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DaveCozy

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  1. 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. 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.
  2. IIRC I managed to do it as soon as Byleth got Enlightened One. Swordfaire really helps. Last time I did it was with Male Byleth. Checking my save file... ability load-out was Sword Prowess lvl 3, Death Blow, Hit+20, and Str+2. The last one seemed to be filler (model leader). Mine had 32 strength at level 20 which is when I attempted it; I must've given him all my energy drops for it to get that high that early. On average I think their strength stat should be around 24 give or take by level 20, assuming a Commoner -> Fighter -> Brigand -> Archer -> EO class-path up to that point.
  3. I mostly use it in part 1 on my regular playthroughs. That's where I think it's at its best. Empire and Kingdom armored Co battalions (BE and BL respectively) grant +5 protection when maxed, so even if your worry is that they'll get targetted instead, you can stack protection on the "impregnater" (that term sounds so... wrong... but I'll roll with it) to let them handle enemy phase. Armored Knight class not a necessity to do that either in part 1, although you can make it work even with 4 move if you must. For part 2 use I think it's a lot more useful if you're aiming to clear maps quickly and need to involve an extra Enemy Phase to do so. HBD is a good example of where impregnable wall comes in useful on Byleth (in a flying class), Claude or Seteth to end that map as quickly as possible. You need Impregnable Wall in order to set up the approach towards the boss (fake + real one) whilst ignoring the enemies that attack you while approaching him. Generally also for baiting dangerous bosses with high move, such as CF ch16 Ingrid or AM ch17 Claude. Dark Holy Elf talked about it a bit, but that is also a funny use I've gotten out of it; not just in the Sothis paralogue but in Mariannes as well, and also in Silver Snow's endgame with Hapi. Monsters will target her by default, setting her with impregnable wall will make her deal 1 damage indeed, but still automatically break even full barriers thanks to her ability. In general that's a really good way to farm ore in those paralogues for a more leisurely Maddening playthrough not focused on LTC or efficiency. In SS endgame it's a really cheap and easy way to keep the bulk of your team safe on enemy phase (you get like 5 uses of the gambit iirc, which is really generous). Those are some uses that come to mind for me. It's not an "end-all" kind of gambit though, eventually you can build units to not need it; like avo-tanks, Vantage + Wrath, etc. That stuff comes later though. And fwiw, I think Blessing & Retribution later outclass Impregnable Wall too, once you have those kinds of units that can either strike first on enemy phase or reliably dodge them. Not actually that limited in 3H tbh. The vast majority of missions are "defeat commander(s)" victory conditions: https://fireemblemwiki.org/wiki/List_of_chapters_in_Fire_Emblem:_Three_Houses
  4. This isn't my point though. What I specifically said was that different experiences provide different points of views and different perspectives. That can affect how someone approaches a certain role, not that they need prior experience to deliver said role. To be clear again, I wasn't advocating typecasting. Going with that would just defeat the purpose of diversity and put the actors in boxes due to their identities. That's again not what I'm advocating for at all. Just like it was argued earlier to not put white male actors in just white dude roles (which I agree with), same idea goes if you look at it the other way. And it goes beyond skin color too; gender identity and preference too. It'd be very restrictive and unfair to anyone if they were only cast due to any of those. Different experiences =/= putting them in a box. Just to reiterate, I'm not advocating for that. No comment on Japanese VAs, I am not knowledgable enough to discuss that. I had English VAs and performances in mind anyways, just to be clear on that too; that's where I thought of diversity primarily. This is a good example and is actually what I've been trying to say in relation to diversity when casting 😛
  5. By having more diversity in actors you can write about more experiences and deliver them in different ways. True that it is ultimately up to the writers (I should've also said that diversity in the writing team would be welcome) but it's also the actors who deliver the lines. Diversity is important to get more ideas as a collective group. If those at the top surround themselves by only hiring or promoting people of a similar social identity, it limits the influence to a particular group of people within that collective. That's what leads to stagnation, since it becomes difficult for anyone outside that specific group to have any influence on the writing or characters. Experience in hiring is definitely key though, I'm not saying they should just pick anybody. I did not imply funny PS1 Resident Evil dialogue to be the goal 😛 And I am not saying they should only do characters of their skin color either... I mean, that last part goes both ways too, typecasting is just going the opposite of where I wanted to go with my post. I didn't ever mean or imply either of those, and am just stating it now to make sure that fact is clear.
