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NTNP

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Everything posted by NTNP

  1. Hmm, really I think it would be easier to list those to actively avoid: Lyre, as many others have stated, has horribly low bases and growths that aren't strong enough to fix them. Kyza, while underrated in certain circumstances (like drafting) is pretty bad when scarce, valuable resources like energy drops, speed wings or skills like resolve, could also be avoided safely. I personally also wouldn't suggest using Lethe too much; compared to all the other laguz she'll have the most trouble keeping up, however using her for utility and until endgame or so, she'll be worth while keeping around. As far as advice goes; remember that olivi grass on a laguz and Heron's singing for pairs (or even 4 of them) is extremely useful and can usually help get everyone into fighting shape early on. Secondly if when you get to part 4 and endgame, putting a bunch of BEXP into your Heron of choice to get them to 40 and the ability to instantly fill up the targeted laguz(s) meters is also quiet useful. Hmm, satori signs should be reserved for the characters that will have the most trouble taking out the opposition and have high skill ratings, such as the cats, ravens or maybe hawks. Lions, tigers and dragons will be just fine in the offense department. Lastly, I would be very willing to use stat boosters early on and not save them for late joiners as much, baring a few examples involving speed wings, they usually are better off on an early joiner. I hope this helps a little.
  2. I'd give Rhys a solid 5. As many others have said, for the first part of the game he is the best healer available and until post chapter 18, probably deserves a deployment slot. However once other magical units promote and gain access to staves, he tends to be easily forgotten due to his lack luster offensive ability and poor physical defense compared to the various sages you could have by then. If the game was a little harder, high level staffs weren't quiet as useless (the lack of warp for example) or if Rhys had an extra +2 base speed and strength he could have been scored much higher and more useable throughout the entire game.
  3. For me I'd go with strengthening your best units. Which one of them is obviously up to you, depending on how much you favor one unit over another but these would be my picks: Energy Drop: Palla/Shiida Spirit Dust: Wendall/Lena depending on who you want to use for taking out Gharnef Speed Wings: Palla and Ogma Draco Shields: Shiida and Barst
  4. I would personally love to see something like this implemented: +/-2 Might +/- 15 Hit +/- 10 Crit This would give the weapon triangle a larger role in the game to be sure. The +2 might is considerable to be sure, but I feel like that is a necessary aspect of the Weapon Triangle. From what I have grasped, it was originally used in order to promote a variety of weapon type usages and to give a 'rock paper scissors' styled advantage based on those weapons. The physical classes have already been examined here, so why don't we look at the magical ones instead. I would be willing to bet, even with the sky high RES stats of most playable/generic magic users that 2 extra damage would have some impact on their durability. Secondly losing 2 damage per attack would also make it where relying on a single school of magic extensively (such as anima for example) could have some negative consequences. As many others have said, 15 hit tends to be just about perfect in most games. Baring something like FE9-10 where the SKL stat is usually capped quickly, it should help balance things a little bit. Now to the part that IS has never used but ideally will someday... gaining a crit advantage/disadvantage with the Weapon Triangle. First, while we all hate those little 2-8 listed crits that certain character's face this addition would make units with higher luck (or those that use crit blocking equipment/skills) a bit more useful since usually high Luck isn't exactly a 'must have' trait. Secondly it would weaken the effectiveness of killer weapons and certain magic tomes, helping with some balancing issues. Lastly, I believe that extra 10 crit could really help certain classes that are dependent upon landing crits for damage, in particular classes like myrmidons or soldiers.
  5. Well lets see I rated Sigrun 6.5 and given all the advantages already outlined above (better growths, more potential, better chances of having STR and SPD increase with both normal and BEXP level ups) Tanith obviously deserves something closer to an 8. Sure she might have lost the overkill ability to summon two peggies and a falcon knight that made her look useless and is no longer assured to get those ridiculously overpowered supports that were given to her in FE9 but that doesn't make her a bad unit in the least. I would say she is probably the best of the 'prepromotes' (so to speak) given to you for part 4 and still remarkably powerful in endgame.
  6. 6.5 Honestly she can be fixed as others have highlighted with forges, speedwings and energy drops and being a flier in the desert is really a massive positive for her. However I do feel like she is the most inferior of her entire class and its a toss up if she is even better than the likes of Janaff or Ulki which given they will never have 2 range is really bad. With all that being said though, she is a good mid draft pick and better than almost all the other late game units.
  7. Kyza is actually pretty decent in drafts due to the fact that we can afford to spend a little more on him. With a speed wing, a small bit of BEXP (20s or so) and resolve he can be made to be a heck of a unit with little resources compared to other low end units who usually either require a lot more resources or end up poorer in the long run. I'd say a 4.5/10 would be fair.
