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NTNP

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  1. Ch.26: Turns: 6 Penalties: None Notes: A few interesting things happened this map. I managed to hammerine Ilyana and Bastian's bolting and blizzard tomes, which in turn raised her staff level to B so she could make use of a few of my better staves I was saving. Gatrie (with a forged silver lance and a couple of javelins) took out the entire northern part of the map. I had Ilyana, Bastian and Davden (who is entirely useless now since he is doubled by everything) traveling along with Reyson. One or both of the mages continually used their ranged tomes to take out enemies that were too strong to be one rounded. Alternatively Mak, Jill, Lethe and Ike all went straight towards the arrive square. Really it was a pretty good battle that I really enjoyed. Ch.26: Turns: 7 + 1 Penalties: None Notes: Mak, Gatrie, Illyana and Bastian went right and were the first ones to the door. Amazingly this party took out most of the top forces too, making them impressively useful. Jill and Lethe went left arriving just a little later than the other team due to Lethe having to stop and heal herself with an elixir. The cat then got put to sleep, resulting in Jill savioring her. Ike, Titania, Davden (who is a complete smite bot the white prince) and Reyson took out the middle area. Titania grabbed resolve and other than the treasure that the thieves got (and were later killed for like the spear and fortify) non of the other stuff got acquired. I ran on turn 1 with the BK moving both Mist and Ike from the field netting me Ena. Ch.27: Turns: 5 Penalties: None Notes: Jill's first act savioring picking up Ike (with the Ragnell and a pure water) and charging as far forward as possible with Reyson's help. She used a pure water, and dropped him in the middle of the dragon's nest at the end of turn 2. At this point I had both of them start going towards the boss. Meanwhile it was turn 3 before Mak, Gatrie and Titania caught up with them (after dispatching the first set of enemies.) Ilyana, Bastian and later Reyson worked together to make the best use out of their ranged tomes each turn. Tibarn was allowed to do his thing, completely destroying the first group of enemies and attempting to do in anything foolish enough to approach. I continue to be amazed at how strong resolve Ike is. On the last turn almost everyone combined an attack on the red dragon and boss in order to defeat him on player phase and allow Ike to seize. Endgame: Turns: 5 Penalties: None Notes: Ike combined with Titania and Ilyana went northward to fight the mass of the enemy forces with Reyson joining just a little later. Gatrie took the entire left side by himself (with the knight's ward). Jill, Mak, Bastian and Lethe went right. After the initial rush, I had Jill make her way over to Ike so they could exchange items and give her the speed wing so she would start the next play through with speed capped as well. Afterward Ike ran north, taking on Ashnard all alone. He was in resolve state after going toe to toe with two dragons, meaning an enemy phase crit. On turn 5 I had Ilyana physics him back to full health, and literally shoved Reyson as far forward as humanly possible for him to be able to be able to reach Ike. I had Titania run next to Ike for support bonus, and had Ike attack. He was hit, reduced down to 20HP. After that I had Reyson run up and canto our hero (then get directly behind Ike). With 30% chance of failure, I had Ike go at it one more time. This time it was a player phase normal hit, Ashnard wiffed and finally Ike got the critical at the end completing this map. All in all an amazing endgame with everyone but Reyson, Danved, Lethe and Bastian at maxed level. Turns to complete PoR: 185 Name Level HP Str Mag Skl Spd Lck Def Res| Support | Ike 20/20 53 (26) 10 (27)(28) 21 (24) 15 |Titania B, Reyson A| Titania --/20 50 22 08 25 24 19 18 14 |Ike B, NA | Gatrie 20/20 59 (29) 03 25 19^ 12 (30) 09 |Ilyana A, NA | Ilyana 20/20 46^ 10 (30) 27 22 19 08 (28)|Gatrie A | Lethe --/17 52 28^ 04 23 26 23 19 13 |Jill A | Jill 20/20 56 (27) 09 (26)(27) 15^ 24 10 |Lethe A | Makalov 20/20 52 (26) 04 21 (27) 14 (27) 10 |Bastian A | Devdan --/10 41 18 08 17 16 18 13 11 |-------------------| Reyson --/09 24 01 11 13 16 17 02 22 |Ike A | Bastian --/17 37 13 22 23 18 16 13 22 |Makalov A | Character Thoughts: Ike: 8/10 Honestly, he was average this draft. Really it wasn't until the last 5 maps or so that he finally lived up to the hype that Jill, Titania and the others had laid down due to his general underleveledness throughout the game. If only he was capable of gaining axes upon promotions like other heroes he would have been absolutely fantastic. Capped: STR, SKL, SPD, DED Kills: 117 Titania: 10/10 Once again, she is Titania. As usual she is amazing and almost carried this draft on her back. If played correctly (and perhaps given a few more stat boosters) I'm pretty sure she could solo this entire game assuming that she could hit Ashnard with something and do damage. I am somewhat shocked that she killed that many units though. I'm guessing that was half of the units in this game or so? Capped: None Kills: 245 Gatrie: 7/10 This was probably one of my favorite picks, but also the one that annoyed me most of all by the end of the game. For those of you to look, he was 1 point of HP away from starting the next game with +7 HP, aka enough to BEXP him to oblivion and back. Oh well, otherwise onto his information. He was a great unit throughout the game, made early game a lot easier, allowed me to consistently be protected from the rear and eventually became the one unit I could depend on to defeat anything with a pure water and the knight's ward. Gatrie was easily worth a 3rd or 4th round choice in a draft setting. Capped: STR, DEF Kills: 101 Ilyana: 7/10 Well, she was actually very useful in this RP. I might have considered switching her for the 4th round pick next time (assuming I didn't end up in the same situation I was before). She quickly promoted, and could handle a lot of enemies thanks to vantage. About the only negative was that I didn't press her wind magic usage enough for her to use blizzard, but that doesn't really matter considering I had Bastian too. She was a good choice, and worth picking if only for her ability to use staffs and hitting res. Capped: MAG, RES Kills: 72 Lethe: 7/10 Honestly, she only started slowing down around chapter 21. Until then she was capable of 1RKOing absolutely everything she looked at unless she was at 2 range. I learned to always have someone trade away her demi band before the battle ended so she would start 'shifted' on the next level. Honestly, I couldn't have asked for anything more unless they would have used the strike system in this game to eventually let her gain more base ATK. Capped: Nothing Kills: 73 Jill: 10/10 She was best unit in my game without question. A flying unit that uses axes and lances who can hit effectively at 2 range, 1RKO at 1 and can travel further than any other unit in the game while avoid terrain and dropping powerful units for the enemy to take on while conquering maps? What else could you possibly ask for? She was unquestionably the best choice for the first pick in this style of drafting. Even with the BEXP limitation, she was still a wonderful unit except for the first 2 maps where she was reduced to a drop bot instead of the death machine she could become. Capped: STR, SPD, SKL Kills: 124 Mak: 7/10 Honestly, not a bad choice. I feel like with the BEXP requirement removed he would have been significantly better due to being promoted a chapter or two after being recruited instead of being useless for so long. Oh well, either way by endgame he was magnificent and could be trusted to take on almost anything alone or at most with a little help from Titania. Capped: STR, SPD, SKL Kills: 82 Devdan: 2/10 I really regret choosing this unit… Even with the additional BEXP he still wasn't capable of doing much in PoR. He couldn't 1RKO with silver lances and knight's ward's help so it's obvious he probably won't ever be that useful. If I could trade this unit for a different one that would have been available later I would have without question. About the only thing he could do well was smite… Capped: Nothing Kills: 16 Reyson: 10/10 My dancer was amazing as usual. Admittedly I used the laguz stones for him a little early but still, a perfect round 2 pick. On turn one he would let me remove Jill + cargo then he allowed Ilyana and Bastian to make amazing use out of long range tomes. On most maps he was the major reason (along with Jill) that I could complete things so quickly. Capped: Nothing Kills: 0 Bastian: 4/10 Not a horrible pick. I wish that I hadn't gotten stuck with Oliver too, but hey what can you do? He starts out able to use everything but lightning well (good for Ilyana), and could use meteor and blizzard, which is why I chose him. In the end of the game he would reduce laguz to half health thanks to a well used high level tome, usually doing enough damage for an ally to handle the enemy without blinking an eye. Capped: Nothing Kills: 16
  2. Alright, let me think about it for a second. I think these are the ones that would be interesting: Elincia x Nephenee (or Brom) Elincia x Mist Elincia x Marcia Calill x Largo (to explain where their adopted daughter came from) Janaff x Ulki (honestly it could only help them) Tauroneo x Zihark (so it would explain why he joined Daien) Tauroneo x Jill (same reason) Haar x Tanith Marcia x Makalov Oscar x Ilyana
  3. Personally I like support chains. Usually I pick maybe 4 units (and Ike of course) and try to set up a good support chain. For example say I choose Oscar as one of my 'in play' characters: Oscar Kieran Marcia Tanith Would all also be selected.