  6. yeah makes sense given the world's timeline. I think they could still do better, but it is good to celebrate its wins and see the series progress. In addition I think Fire Emblem could also do better with representing different races. I might be wrong about this, but I nevertheless picked Claude's house in Three Houses first because it's the first time I saw a non-white character as a lead in a Fire Emblem game. Series could use more of that. They could also make a better effort with hiring voice actors of color too. The more diversity brought to the table, the more authentic you can make writing about different experiences, and the better the performance will be. It's nice to see Fire Emblem evolving to broaden representation, could still be better and I'm curious to see where the series goes.
  7. If we're talking straight out of Three Houses to the next future game, I'd prefer to see weapons balanced myself as well. Swords in particular were mostly bad in that game, with only a few exceptions worth using in that game. I'd like to see the grounded lance classes actually charge with their lance too giving them a way to initiate combat with a 1-range weapon from distance. Something to distinguish them from their mounted counterparts, which are plentiful and usually better thanks to their movement. I did like Knives/Shurikens from Fates and Gauntlets from FE3H though. Former with low mt but debuffs and the latter with low mt but with brave effects on all of them to compensate made them distinct and fun to build units with.
  8. Well like I said earlier in the topic, that's actually why I like them. Less EXP to share around my units. Not every map lets you deploy 11 or 12 units, so having some wiggle room with where I deploy and use them is nice without having to worry about them falling behind in EXP to stay useful. Typically I stick to about 8 combat units max in a playthrough, with the extra 2 - 4 that get deployed being a dancer, a healer and then the other spots are for whatever I need; be it a warper or rescuer or a rally unit. Also rallies help for enemy phase too, so while the comment about chipping with them can be true indeed (depending on movement though), player phase isn't the only place where rallies are relevant either. It's a gameplay preference of mine, so your mileage may vary. But that's how I use them and deploy them.
  9. It already does that; description says "nullifies critical hits and bonus damage against its user" Bonus damage = effective damage -- But I agree it's for gameplay reasons for why he doesn't wear it. That'd be pretty tough as an enemy to take down. He already has counterattack making chipping him with anything besides gambits an unreliable strategy, and even with gambits he has the commander ability to take little damage from them. One of the reliable strategies to taking down the Death Knight, specially in the early chapters (4 and 6), is to use effective damage. The Lance of Ruin with the Knightkneeler combat art, or rushing Reason with Lysethia to get Dark Spikes. In later chapters something like Swift Strikes or Frozen Lance with the Spear of Assal works too. But if he had the Raffail Gem equipped none of those would work, which would leave... only what, Vengeance? As the most reliable way to take him down. That said, I like haarhaar's headcanon reasons for why he doesn't wear it too.
  10. Yep, he will. If you give Ashe a Silver Shield in ch12 so he can trade it to Gilbert in ch13, Gilbert will have 38 total protection (his 29 base defense + 2 from personal ability + 3 from lvl3 battalion + 4 from silver shield). The highest might you can expect is 43 from the Assassins and Snipers in HBD, which makes Gilbert a reliable tank for that chapter and also lets him safely set up Rally Defense on another unit like Byleth or Dimitri. Definitely has its uses before enemy might starts regularly hitting the high 50s to low 60s, which in AM I think it's ch17 or 18. That's when I usually throw it out his ability set myself.
  11. It's true that rallies aren't as great as they were in previous entries, but I don't see why that is an issue in regards to their usefulness in Maddening 3H either. I went into details with how I use each one, and while they're not as useful as in part 1, there is merit to having some of them for part 2 maps. Being stuck with what you get is unfortunate, since that does limit the amount of units who can dedicate themselves to rallying. From personal experience, Annette and Ignatz are about the only useful ones in that role longterm due to their learnsets. The rest is more of a side utility thing they have that they will use semi occasionally. Rally defense is pretty bad for its availability indeed, personally though the best I get out of it is in Ch13 non-CF. Iirc, the strongest mt you can expect is 43 from the Assassins and Snipers. Seteth in SS or Gilbert in AM have it, and letting another unit take 8 less damage when doubled can be significant from my experience, it means the difference if you need to take on 2 enemies in EP. I think it's just okay personally, my vote for the worst rally still goes to rally move.