  8. Trial maps; unquestionably. Imagine how interesting it would be to have it where you could choose a map, level cap (tier 1 units, tier 2 or tier 3 units only) and let the computer generate the enemies, classes etc as needed. You could have normal looking maps (like the ones in FE9 for example) where its just a small group of like 6-8 characters and maybe include some massive defend maps holding like 20 unit slots and near constant respawning units that could include a nice mix of beorc or laguz (including lions, black dragons etc) just to give people a fun post game. Secondly adding in the ability to gain BEXP, a shop and gold for the trial maps so you could still modify your characters and get them 'up to snuff' would be awesome. Secondly I would love to have seen the ability to turn off the "exactly 3 stat up" BEXP levels and maybe a 'fixed' mode like in FE9 so you could ensure the level ups and averages. It would make the entire thing a little more... controllable which would make drafts, tier lists etc a lot more useful. Generally small things like that would usually be enough to breath a small amount of life into the series and give it a post game which given how long people invest into the characters and training of them would make it a lot of fun.
  9. Franz:His high speed growth would be hampered by the Great Knight's caps along with the fact that his most likely support (Seth) would then have a different move type. This was a simple one. Forde: This is a bit harder. On one hand, the Great Knight promotion gains (and axes) would help make him offensively stronger and better in the short term which might help. Alternatively if his speed/skill is higher then Paladin would fit well. Really it all matters on how he is looking stat wise. Kyle: Due to his more... hardy nature and better strength, Kyle makes an ideal Great Knight since it fits his growths so well along with having access to the always amazing axes. I hope this helps a bit.
  10. Storywise, it would make sense for Tormod and crew to join at the same time as the other Begnion units. Having him accompany Sanaki (whom we already know are working together from part 1) to join up with the Laguz Alliance on their march back into Daien and Begnion would have been completely reasonable. Also level wise, the various members of the LEA wouldn't be horribly outmatched. Tormod (like in FE9) would be one of the most underleveled characters to join the game but with passable enough stats to survive. Vika and Maurim would also be able to join on the front lines just about as well as Ranulf, Kyza etc and would make them usable in part 4 and endgame. Gameplay wise, the GMs could make better use of his (and his allies) than the already EXP starved DB and while his fire magic would have been useful, the same thing could have been done by letting Pelleas join in part 3 with full access to fire magic (as opposed to thunder) along with his usual dark magic.
  11. I think the one thing that really makes this topic (and the various runs within it) entertaining is the fact that you ARE logging the events that happened. If all we are seeing is the final stats and how many turns then why even bother making a topic about it? You could just get into the chatbox and say "And one time I did a realism run on PoR and finished it in like 320 turns with a slightly screwed Ike and like 7 people dead" and it would be the exact same. Seriously seeing your trials, failures and successes in detail is what makes this topic interesting in my opinion. If you are having so many problems maybe you should try using less aggressive tactics and rely more heavily on healing and choke points, it might help. Or treating Ike with a bit more care, like letting him have about the same exposure as say Soren did? Obviously this is up to you in the end, but it would be a real shame to see this topic end up as little more than a single post stating final averages and turns.
  12. I would just like to say thank you for taking the time and effort to find these strategies and post them. I have greatly enjoyed reading the various ways others complete chapters with the highest efficiency (and in certain situations while also getting various spoils) along with the various information needed to make them work. I hope that this thread continues to grow.
  13. This was a lot of fun to read, thank you Eclipse. While the entire thing was good, I really liked the new personality showing up with Pelleas after each battle. I can't wait to see how different things will be once part 3's Dawn Brigade chapters have started.
  14. FE7: I tend to get Dorcas alot. Rath as well. Somehow they always end up on the majority of my teams even though in a normal playthrough I don't ever use either of them. FE8: Innes always ends up on my team, as does Dozla. I understand why both usually go so late, but still it's odd that I always end up with one of them. FE9: Gatrie is a common one. Calill and Ranulf too. Somehow this never happens in FE10 though. FE10: Aran is usually my only P1 unit. Oddly enough Davned and Makalov end up on my team a bunch too.
  15. what would you do to Jaffar seeing how he gets himself killed 7 times out of 10? Well with the Elixir he SHOULD in theory be fine but he isn't since if the player gets unlucky Jaffar can get swarmed and killed enemy phase. So to me the best option would be to move the enemies around him around so it takes longer for Jaffar to reach them and in lower numbers. Also I would give them less accurate weapons (like steel) and make it where you make the enemies around him axe users (decreases his chances of being struck) and they already have lower than usual hit rates to better his chances of living. With that being said, I might also give him a lower density around him as well to limit the number of enemy units that could take him out. Shift them toward the player's starting position to keep the pressure up on the player. what would you do to Zeph to make defending him easier? I think he's fine as is personally. what would you do to Nino to make her not completely worthless but not making her too strong? Start her as a Lv.13-15 Mage and increase her con by 1. Then give her Thunder (6WT - 4 Con = 2AS loss before promotion, 1 AS loss after) along with El Fire (10WT - 4 Con = 6 AS loss before promotion, 5 AS loss after) so she has an option of a weapon that doesn't completely destroy her AS. Lastly an Earth Seal so she can automatically promote as soon as the player wants. Also it would let the player (if they have someone else they would rather promote) be able to use it as well. Then suddenly you have a mage that (if you bother to use her) has pretty average stats and good growths that wont take an extra 30 turns near endgame to get up to snuff.