  4. Again, I'm sorry but I have to withdraw from this due to time restraints. Please give my position to someone else.
  5. @Steel Lance: If you want you can have my spot. Real life is taking up a bit of time so I wont have time to finish this reliably.
  6. I noticed that after the fact. Either way it didn't hurt my score too badly though. Ike managed to take away a lot of the heat that was originally on Jill. But hey, you live and you learn. Also yes, that was a lot of deva ju.
  7. I'd be in as well since it sounds fun, however can I make a suggestion on the list system? Can we send in 24 pokemon (two rounds per list) meaning we would only have to send in 3 sets of list instead of potentially 6 lists?
  8. Ch.19: Turns: 3 Penalties: None Notes: I used Janaff in conjunction with Jill in order to speak to the Raven king. Once those two required turns were done (by the way he'll block Jill if you're attempting to rush the boss from the middle) I sent Jill towards the boss along with Mak and Titania. The others formed a semi slow moving wall that advanced towards the boss. On turn 3 Jill was sitting in front of him, and he attacked. It wasn't until play 4 player phase that I finally was able to kill him. Ch.20: Turns: 2 Penalties: None Notes: A few confessions first. I've tried this map 4 times now in order to figure out a good strategy. First, if Jill attacks her father and is still in 1 range during the enemy phase they will talk and she will go traitor on you. Second, there is an actual sweet spot where you can use meteor on the right side of the sage that spawns turn two. Lastly, sending a paladin down to nab the rescue staff requires the knight's ward to help survival (why Titania never used sol once that attempt I'll never know). Well on turn one I sent Jill (hand axe) as far as possible to meet up with Reyson while still heading towards the goal. I sent Ilyana towards the northern houses and had everyone except Titania follow. They defeated the starting enemies during enemy phase (except the priest and one of the wyerns). Next turn Ilyana moved as far as possible after being shoved, along with Reyson until she was on the furthest part of the lower map. At this point, she used meteor removing half of the boss's health. Reyson vigors, then Ilyana kills Jill's dad from half a map away. At which point Jill moves north east and claims her father's throne. An easy win thanks to flying and a sage. Ch.21: Turns: 8 Penalties: None Notes: I swear this chapter was going to cause me to rage quit this draft. Even after being given a pure water (in fact ALL my crossing units had pure waters) either Jill, Ike, Lethe or freaking Ilyana (who is only a point or two away from capping RES) would be put to sleep! In the end I had Jill bring Ilyana over first to draw Ena's sleep staffer while Mak and Titinia drew the other two. Gatrie, Lethe and Devdan fought near the entrance and then went northward to reach the subboss. I only got a strength drop and the occult by having Ike talk to the traitorous king slayer before a mix between Ilyana (meteor) and Jill (forge) defeated Ena and Ike seized later that turn. Ch.22: Turns: 1 Penalties: None Notes: Having a good mage always helps, and here is the number one time. Jill (with the help of Lethe) killed the bolting sage so Ilyana would continue to have ammo for next turn as well. Everyone else just attacked or shoved in order to help out for a turn. In the end I had Ilyana (with Reyson's help) double tap the boss for a turn 1 victory. Ch.23: Turns: 6 Penalties: None Notes: Jill had an interesting role this chapter. I had her first move as far forward (eliminating the 1st ballista archer, and then later the blizzard mage and lastly the 2nd ballista archer) for the first three turns. She then doubled back to meet Haar, free him of his brave axe and eliminate the reinforcements. Meanwhile the remained of my team headed as far forward as they could each round, usually with people like Ilyana, Devdan or Ike receiving the vigor from Reyson. All in all a moderately successful chapter, and while it could have been better I have little complaints. Ch.24: Turns: 5 Penalties: None Notes: On the first turn I had Jill pick up Ike and be vigored by Reyson to get a move advantage. She stayed in the air (with cargo) for two turns, then dropped Ike off near the top of the hill. At this point Titania and Mak had managed to break through the eastern bridge's defenses and joined in on a pincer attack on the boss and annoyance troops. Gatrie went to the savior house to pick up the scroll and distract the wyverns. Meanwhile I recruited Bastian to my team and loaded him up with high powered wind magic (since Ilyana only has a C here) by having Reyson originally carry them. Oh and everyone BUT Jill and Mak have gotten access to silver weapons and silver forges. Ch.25: Turns: 4 Penalties: None Notes: Jill (who now has savior, and oddly enough Gatrie) baited the boss, and a combination attack between Ilyana and Bastian (using long range tomes) destroyed him by round 2. Next turn she dropped Gatrie at the top of the map with a forged silver lance and a spear. Jill alternatively parked herself with a spear equipped and the entire enemy force suicide onto them. Ike, Lethe and Ilyana went up the eastern bank. Mak, Titania, Devdan and Bastian mopped up what little remained of the initial enemy force with the help of a fully transformed Reyson. Total Turns thus far: PoR: 161 Name Level HP Str Mag Skl Spd Lck Def Res| Support | Ike 20/13 48 24 08 25 27 18^ 21 12 |Titania B, Reyson B| Titania --/17 48 21 07 23 21 18 17 13 |Ike B, NA | Gatrie 20/13 53 28 02 21 17^ 10 28 09 |Ilyana A, NA | Ilyana 20/14 45^ 08 28^ 24 20 17 07 (28)|Gatrie B | Lethe --/14 48 27^ 04 21 24 21 18 12 |Jill A | Jill 20/17 54 24 08 (26) 24 14^ 21 10 |Lethe A | Makalov 20/12 47 24 04 18 (27) 13 22^ 08 |Bastian C | Devdan --/10 41 18 08 17 16 18 13 11 |-------------------| Reyson --/07 24 01 11 13 16 17 02 22 |Ike B | Bastian --/14 36 12 20 21 16 15 12 20 |Makalov C |