  12. That depends on your gameplay preferences imo. Rally-bots don't need exp so they can work even if they get stunned at level 20. Specifically level 20 to reach an advanced class with good movement. But how much value you get out of that depends on how many units you prefer to have in hand for combat usefulness. The ones I don't use much in part 2 are Rally Magic and Rally Res. Those usually get thrown out by me. Rally Defense is okay up to ch15 or 16 route dependent. Enemy damage really spikes after that point I find for the defense boost to not make much of a difference, let alone protection tanks start losing value too. The ones I get use out of for part 2 are Rally Dex and Rally Luck to boost crit rate to 100, which is moreso for specific strategies and builds. Unit and gameplay dependent. Rally Charm situationally moreso for dodgetanks or crit-blocks with low charm if I need them to avoid an enemy with a battalion. Rally Strength and Rally Speed are the best ones, and I can usually find a use for whether it's to get just a bit more damage on Swift Strikes or if it's to double an enemy that matches my AS with someone like Petra or Ingrid. Just as e.g. But then again, I do agree that S rank Authority is really high of a requirement and I've never really gone for it with Ignatz either. Even though Rally Str + Rally Spd is really useful from my experience, you can do that for far cheaper investment with either Annette or having Raphael + Ignatz rally-botting. Also why I don't mention Rally Mov since it's locked to S rank for both Byleth and Annette, which is way too high of a requirement for just +1 move. That is one silly rally, specially when you can just equip the march ring to get the mov+1 bonus, move, then unequip it for something better in enemy phase. Or at least get to A+ riding with the unit who needs the extra move; still a lot of investment but more attainable than S authority. And fair enough too, it really depends whether you prefer him as an offensive unit or as a support unit. Merits to both imo. Just to point something out, defensive tactics is B authority. It has some use, but it depends if you like battalion abilities. I like it to set up B Wrath + Vantage until I get better abilities, but whether you like that or not is gameplay preference dependent. Offensive tactics is absolutely worthless though, since it is S+ and you really don't need +5mt on a gambit, like not ever. That ability is a real headscratcher.
  13. In my experience I haven't found that to be helpful. Physic heals the same amount as Heal, and Yuri in Cindered Shadows is a good example of how little a small Heal spell matters. You can expect Ignatz' magic stat to be at about that on average, without giving him stat boosters or helping that stat out by certifying other magic ones like Warlock... Ideally I think Recover is the spell you want to heal a lot of HP with low magic stat, then with that I can see the white magic utility from Trickster being more helpful. Ignatz doesn't learn that spell though. edit; actually we can also confirm that Recover is helpful on a Trickster even with low magic, again with Yuri from Cindered Shadows. Rally-botting with both Rally Speed and Rally Strength is ideal to be at its best imo, since both boosts alone increase damage output and attack speed simultaneously. It's worth noting that Ignatz supports all of Petra, Ingrid and Leonie, three of which are some of the fastest units in the game on average and all three which benefit from it greatly. Rally Speed alone is still pretty good utility though, and you can still get away with just that if you really want and know what speed thresholds you need to be hitting. Rally Dex is more situational and the one I do usually swap in and out depending on the enemies. I've used it moreso to push crit rate of someone else to 100% against certain enemies with higher than average luck, though that's a case by case situation. What I personally stated was that I don't like getting Swordfaire with Assassin since they are weaker on average compared to every other weapon type. That doesn't mean I don't use swords though, it just means I use swords in other classes usually. For the good ones, I just personally mostly prefer using swords outside Swordfaire classes is all, which is why I don't like Assassin for offense. The +5/+10 might if doubling isn't offering me anything more than what I could get in a more mobile class with a better faire (Paladin, Wyvern) or a class with a busted mastery art (Grappler, Sniper). For utility though, that's where I like the Assassin class since Stealth can be combined with other traits to get something else out of it. Ignatz is a good example of a unit who benefits from it greatly since his unique learnset revolves mostly around increasing an ally's stats and decreasing an enemy's stats, on top of also being able to carry high ranked battalions sooner on average - whether that battalion is support or offensive oriented for the rattle effect is really up to you, both work well with him in my experience. For an e.g. of a good sword used in a non-swordfaire build: War Master Balthus (+20 crit built-in) with a forged Wo Dao+ (+40 crit), Vantage, Wrath (+50 crit) and a Retribution gambit is a pretty effective EP build I've ran in the main game, kills nearly every enemy with a guaranteed crit, even without Swordfiare and even those with fairly high luck stats thanks to the high base crit boost you're stacking. At least, every enemy that isn't attacking with a gambit, wearing a suit of armor or is a monster with a barrier up. Rapier+ is good too and can also be used against Armors with the above build. There's a few other swords I like too like SotC and Thunderbrand, but they're moreso exceptions for me since the other swords are weaker compared to their axe, lance and bow counterparts.
