fast Darting Blow unit. But man I hate it that one; why is the boss so tanky? Why is the boss still alive? Why am I getting one-rounded by an AoE attack? Why'd they give it Miracle?

  5. Sad that I'm just joining in 😞 I had a lot to say about some of those previous ones. I can agree with almost all of the summary gratings except Kingdom Archers; that one is rated way too low imo, Retribution OP and D rank is really busted, specially when it's on a route with the only Battalion Vantage + Battalion Wrath unit Dimitri. It makes that combo super easy to abuse.

    Macuil Evil Repelling Co.: 8/10

    High authority requirement and being magical holds it back (some monsters love being immune to magic with barriers up). But frankly, the reason you go for this battalion is due to its very high Hit+ bonus when maxed. Lysethia and to a lesser extent Hubert have very good reasons to want it due to that, specially in fast/efficiency runs where you may not want to master Archer for Hit+20 with them. Macuil is simply indispensable if that's the case as you can simply focus instructions on Authority and ignore bows. But even if you feel like going for hit+20, it doesn't hurt having an extra +30 hit on top either, specially when you run into enemies like 180 Avo Cyril in Crimson Flower Endgame.

    Indech Sword Fighters: 8/10

    Retribution is busted, nuff said. Being able to counter back at any range with any 1-range weapon means you can set up enemy phase steamrollers with ease. Only reason I don't rank it higher is due to its high authority. It has very solid stats too fwiw, as it allows the user to get a hit boost and a crit boost to set up enemy phase offense themselves with something like Wrath equipped; although that unit should ideally have a ranged weapon too.

    Cichol Wyvern Co.:  8/10

    It's the 2nd best non-DLC flying battalion by far, only held back by its high authority requirement. Only flying one that can hit 4-tiles ahead with its gambit; even if assault troop isn't that great it's not like flying battalions have much to look forward to either. And it has very solid stats too, particularly for any potential dodge tank that wants to use Avo-stacking with (Battalion) Wrath.

    Cethleann Monks: 1/10

    There is no reason to use this battalion, unless you really need the hit boost and Macuil is with another unit. But I'd argue you've already used too many offensive mages in your team if that's the case. The authority requirement just makes it really stiff to use too, and your healers have better ranged spells by then too.

    Holy Knights of Seiros: 4/10

    Fun fact; this battalion can't be bought if you go Crimson Flower, but you can still get it if you do Alois' paralogue while he was recruited in ch11. That's about the most notable thing I can think of though, because it's otherwise a very average battalion; not bad, but not great, just all around average.

  6. yeah, particularly in part 4 enemy stats tend to be inflated to really high values, more than should be reasonably possible. It's also probably contributing to why your characters don't feel like they're getting better, aside capping early enemies are just thicc in RD.

    I think the devs went too hard at Silver and Gold Knights after PoR, and pretty much made them be just balanced without excelling at anything by restricting their caps. I pretty much went with them for taxi utility in the tower: ferry units with rescue drops and trade stuff quickly, and supporting whoever else they want if they have a good affinity.

    Archsages, Saints, and Mist (Valkyrie) are pretty much staff utility, which Elincia does better than any of them already if you ask me since she requires much less investment to stay useful and can just fly to safety to not be a liability. Considering that Micaiah is forced deployed, and given how a) stats cap fast, b) generous the game is at giving you tower-ready units and c) how the final two sections of the tower have much higher resistance enemies over defense, I personally think only two staff users are really worth bringing along; so this also leaves very little room for anyone else. A tome user can be good in the first (and maybe 3rd) chapter of the tower though, but they really fall off afterwards.

  7. On 9/18/2022 at 4:04 PM, Shadow Mir said:

    I seriously hope it's male Byleth. Or if not, a redesigned female Byleth, as her original outfit is an utter abomination.

    I think male Byleth is the one featured in that "heroes of old" wheel right at the beginning of the direct footage

  8. So this Fell Dragon, "Sombron" is suddenly starting to come back again after 1000 years, the same time Alear has been sleeping apparently.

    If I recall correctly; isn't that the same amount of time as Grima from Awakening? They also come back after 1000 years or so. I know this fell dragon is different, but is there like a family of them? Is that where they're going with this story?

    Just find the similarities peculiar.