  9. I guess I should update since I beat Brock this afternoon. Before I started the big battle my team's levels were thus: Charmander Lv.11, Spearow Lv. 11, Mankey Lv.9. Amazingly this wasn't too hard of a battle. I started with Mankey who used low kick off three times to eliminate him after taking two tackles in a row. I switched to Spearow and used a potion on Mankey (now level 10), and leered Onix twice before getting KOed. I switched back to Mankey that 1HKOed Onix with a low kick. In the end Mankey is just now reaching Lv.10, just used Rock Tomb to replace leer, and ready to start the trek to Mount Moon.
  10. This really matters on your character's stats. While I choose Boyd (since BEXP tends to help his speed and defense) if you could copy down each character (or just Mai, Boyd and Ilyana's) so we could take a look and give you a more indepth answer that would be great.
  11. Starter: Charmander/Charmeleon/Charazard Considering the fact that my team covers fighting (rock/normal), Flying (bug/plant), Psychic with dark support (everything but dark), Water with ice support (fire, rock, ground etc), Rock and Ground (fire, flying, electric etc) and Electric (water, flying) that lets me take on most enemies. I don't really need to replicate a water type, nor add a grass type since water and electric cover those so I choose my favorite starter, the flaming lizard. She (amazingly) will likely start being spectacular around the 3rd gym but until then will have to have a little help. Round 1: Mankey/Primeape This pokemon alone will make Brock's gym and mount moon a breeze. Post mount moon Fury will be receiving a mega punch (or kick I'm not sure yet) and can probably handle most of the game up until the psychic gym. Although his defense is a bit low even at this low level, he can still do an impressive amount of damage per strike and will only get better in time. Obviously a pokemon that will be coming with me from the very beginning until endgame. Round 2: Spearow/Fearow About the same time that Charmander fully evolves, this little gem will stop gleaming so brightly. Really after the poison gym (and acquiring Electrabuzz) there wont be much of a reason to deploy this little fella. However for well over the first half of the game he'll likely be a big reason for my success. Early on in the game flying is effective against a lot of enemy types and weak to only a few (rock and electric) which should be easy enough to protect him against. Round 3: Drowsee/Hypno Although psychic types have been weakened since the first time I played this series, this pokemon shouldn't be too much of a waste. He (or she) generally tends to make good use out of hypnosis, psychic attacks and the newly found shadow ball to keep the damage level as high as possible. Also the added bonus of having a decent physical defense and health is always a perk as well. Round 4: Poliwag/Poliwhirl/Poliwrath If only I could have gotten this little guy a little earlier in the game... oh well. He'll have to be spoon fed a bit of experience (and potentially a water stone later) to keep up with everyone else, however I suspect that offensively he can make up the damage very well. Really a steal for a fourth round selection, and a good companion all the way around. Round 5: Onix Most people can't stand this pokemon due to his obscenely slow speed. However he joins up moderately early, has a strong movepool between TMs and natural moves and can tank fairly well against anything other than a special sweeper. As long as he doesn't have a nature that takes away part of that beautiful physical defense he'll be a strong contender for the entire game. Round 6: Electrabuzz Now being an exclusive to Fire Red is the only way I can imagine this guy still being around. He has great physical and special bases, and a strong move pool. About the only weakness is that he can't be acquired all that early. However once he joins my team he will replace Spearow (who is likely fallen behind considerably by now) or be subbed in instead of onix for fights that don't require rock/ground based attacks. Notes so far: I've just reached Brock's Gym but not challenged yet. Oddly this feels pretty close to a normal playthrough considering that I've got 3 pokemon at word one and they are all at about normal levels. Mankey helped me grind to find an appropriate Spearow and then the bird and lizard burned and pecked a bloody path through the forest leaving bug catchers laying by the wayside in the terrible duos wake. Now I just have to see if my moderately low leveled Mankey is strong enough to low kick his way to victory against geodude and onix.