  14. Yeah I was about to say, it's the move that really makes a difference to reliably keep up with your 8-move and 7-move units, supporting them as needed, even if you're not always using all 8 or 7 move points to move fully ahead, you are still canto'ing forward rather than just backwards in some situations. Trickster is higher investment to get into it for Ignatz too. You would need something like C+ Swords and C Faith minimum to attempt the exam (B for ranks both to guarantee passing it). Whereas Assassin's C sword and C Bows to attempt and realistically pass (B sword to guarantee) is more straightforward and less investment thanks to his boons leaning to it. Your stats aren't that great either as Trickster which matters for healing. Ignatz has mediocre magic base and growth which the Trickster class doesn't help with either (12 base magic minimum, no magic modifier for being in it to neither the stat or growth), nor does it provide Healing+10 or something similar to aid in that. You also need fetters of dromi to get the best out of Foul Play, which means you aren't using them on another unit too (like your dancer). It depends how much you care about reaching S authority with him though, which is what unlocks Rally Strength and why the "less investment" tidbit is relevant. It's also why I acknowledge that while I prefer Paladins movement, those aren't ranks that Ignatz leans towards and I am sacrificing some tutoring on his authority due to it. So there's definitely worth in considering Assassin if only just for Ignatz to use Stealth + a good movement option to combo his utility with the least possible investment.
  15. Was referring to Classic over Casual too, but yeah with Casual you have more leeway. Edelgard dying in prologue would've shut that down otherwise. Since Byleth is also force deployed she will be fairly high level even with uniform deployment, and I imagine she'll take bulk of the combat exp and mvps. And uh... I'm afraid to ask but... why kill Marianne once she's recruited? How is that possible in the run you're doing? Fun idea for a run though overall, other than that detail which I don't get (is there a joke going over my head?).
  16. yeah he's come a long way from being considered one of the worst units, I remember 2019 that was a popular opinion. I always thought he was pretty underrated myself, although to be fair, we only had Hard mode back on release too which didn't let his strengths shine as much as in Maddening. For me it's not the Assassin build though, even though he ranks to it easily indeed, it's moreso his unique utility that makes him a good unit. Watchful Eye is a free Hit+20 which also increases gambit accuracy. Break Shot is a really useful combat art for lowering enemy defense early, and his budding talent Seal Strength combos nicely with bows in general. Both are more useful in the early game, but they stay useful for part 2 against monsters too. Rally Speed at D authority is super good too, specially with Raphael as his class-mate learning Rally Strength. Rally Dex helps boost hit and crit rate as well which is a bit less useful, though it is unfortunate that he has to wait so long for Rally Strength at S. Authority boon is very nice as well, he can use A rank battalions before part 2 thanks to that. I like him myself, one of the standout utility units in the game. I do think Annette is a bit better if we're talking rally utility and battalion utility though - Perseverance (rally str) + rally speed at C+ is the best rally combo, she also has an authority boon, and her offense is better too by comparison - but nevertheless Ignatz is still pretty good. Retribution gambit is also pretty effective with Stealth. It lets you stay close to the units you are supporting with it without getting targeted, not even by long 10-range siege tomes which is cool. You can try that out in the later Cindered Shadows chapters with Hero Dmitri equipped with Battalion Wrath + a forged Killer Edge + Jeralt's Mercenaries at 2/3rd endurance to boost his crit rate, and Assassin Ashe using the Kingdom Archers as his battalion. Dimitri kills everything that targets him after he takes enough damage to bump his health below half and his battalion to 1/3rd, which activates Vantage (built-in with Hero) and Battalion Wrath. It does require doing some calcs and setup (specially moreso in the main game) but it's not expensive in terms of resources or tutoring. It doesn't just have to be Impregnable Wall or Retribution though, it can also be Blessing/Sacred Shield, Dance of the Goddess (you can dance your dancer!), Stride... really whatever utility you need from him. Some of those are also locked to B and A battalions, so his authority boon helps there. Even a high rank damaging one works too if that's what you need, since even with a bad charm stat having Watchful Eye and mastering Archer for Hit+20 makes up quite a bit for the accuracy issue. Assassin is also a class I generally don't see much value in since Stealth is kinda niche and swords are fairly weak weapons to get your faire for, but Ignatz is notable for having tons of utility tools that take full advantage of Stealth well. Agree that he uses the class quite well, specially as a low-commitment option for him. If you ask me though, Paladin is a better option for the purposes of utility. 