    49 minutes ago, vanguard333 said:

    The rings in this game, meanwhile, were made for a noble purpose according to the trailers. If anything, it seems to be taking cues from Breath of the Wild: a long time ago, a tool of great power was created to help defeat an ancient evil. This time around, however, the ancient evil now knows how to corrupt said tool and use it against the heroes.

    I'm wondering how much truth we're being told too. Wouldn't be the first time the past was rewritten (Rhea got away with it in 3H). But for now I guess all we can do is trust that they were created with the intent of good, and are now being misused (which is also reasonable).

  9. 19 hours ago, vanguard333 said:

    Lord of the Rings got away with 20 because the rings were all meant to be given to different people. That could also be the case here; the rings are not meant to be worn by the same person; they're each meant to be worn by a different person. I'm certain that will be the case in the gameplay for balancing purposes, but I wouldn't be surprised if that's also the case in the story.

     

    I don't know how to feel either. On the one hand, blue = player-controlled units and red = enemy units is a staple of FE, so having it appear in-story makes sense for a game like Engage. On the other hand, as I am a redhead, I find the idea of characters turning into redheads when corrupted by some form of evil magic to be a bit uncomfortable. I'm sure that wasn't intentional on IS's part, but it still feels weird.

    Come to think of it, the story really seems to be taking cues from Lord of the Rings, which also took cues from old mythology. The whole "rings can be corrupted" subplot seems to indicate that's where the plot lore is going.

    I wonder if there's going to be a "ring to rule them all" in Engage...

  10. 6 hours ago, CompteSecours said:

    Why 12 rings when we only have 10 fingers ?

    Well... Lord of the Rings got away with 20.

    ---

    I dunno how I feel about the whole "blue" vs "red" theme they clearly got going on. Feels really predictable and cliche.

    Trailer was cool though and its fun seeing more FE characters getting to show bad sides as well. I think that's what piqued my interest the most.

  11. 22 minutes ago, haarhaarhaar said:

    All good points - but I don't think you can write it off as a side-build because of it. Hubert is one of the easiest characters for this build, because he gets reliable kills from Frozen Lance, meaning he can actually fight while gaining class EXP in Archer. His high Mag stat and Heavy Draw means he could get kills in the mid-game without Hunter's Volley. And, if you have the space for it, he could pick up Poison Strike as well, which makes normal Magic Bow chip pretty overwhelming pre-mastering Sniper. It is true you need to keep a Magic Bow+ maintained - but to me this is at least equivalent, if not less maintenance, than using any Relic regularly (i.e. Swift Strikes LoR). I don't see anyone saying those builds are prohibitively high-maintenance. And if you've tried it you're more than aware of its benefits (especially on CF, where enemy Res doesn't spike to the same degree as other late-games). 

    You could probably get Hubert into Dark Bishop/Warlock/Dark Knight/Paladin as well as Sniper, but since mastering Sniper is necessary for this build to come fully online, you should probably either double down on the build or not do it, rather than trying to put feet in both camps.

    I suppose this might be playstyle, but being in a 5mov class with only Frozen Lance (which is 1-range) to fight with wasn't exactly that great for me. I just adjutanted Hubert instead to master Archer and Sniper quick with Knowledge Gem equipped. He gives +mt to Edelgard anyways and she still had to master Hit+20 (thanks to her bow bane), so it was a non-issue finding a good unit to adjutant him to when it came time to master Sniper.

    Lance of Ruin uses Umbral Steel too, which is a much more common drop that you can get from breaking monster barriers. Repairing it is a lot easier as a result. Arcane Crystal, as Shadow Mir pointed out, is only available in bulk once you can buy it from the Dark Merchant, late into the game.

    I still liked Sniper Hubert mind you, but I do think that the lack of steady ore to upkeep the Magic Bow was what made it more of a pain to keep it up. That's all I'm saying.

    My path was Noble -> Monk -> Mage -> Dark Mage (for -avo support) -> Archer -> Sniper

  12. Mordecai in RD is surprisingly good considering how bad most Laguz units have it in that game due to their transformation mechanics.

    He has like 16 base defense untransformed, only 5 points less than Brom (who is an armored unit lol). Transforming him gives him a whooping 32 defense and lets him tank hard, hit like a truck, on top of having 9 move.

  13. 42 minutes ago, Shadow Mir said:

    RE: Magic Bow Sniper Mercedes, I disagree. That sounds like a shitload of work for something that one, fails to justify it, and two, is expensive to maintain

    The main benefit of Magic Bow+ is that forged you can get 3-range with it, so essentially a 5-range Hunter's Volley as Sniper.