  12. So its been a day or so now... is there anything new going on with this draft?
  13. Well I sent my last ten picks (about the same as before order wise).
  14. @Naglfar: I would too (hence my post before with Sparrow since it would probably be almost as quick) but it looks like that's not going to be the way it is.
  15. Mines been in for a while too. I wonder who we are waiting on?
  16. I guess that makes Spearow my second pick.
  17. King Tibarn, your the first person to choose in this draft...
  18. I'd be interested in doing this. Admittedly I only play this on long trips and other types of extended travel, but I'll be sure to post when something happens. I only have access to Fire Red though.
  19. Ch.15: Jill's Two Turn Turns: 2 Penalties: None Notes: This was Jill's finest hour. She used the laguz lance, along with the laguz band to limit damage. She managed to defeat Maurim, if only barely, thanks to a bit of good luck. She avoided the two tigers beside Maurim's attacks allowing her to survive. I shoved Ilyana as far north as possible (Lethe + Ike + Gatrie) allowed her to reach the correct point on turn 2. Finally Mak managed to fight off a cat! Using a max MT, high hit, reduced weight sword he defeated a kitty letting him reach 50 EXP so I could increase his level for next time. Ch.16: So much treasure, so little time… Turns: 8 Penalties: None Notes: In order to recruit Danved, I had to choose a 'kid' to bring with me. In order to make this easier on myself, I picked Tormod since he had the highest movement and could be kept safe easier than anyone else. Danved required an extra turn in order to recruit, which was annoying. I managed to get the full guard and draco shield thanks to two chest keys on Mak and Lethe respectively. Titania killed the boss using dual sol. Oh and Mak gained 3 levels over the course of this chapter, all equipped with the knight's ward. Ilyana promoted after this chapter with a seal. Ch.17-1: A quick finish Turns: 3 Penalties: None Notes: I only had to deal with a single group of reinforcements on this chapter. I had Gatrie take care of the southern reinforcements. Mak, Ike and Ilyana went west to deal with the axe users. Lethe, Titania and Jill took care of the eastern side. Once turn one was complete, I sent Titania and Jill northward while Lethe took on whatever was left over. The last turn consisted of Gatrie eliminating the enemies by 1HKOing them using his forge. Jill promoted during this chapter, resulting in her finally making use of handaxes. Ch.17-2: A better use for boots? Turns: 4 Penalties: None Notes: I was only a single square away arriving on turn 3. If only you could place where Jill started… oh well. The rest of the team started fighting the paladin swarm as it arrived, with Mak (warded) at the forefront. Generally he's turning into a pretty good warrior after eating a draco shield some time back. That was about it for that chapter. Ch.17-3: The chapter that never ends Turns: 10 Penalties: None Notes: I really wish that if I killed everything this chapter would end. By the end of turn 3, there was only a pair of healers left alive. Pure water Jill with a handaxe took care of the first group of enemies in the swamp. Gatrie, Mak and Ilyana worked at the western side of the map. Titania, Lethe and Davden took out the coming enemies from the south. Within a couple of turns, no one was alive resulting in turns 5 onward being two units in each spawning location killing everything that foolishly showed up. Ch.17-4: Why fliers are overpowered in PoR Turns: 2 Penalties: None Notes: I only have a single complaint here, I missed out on adapt. After a bit of thinking, I'm pretty sure that -1 turn is better than whatever Davden or Gatrie could do with it. On the first move Jill moved next to the meteor mage and used pure water. Next she moved diagonally from Oliver with her handaxe equipped. She attacked, but thanks to Oliver's draining effect he didn't die on player phase. It wasn't until enemy phase he finally eliminated himself. Oh and Mak promoted finally since I sent him mostly down there alone to deal with the initial enemy swarm. Ch.18: The wall rush. Turns: 9 Penalties: None Notes: Having Reyson was actually a lot of fun on this map. He used a laguz stone first thing, and then stayed with the main group chanting a mix between Jill