8-move, still uses grounded battalions, and has canto. For the most part it's better unless you value the thief like movement and Stealth that much. It does mean you sacrifice progress with your Authority rank to get him to certify Paladin though. So there's definitely a balance of tutoring you have to take into account too and Assassin has its merits due to his boons. I see the argument for the class personally from a utility standpoint. All this is true, but that is actually why I don't like Sniper on Ignatz as much, since any unit can be a good Sniper as you said. I prefer using him for utility instead, since that's what sets him apart and makes him useful without consuming a lot of EXP. Shoving him in Sniper, while effective, just sacrifices his movement which prevents him from using his rallies and utility arts as effectively. But Sniper does work well, don't get me wrong, I just think that every unit working well in it is why I prefer not to put him there and rather go for a more mobile class with Ignatz to take advantage of his utility. There's a lot of units that can make good combatants, but not a lot that make for good support in 3Houses. That said, I do prefer Paladin over Assassin for the better movement, but I do see the appeal of the latter on Ignatz for it being low investment and for Stealth strats.
  17. Oh, ok I see what you're saying. I guess another comparison is this theoretically playable Judith would be like a worse Silver Snow Catherine. Yeah that'd be pretty bad, likely relegated to the bench without having some really good abilities or skill ranks on join to make her worth using or reclassing immediately beyond special treatment. Even Gilbert can at least reclass to Paladin from base on chapter 14 (unfortunately not 13 cuz it's Hunting by Daybreak), so I'd say definitely worse without something like that 😛
  18. I don't know if that'd be possible in anything other than Normal tbh. The AI makes really dumb moves. Wouldn't even trust it in Hard, let alone Maddening.
  19. I think it's because they wanted to give more focus on Cyril, who plays a larger role with Claude in story dialogue. In terms of gameplay, Jeritza and Seteth are very equivalent to me, and you get Seteth for VW too, aside SS and AM. Both units are late-joiners whose availability is their biggest disadvantage, but are combat ready in their routes and join right when you get more deployment slots, making them easy to fit in and keep training to remain useful. Does Seteth really need anything beyond Death Blow though? Which can just auto-certify it and Knowledge Gem master it. I guess Hit+20 is nice, but his Chichol Wyvern Co battalion boosts hit by 15 and could just be an alternative. He's not far off from A authority either. Anything else I missed?
  20. I didn't see it posted in Serenes yet. Quite a recent find for Three Houses, it's been discovered for a few months now, and it's called the Groundhog Day glitch. The reason for the name is that through the calendar, it is possible to skip ahead to the end of the month on a chapter where the mission isn't at the end of the month. When you trigger this, you will go towards weapon XP gains as normal at the end of each week, then the screen will go black... and voila, you go back to the start of the month, on your first free day. Hence, groundhog day. You get to keep all trained ranks too. An alternative to grinding with broken weapons in NG. Here's a link to a video on how to do it: Text instructions: Be on a month where the mission isn't on the last day (chapter 4 is the earliest one) Do whatever you want for the first free day On the second free day, choose Explore. Spend your activity points however you please, but do not end exploration. Open the journal, select "Calendar" and select the mission day. Highlight "Skip to Date" - while highlighting, hold right on the stick or d-pad and press A. Look to the left of the confirmation dialogue, the date description tab should've changed or disappeared. Confirm "Yes" when successful. It goes without saying, but since you can break the game with infinite tutoring using this exploit, it's only really for breaking the game without having to do multiple NG+ runs to get weapon ranks. Other than that you should obviously not use it if you want the game to still remain challenging.