    Getting her to Sniper isn't a ton of work necessarily either; Magic+2, Fiendish Blow, Hit+20 are pretty much the only masteries she cares about. She easily leans towards those classes too, and mastering Archer is easy as an adjutant.

    However, I will agree that it's expensive to maintain. I haven't specifically tried Mercedes as Sniper, but I have tried Hubert as a Sniper and he runs into what I imagine would be the same issue for her and probably Hanneman; Magic Bow+ eventually breaks, requires Arcane Crystals to repair which are not common until late-game, and it doesn't help that Hunter's Volley costs 5 durability.

    I'd say that it's more of a side build more than anything.

  14. On 11/10/2022 at 10:11 PM, Ari Chan said:

    I do use PBV when needed but there are situations where it is safer to kill enemy from a safe distance that’s why I put Darting Blow on Leonie, also it allows her to quad slower but tankier enemies using brave weapons especially monsters who have gigantic health pools.

    Ah I see. I am going to guess that's why Nuvelle Chambarlain was her battalion, for the +8mt and the +10hit to help with the bow range hit penalty and give her an extra oomph.

    On 11/13/2022 at 1:09 PM, Ari Chan said:

    Dorothea also falls off hard unless you make her a dancer, she has a good list but lacks the Magic to take advantage of it unlike Constance and Lysithea

    The difference in magic stat is about 5 points between Dorothea vs Lysethia, on average anyways by level 30 iirc. This is assuming Dorothea follows a pretty standard Commoner -> Monk -> Mage -> Warlock -> Gremory path, vs Lysethia following Noble -> Monk -> Priest -> Bishop -> Gremory.

    It's a difference, but not a massive difference honestly. The reason I tend to prefer Lysethia is moreso because Warp, Dark Spikes and Luna are just plain better spells.

    There's a funny meme but effective setup with Dorothea you can do though, if you master Gremory for Defiant Magic and equip her with the Thyrsus staff. She'll damage herself each turn, activate the +8 magic boost, and then you can reap the benefits of both combat and extra Physic range. It's silly, and not at all "optimal" but it's very entertaining. 

    And yeah personally I agree with Dark Holy Elf; I go for mages offensively when I need them to kill specific enemies. Armors are one of them, but that's also why I like dark spikes. Some mounted units can be annoyingly sturdy as well I find. Typically I tend to stick to just one unit for that kinda role.

  15. Boucheron (Axe Fighter) revealed today, and he has 4mov as well.

    On 11/10/2022 at 4:31 PM, Cysx said:

    Vander is the only one with 6 move, Alfred and Chloe have 5. The former's a Paladin, so it makes sense.
    I like the fact that cavalry and especially fliers are now only one move ahead. Honestly there's reason to lower fliers even more, but at some point you're no longer making a FE game I suppose.
    Beyond that, I'm fine with smaller maps, but I don't like low movement. Just limits one's options. I'll deal with it, though.

    Also we've seen enemy thieves with 5 move. Or at least that's what they should have by deduction.

    I went to check back and you're right, it's 5move for the unpromoted mounted units. So it's probably safe to assume that most promotions will upgrade movement, maybe excluding classes like General/Fortress Knights and Sages/Warlocks.

    On 11/10/2022 at 6:10 PM, DefyingFates said:

    While there's a risk that the maps will be too small to be interesting, I've got my fingers crossed for maps that are smaller but still as complex as past ones too. So the exact opposite of Echoes' maps, pretty much. It's still odd that pegasi and cavalry move the same amount though. I guess the thinking is that pegasi losing terrain bonuses (maybe) and being weak to arrows is enough to justify having the same reach as the latter? But as Cysx pointed out, promotions (and specific classes perhaps) seem to add movement so that'll be a way to slowly increase the amount of things you'll be able to do (as they said, it's not fun to have nothing to do).

    For more defensive focused objectives, I personally hope they go with smaller maps myself. As long as they don't have a side objective to kill a boss and end it quickly, defending can be made pretty fun; and it doesn't have to be a long turn count either, it can be even as little as "defend for 6 turns" to win. See FE PoR ch5 for an e.g.; they can still have a boss, just don't make defeating the commander part of the win-state. They can even throw reinforcements out every turn, if they have same-turn move reinforcements that will also give a lot more value to traditionally more defensive but slow classes (like armors) and possibly make plugging forts/stairs a priority. I can see a lot of interesting defensive gameplay coming out of having small maps; and defensive objectives is something that FE has rarely done well imho.