  16. Personally I would find buffing Dorcas probably easier if, instead of trying to fix his weaknesses, instead exaggerated his positives to further differentiate him from Batrie. Let Batrie be the faster Fighter. Meanwhile let Dorcas be the stronger one. Increase Dorcas's base STR by 2 (tying Batrie's base & 10% higher growth), SKL by 1 (thus giving him 3 SKL and a + 5% growth on Batrie) and maybe increase his base LUCK by 2 (which again is already higher than Batrie in both bases and growths). After those changes, Dorcas will be able to hit harder, be more accurate and dodge a little better than he is now,. Meanwhile Batrie is still pretty decent early on (especially now with a base 5SPD). However personally I might also increase Batrie's SPD growth by 10% and maybe increase his DEF by 1 as well just to further differentiate the two of them.
  17. Honestly this would have been an amazing idea if IS had done it right however I do think that if the DB was to be usable at that point that providing them a little extra support would have been required. Having say... one or two ballista, Kurthnaga, Ena and Pelleas being around would help even the battlefield a little along with maybe changing the layout a little bit to provide the DBers a number of chockpoints that could be used to wall off the northern part of the map so only one or two enemies could be fought at a time. But if that was done, the DB probably could have used an extra chapter (maybe 'defend' the bridge before the GM's version of the map) along with more items (silvers being forgable, extra 10,000 gold etc) to help out the DB. You have to admit, if the DB had access to silver forges and enough gold right before that chapter for all your usable units to get them then the DB would have a chance. Oh and I'm supporting the DB on this one. It would have been a lot of fun.
  18. I would enjoy seeing the world map instead of imagining.
  19. Its nice to see you didn't abandon this project. I hope that you finish.
  20. I wonder if things wouldn't be easier with a number of sub forums within the new drafting forum? Like say NES/SNES Era drafts, Gameboy Advance Era drafts, Gamecube/Wii Era drafts and DS Era drafts. That's just four subsections that would help make everything in here a lot more organized. Then just leave 'other' drafts like the pokemon ones and others out here and treat this section as 'general' drafts. But that's just my two cents.
  21. I'd personally like to see a skill system that is a mixture between FE9 and 10. Imagine that characters could start with skills (but like those in FE10 didn't take up any space) that while they could be removed wouldn't produce a scroll to be traded to another person. This would essentially make it where base skills; while not being the be all, end all would still have some use and give each character a bit of individuality that has no reason to be removed. Then give us say 1 scroll for all (or just about all) the skills in the game that we can assign to different characters, remove (like in FE10) and trade around as we see fit. To me this would be the best of both worlds. However as the second poster in this topic brought up, class specific skills could be used as well, ideally as a replacement for the FE10's masteries that are all essentially 'and I 1HKO the enemy now' and other effects that barely matter.
  22. Both of them are pretty useful for early game chip damage (Lyn Mode for Will and Rebecca for early parts of Hector/Eliwood) and then about a third the way through the game drop both of them for either a promoted unit with bows (as outlined above). Generally both of them can be helpful when no one (baring a promoted Sain/Kent or Marcus) can 1RKO effectively allowing other characters to get the kills they need. Obviously this is more important for Rebecca (since Lyn mode enemies cap level wise much lower than in the rest of the game allowing for easier 1RKOs) but both of them are useful, just not for an entire game.
  23. It might not be the 'best' way of doing it, but remember that combat units are quiet a bit more difficult to raise than those who have staff exp to draw off of. Soren, Illyana, Rhys, Mist, Tormod and Elincia are very easy to raise to 20/20. Also the laguz (due to sky high caps) are next to impossible to cap anything. Lastly the majority of the prepromotes are incapable of capping any stats so that tends to reduce the total number of characters that you actually capable of raising for any good results. Next try to always use iron weapons as much as possible to make even overleveled characters (like 10 levels higher) no longer 1RKOing things to increase the total amounts of EXP. Lastly save your stat boosters for endgame to help with capping. I would say that... 14 + staff users should be easy enough for a transfer playthrough. Especially when you remove ALL the laguz, all but maybe 2 or 3 pre-promotes capable of capping anything that only leaves what... 18 total units that might be useful for capping purposes. Removing people Volke (usable for 1 chapter and endgame), Astrid and Makalov (less useful than usual in FE10) and maybe someone you just don't like it shouldn't be that hard to pull off.
  24. You are doing a really good job and when I get the DLC for the "Rise of the Samurai" I will definitely try out the extended range with monk archers trick since it seems to be a really effective tactic. I'm also enjoying seeing exactly how the main game and the DLC are different. I hope you keep posting skitarii I am really looking forward to seeing how this playthrough turns out.
  25. My vote is for Kamakura Minamoto clan.
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