and Mak (canto helps), Ilyana my only healer and whoever else was nearby. I managed to get wrath (which goes on Ike for the final chapter) and killed the boss on turn 6. Getting to the untransformed ravens was a bit difficult, but nothing two turns with Jill couldn't handle. Lastly I left Titania to deal with the spawning cavs. Character Information Name Level HP Str Mag Skl Spd Lck Def Res | Support | Skill | Ike 20/03 40 19 06 20 22 15^ 16 09 |Titania B |--------------- | Titania --/13 44 19 06 20 19 16 15 11 |Ike B | So | Gatrie 20/06 47 24 02 17 14^ 08 24 06 |---------- |--------------- | Ilyana 20/05 40^ 06 23^ 20 17 13 06 23 |---------- |Vantage, Cancel | Lethe --/10 43 25^ 04 19 21 19 16 11 |Jill B |--------------- | Jill 20/10 50 20 06 25 21 12^ 18 08 |Lethe B |--------------- | Makalov 20/03 41 18 04 14 22 10 19^ 07 |-----------|Tempest, Counter| Devdan --/08 39 16 08 16 15 18 12^ 10 |-----------| Serenity | Reyson --/04 22 01 10 12 15 15 02^ 21 |-----------|Canto, Blessing |
  20. Ch.8: Desperate Ploy (Defend) Turns: 8 Penalties: None Notes: First I made Ike a forge (Ettard), with almost max MT which will be useful in the future hopefully. I swear it felt like Titania was absolutely everywhere at once while Ike merely kept himself alive on the defense square. First she went west to defeat the mages and armors. Then east to block off the other pathway while Ike (regal blade in hand) fought off the cavs. Next he went back to the defend slot, while Titania went after the boss. Although I was lucky enough to have Ilyana show up early on (turn 3) she only recruited on the last couple of since she was so useful in protecting Ike as an enemy. She did however take out three enemies and fought another (once she used the speed wing) to gain a level which did help Ike a great deal. I also managed to get the soldier band, which was wonderful. But I have to admit, I was happy when this chapter was over. Ch.9: Ilyana and Lethe at the beach, Titania and Ike at the fort… and WHY is Marcia taking so long? Turns: 8 Penalties: None Notes: Now for my character favoritism. First Ilyana got the seraph robe I have been saving and then I BEXPed Ilyana (mage band) up to the allowed level and made her a 7MT, 1WT thunder forge called Divine Wrath along with the standard vulneraries so she could be up to par with the demoness herself and lil Ikie. I then assigned Ike his Soldier Band (for HP and DEF capping) and gave him 50 EXP pushing up to Lv.13 after the battle that was last chapter (he gained 2 and a half levels in 8 turns). Also this could have easily been 6 turns if not for Marcia taking her sweet time getting over to the arrive square and self recruiting with Ike. Ch.10: Prison Abandonment? Turns: 7 Penalties: None Notes: Before this mission, I loaded Titania and Lethe up with chest keys and BEXPed Ike 14.5 and Ilyana up to the next level since she was at 56 EXP. During the course of the mission Ilyana gained some levels, and has become impressively useful. I didn't recruit a single unit here, since none of them meant anything to me so they can spend a life time in the dark for all I care. In the end I defeated the boss, took the short axe using Lethe's move once she took down the Halb. Also Ilyana KOed that bald freak after he asked if she wanted to stay with him forever, fitting somehow. I also received a steel lance via Titania. Ch.11: Fare thee well Killer Ed-Zihark. Turns: 7 Penalties: None Notes: Before this mission, BEXPed Ilyana, Lethe (who fought like a champ last chapter as MVP) and Ike up another level. I created a wind forge (Vortex Gate) for Ilyana to do double damage on the ravens. Lastly I made a couple of minor purchases before starting the chapter. I put everyone as far left as possible, sending Titania to the el wind house choke point while everyone else deals with the vigilantes and starting forces netting me the draco shield. Lethe killed the boss with Ilyana's help while Titania arrived on player phase 7 after the knight suicide on her forge. Oddly enough, once Lethe de-transformed she and Ike shoved Ilyana to the elwind house to finally claim it. Ch.12: Raven Dang It Turns: 9 Penalties: None Notes: I had to be a little more careful with Jill than I thought, however I did manage to get her to level 10 by having her go toe to toe with everything but the boss and three ravens. I