    For offensive objectives, that's where I can see bigger maps being more beneficial since part of the challenge is not just dealing with enemy groups, but also figuring out how to get to the next group before more reinforcements arrive or before a thief runs away with a chest item (for e.g.).

    And yeah I guess the devs must think that the bow weakness is enough of a weakness. Depends if they can dismount for terrain bonuses (I'm guessing no in this game). It'll depend how many enemies with bows there are to enforce that check too though, I remember Awakening had a lot of enemies that used bows and flying classes had a rougher time compared to other games.

  16. How does everyone feel about the low movement values we've seen so far?

    Going off the most recent and latest character trailers:

    • every grounded infantry unit we have seen so far has 4-move; Etie, Louis, Celine, Framme, Cramme and Alear.
      • Effectively, that also means Armors and magical classes are the only ones we've seen so far who haven't had their movement reduced, thus being on par with rest of the grounded classes we've seen so far.
      • While I can see the sense of making ranged classes have 4-move (along with armors cuz it's an FE trait), the one I'm more surprised about is Alear's dragon class being also 4-move, since it's a melee combat class.
    • mounted units (whether on Horse or Pegasus) so far have also only been shown with 6-move; Vander, Alfred and Cloe.
    • Only way so far to increase movement seems to be through Rings; Sigurd being the only one shown to increase move+1.
      • Though it wouldn't be a far off guess to assume that consumables like boots or shoes of the wind, and equipment like the march ring, could come back as well.

    This is for classes seen so far as well, so it's still TBD but movement seems to have been reduced as a whole compared to previous entries.

    Personally I'm hoping this means that map sizes will be smaller than previous entries, which have gotten pretty carried away with size in my opinion.

    --

    In regards to hybrid classes, we really haven't gotten any that stand out if you ask me. The best ones like Enlightened One and Grandmaster were just passably good, and could still be outclassed by just focusing on doing one of those two things better. In general I've found hybrid classes and roles are best moreso in the early games, where stats are low enough that you can viably pick to do one thing or the other (like Tactician in Awakening).

    I wouldn't be surprised to see the same thing happen with Celine either in Engage.

  17. 4 hours ago, Jotari said:

    Gold Knights would have been great in Three Houses too. As giving an easily acessobale pure cavalry option would have been nice. Advanced classes generally are as good as Master Classes, but Paladins seems unpopular enough that it could deserve a straight upgrade like Wyvern Lord.

    That's really weird to hear, Paladins are one of the better classes in that game if you ask me. There's plenty of good lances and combat arts to pair them with, and unlike Wyverns it can equip grounded battalions and adjutants for better support effects. Even if just using a paladin for support; not a flashy role to just gambit or shove, then canto away. But still useful given the mobility they have.

    I think it's a pretty good class in 3H, I dunno. I guess Koei wanted Great Knights and Bow Knights to be the "upgrades" though in practice having near-identical stat mods and also having to deviate to another rank in something entirely different to certify does make them more of a "side-grade" more than anything, for most units anyway. Just guessing.

  18. On 7/26/2022 at 1:40 PM, Shadow Mir said:

    I find it hard to agree considering the three games I mentioned have them being rather unimpressive. Compare to Cavaliers and Paladins, of which I can only think of two games where they were underwhelming (3H and Radiant Dawn, both of which took away one of their strengths).

    I haven't played genealogy tbh. Though I don't remember them being that bad in Awakening either; they did get a bit gimped in stats but for main campaign (at least for Awakening) they were still a fine class to have. I think what really hurt them moreso in Awakening was the enemy density of bow wielding units, specially for DLC maps. But it depends if you count those too. (I'm drawing a blank on BB, been a while since I played it)

    Cavaliers and Paladins have a pretty good track record too though. Agree that RD nerfed them a lot in general, although I don't think they were underwhelming in 3H either. Loss of speed growth isn't a huge dealbreaker for me in that game due to how some of the lance combat arts can OHKO.

  19. On 7/24/2022 at 12:24 PM, LJ_Reflet said:

    Wyvern classes are usually really strong, but I found them to be underwhelming in Awakening because of their low speed and unimpressive skills.