  21. This happens specifically in Maddening when either a dark mage stands next to him or moves past beside him too. I don't know why they programmed him to move as if he had been handed a baton lol, but it does make the mission much more difficult than it should be. Easiest way to deal with them from my recent experience is to move as two groups at an equal pace from the sides of the map, this ensures that the Dark Mages get baited to go down the sides respectively without passing through the Death Knight. Aside that the 25 turn limit is very generous. When I played Crimson Flower Maddening recently I cleared ch4 in 12 turns, and that wasn't with LTC pace or anything either.
  22. Wow, this is quite the challenge. Gauntlets only sounds tough, but doable. Although without wide area gambits like Blaze after chapter 3? No healing spells at all early game? That's definitely a challenge. I imagine the run will sorta sort itself out once you unlock healing focus though, but even then that sounds tough. One obvious question... what route are you playing? Noted that you didn't list that in the OP. Eventually found that you were playing Blue Lions by looking at the chapter write-ups spoilers. Posting it here as I imagine everyone else will have the same question. Adjutant questions; Do adjutants have to also use gauntlets too? How would you go about mastering something like Darting Blow (if that's your plan) - would you just have them unequip any weapon? Does that mean you aren't using healing adjutants either since white magic is completely banned? For your units: Male - I voted Ignatz, who doesn't really have to fight at all by making him a pure rally-bot in part 1. In Part 2 you could go Assassin for Stealth, his ranks lean towards it. And it can work with the Kingdom Archers and later the Indech Sword Fighters with the Retribution gambit, since majority of gauntlets only have 1-range and the part 2 chapters of AM are terrible for their long-range siege magic spam. Female - I went with Hilda since I don't foresee you getting much use out of the mages, specially if DLC isn't an option. Aside her good starting stats, she also learns good debuffs. Have you considered Ingrid as your dancer by any chance? Mentioning her since she's available in Hunting By Daybreak in your route, and riding boon can get her Move+1 quicker. And her in-house stats aren't exactly that good either.
  23. I formed a lot of bad habits playing online, if that's where you're getting at. I get it. Any little net lag drops whatever buffered inputs you put beforehand, which really messes up combos and before you know it you're madly mashing the button to ensure your next attack registers. Even something as simple as Snake's d-throw -> up-tilt, buffering an up-tilt online sucks sometimes because it just won't register that you were holding up and A (or up C-stick if you play with tilt stick like me) while doing the d-throw. Such a simple KO combo to do off-line and yet online it sometimes just doesn't work because lag decided to happen and drop your buffered input. Personally though, I wouldn't encourage anybody to quit online just cuz of that, just that I wouldn't say to take it seriously. I only play Smash Ultimate locally now with friends. EDIT: Aside Snake I also play Fox and ooooh boy, that is not a fun character to play as online. Not only are his combos much easier to do with buffered inputs, he is also very reaction heavy to get the most out of his punishes. Online just doesn't lend well to him at all.
  24. Yeah he also did Basilio and Laurent in Awakening. Also does Dracula in a several of the Metroidvania-style Castlevania games, and a whole lot of fighting games: Cervantes in Soulcalibur, T.J. Combo in Killer Instinct, Bob in Tekken, Scorpion in some of the Mortal Kombat and Injustice games, I'm sure there's more but he's definitely got a very broad resume. Yeah this is a great show, my wife got me into it and we both noticed a lot of voices from the dub are also voices in 3H. This is an excellent show, very funny and very heartwarming.
  25. I wonder if IS would ever want to make a specialized foot Soldier / Spear Fighter class stand out more from the mounted ones. In PoR and RD they just made them slightly less defensive but more mobile armored knights basically, which didn't really give them much of an identity compared to all the existing ones that could already use lances. Something that I think would be cool, and could work in FE, would be to give these units a class-specific attack that lets them charge and attack an enemy with their lance from 2 tiles away, ending their attack beside said enemy. Kind of like the charge attack from Monster Hunter games, but made to work with FE's grid-like maps.
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