forged Fizzard's Fury (max MT lance) to help her damage potential and accuracy, then let her go to town by hitting and running the ravens around the map. Alternatively Ike with the laguz slayer, Lethe (who eventually detransformed after gaining a level and some change) and Titania formed a wall around Ilyana (forged wind tome) to keep themselves safe and deadly even though no one doubled but Lethe. Oh and Jill was the MVP of this chapter, as opposed to Titania that had owned every chapter before it. Ch.13: Turns: 6 Penalties: None Notes: First things first, I gave Jill her allowed BEXP pushing her up to Lv.12 (since she was over 50EXP), and I upped Lethe, Ilyana and Ike's level by one as well. I made another forge for Titania since hers was about dead and I purchased a couple of lances for my team. The mission itself was interesting. I had everyone but Titania shove Ike forward in order to recruit Gatrie on turn 1 who managed to take care of the middle plank himself (with the knight's ward) giving him an impressive Lv.17 by the time the mission was over. Jill went left, took out that plank and then killed the ravens as they appeared with her laguz guard active. Meanwhile Titania and Ike took out the boss. Ilyana took the ship itself. By turn 4 the entire enemy force was gone. I spent the next two turns (since Nes and Tibarn still had to do those scenes) collecting items in the chests. Ch.14: Jill's charge and Marcia's silent steps Turns: 4 Penalties: None Notes: Gatrie got his 4 levels (by the way, that should be lowered for next time to maybe 3) resulting in him being absolutely unkillable and nearly unstoppable with Azure (max MT lance). Alternatively everyone else got their correct amount of levels as well. Once we started the mission, I had Lethe and Ilyana take the spirit dust house and then over to where Mak was. Marcia was deployed to recruit her brother, via hiding in the mountain side. All I managed to get was vantage (which Ilyana got) before Titania double sol'd the boss ending the chapter. Game Stats: PoR: 90 + 4 (p) RD: na + na (p) Total: 94 turns Character Stats: Name Level HP Str Mag Skl Spd Lck Def Res | Band | Support Ike 19/-- 33 14 04 17 18 14^ 12 06 | Soldier | Titania B Titania --/10 42 17 06 18 18 15 14 10 | Knight | Ike B Gatrie 20/01 43 21 02 15 13^ 07 21 05 | Paladin | ---------- Ilyana 18/-- 33^ 03 18^ 15 13 10 03 18 | Mage | ---------- Lethe --/07 39 15 04 13 16 18 10 07 | Beorc | Jill C Jill 16/-- 36 14 02 16 13 08 13 03 | Thief | Lethe C Makalov 12/-- 31 10 02 07 12 08 13^ 02 | Ward | ----------
  21. After a considerable wait, I've finally started my play through and finally reached the base so I could record everything easier. Please note this is after BEXP usage at base. Here are chapters 1-7 of PoR and my current units. Prologue: Just going with the flow Turns: 4 Penalties: None Notes: Just like everyone else, I beat Boyd down, healed then taught papa bear a lesson he wont soon forget. Ch.1: Dumb tutorial, tricks are for kids! Turns: 4 Penalties: None Notes: I had Titania visit the steel sword house before rushing to the seraph robe house allowing the enemy to suicide themselves onto her as she went. Ike alternatively blocked off the point just in front of the fence for two turns, then ran the rest of the map in order to seize. The only person still alive on the enemy side was a lone, highly damaged swordie. Obviously a simple chapter, and a good one. Ch.2: No! I said don't attack Oscar! Turns: 4 + 4 = 8 Penalties: Oscar Notes: I really wish I understood WHY the AI in the game continuously choose to attack Oscar while he was hiding. I had Boyd holding Rhys, with Oscar in front in the starting corner while Ike put himself in harms way... yet after 3 tries the AI continues to attack Oscar first. In the end, I choose to go with the flow and just take the penalty. I sent the green cav to take care of the initial north east enemies while Ike went west to take out the fighters in the bushes. When Titania eventually arrived, she ran north with her steel axe and not a single enemy survived a round against her. Although I wish I could have dealt with the problem associated with the AI, I suppose I am content with what happened. Ch.3: Crap I have to talk to Marcia Turns: 4 Penalties: None Notes: I had Shinon move to the position next to where Gatrie would be, then