    That's one of the games where Wyverns were a tad underwhelming indeed, they really restricted their speed stat. Also they can't dismount and that games very open maps are filled with enemies wielding bows. Still it's not a bad class either if your goal is to clear the campaign, flight and 8 move is still good to have as long as you get the right skills with them. For DLC chapters though, you're better off as either Hero or Berserker if male.

    I would also say Wyverns have the most consistent and best record in the series myself. Cavaliers/Paladins, Dancers/Refreshers, and Pegasus/Falcon Knights also up there.

    Maybe even Priests and Clerics too, though not as good. But most games have strong utility staves or white spells, in particular Warp and Rescue, that make having a staff user valuable even if you don't like using healing staves/spells.

  20. On 7/9/2022 at 11:01 AM, vanguard333 said:

    I wasn't planning to use Cyril anyway since he isn't a good unit

    Sans Silver Snow, Cyril is actually a pretty good unit and I recommend you give him a try if you ever do another route.

    Point-Blank Volley at C+ bows is basically Swift Strikes but with a bow and is really good for letting you double anything with any bow on your turn. If you recruit him in Chapter 5 he's at C bows automatically so he basically has PBV on join if you tutor him.

    He's also at C axes to reclass immediately to Brigand for good stat modifiers and can start mastering it for Death Blow, so he's a pretty good unit in VW an AM runs if you ask me. Can be instantly useful as soon as he joins.

    --

    For your SS run, I'll echo that having multiple units that are good with bows for the final map is going to be very helpful. I'm personally fond of running Wyvern Lord Petra using Brave Bows for player phase offense in that last map against the flying enemies (lack of bowfaire doesn't matter, the extra effective damage makes that up).

  21. Uh, this is a 2019 thread...

    Since it's been necro'd already though, to give an up to date answer: Umbral Steel can be farmed from breaking all barriers of a Demonic Beast, including the ones that are bosses (Black Beast, Lord of the Desert/Lake, etc).

    You also get some from certain chapters as rewards, like Ch9 and Sothis paralogue. It's a pretty common ore and I highly encourage using all relics until they break, then repairing them again with Umbral Steel.

    The only exception is Aymyr, which needs the rarer Agarthium instead to be repaired.

    1 hour ago, Barren said:

    I do however like to abuse it chapters 10 and 12 since it gets an upgrade and gets an auto repair by chapter 13. I think it gets a auto repair during chapter 10, I could be wrong.

    And yes, it gets repaired twice; once when it turns into the Sublime form, and again post-timeskip as long as it's in a units inventory before timeskip (the latter is true with every weapon).

  22. I'd like to see Halberdier as well. But with something more unique that lets it stand out from the mounted lance wielding classes. It'd be neat if they got a way to charge at enemies that are 2-squares away with 1-range lances for instance. Just spitballing.

    On 7/13/2022 at 10:24 PM, vanguard333 said:

    Before anyone corrects me, this is a joke about how useless and redundant the hero class was in Three Houses, to the point where there was no reason to use it and there were few characters suited for it, and those that were suited for it were better off in other classes.

    The strange thing about Hero imo in 3H is that it's male-only, I hope they don't do gender-locked classes again generally. But it's far from being a useless class.

    Late joining units in Seteth, Jeritza and Alois who all have Battalion Wrath can make for good short-term Heroes and set up a resource-cheap enemy phase unit. Jeritza can already certify it, Seteth is really close, even Alois with goal setting and tutoring on swords (Byleth naturally leans towards them) and saint statues by that point can reach C rank and do the Hero exam by the next chapter latest. Combine innate Vantage + Battalion Wrath, a high crit battalion set up beforehand, forged crit weapon and a breaker skill to handle high movement enemies that come in packs; relevant e.g. include Jeritza with Swordbreaker in ch14 CF to handle the aggro Wyvern Lord reinforcements, or Seteth / Alois with Lancebreaker in ch12 and ch14 in every other route to handle the Pegasus Knights and Cavaliers/Paladins.

    There's also Defiant Strength upon mastery, which combines nicely with two of the Vengeance users (Dedue and Cyril). Your mileage will vary depending on your playstyle pace, but still, I see a lot more reason to use Hero over the likes of the Swordmaster, the Meme Savant or unHoly Knight classes. I'd call Hero in 3 Houses niche, but not useless.

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