had the living wall rescue him next to the elixer house. This is where Gatrie would stay for the rest of the map with an iron lance eating tiny counter attacks and gaining EXP along with the blessed healing item. Meanwhile Ike rushed forward along with Titania. I could have finished this map a turn sooner, but I had to get Ike all the way to Marcia and cut a way for him using Titania's turn. Oh well, at least I got the handaxe for the trouble. Next turn Titania got into the bosses range after smacking him with the hand axe while Ike took out another enemy. On enemy phase, all the captain's subordinates fell one by one to Titania's hand of glory, followed by the bloody tyrant himself last. Ch. 4: All hands CHARGE! Except you Ike... Turns: 2 Penalties: None Notes:Once again Gatrie rescued an ally (Rhys this time) while Soren and Shinon headed for the northern most point on the map. Ike hid to the north in the bushes cutting off the enemies attempts to man handle them. Gatrie only moved once, then got surrounded by enemies for the rest of this short map who all died on enemy phase turn two to his mighty steel lance. I had almost forgotten how powerful he was early game. Meanwhile Titania cut a blood path through the enemies with her now destroyed steel axe and half used hand axe. In the end, Titania got the kill shot on the boss during enemy phase and netted her a much needed 2 range option. Ch. 5: Slow Advance (Defend) Turns: 6 Penalties: None Notes: I positioned Gatrie where he could get into the healing bush on turn one, and he stayed there most of the map only leaving on the last turn in order to kill an annoying archer. Ike alternatively camped out on the defend square being attacked twice in the entire map, while the un-drafted units hid on the western end of the map. Titania once again rushed towards the boss, eliminating the boss on enemy turn 5. Once again, by the end of the map only a single unit survived, an annoying archer. Ch.6: Discretion is the better part of valor Turns: 7 Penalties: None Notes: Everyone not named Ike or Titania went deeper into the thickets to hide for the map. Ike rushed out towards the eastern bridge then was picked up by Titania (javelin equipped) and began the slow run towards the escape goal. I ended up using one part of the elixer, but killed the boss and about half the map with Titania. I considered doing another way with Ike fighting, but he just wasn't strong or agile enough to keep himself from being a liability at this stage of the game. *At this point I used the Icon to increase Ike's luck by 2, not that it made any difference in the next chapter... Ch.7: Gatrie's Finale Hurrah Turns: 10 Penalties: None Notes: Gatrie absolutely decimated the top half of the map using his steel lance. He defeated everyone but the boss (Titania got him) and ended up at level 15 by the time he left. As usually I was extremely impressed with his performance. Ike alternatively had some room to be desired, mostly due to his strength not being high enough to use a steel sword effectively and not durable/dodgy enough to avoid enough hits to survive all the enemies I needed to throw at him. In the end Titania had to play double duty protecting the little lordling, resulting in all but the armor slayer being taken. By half way through the map, the armor slayer room had become everyone but Titania and Gatrie's HQ with Ike defending the door. Amazingly this was an extremely enjoyable chapter, if a bit annoying to keep all the NPCs out of harms way. I'll be so happy next chapter when I can choose who to deploy. Please note that Ike was at 9.5 so he got BEXPed up to 10 even. Character Information: Name Level HP Str Mag Skl Spd Lck Def Res | Band | Support Ike 10/-- 26 10 02 12 13 11^ 08 03 | Knight | ---------- Titania --/06 38 15 05 16 16 13 13 08 | Fighter| ---------- Gatrie 15/-- 37 15 00 10 06 06 18 01 | Paladin| ----------
  22. In about a week I'll be ready to start. Until then, I'll be watching and preparing for my playthrough.
  23. I'm personally against allowing stat transfers of non drafted units. Oddly enough I doubt anyone would really benefit from it in the long run (since it would still eat half your BEXP to raise Geoffrey even with paragon), but it seems like a way around the spirit of the draft somehow.
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