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monkymeet

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Posts posted by monkymeet

  1. Tharja gets desireable growths in Mag/Spe/Def. She was very easy to use in my semi-blind first playthrough. Access to Dark Tomes, which are arguably the best magic in the game definitely puts her up a few places. She's definitely not High tier because of only acceptable base stats, but doubling dark mage accounts for something. Anathema/Hex is also useful support and helps make up for her accuracy issues otherwise.

  2. Rally Luck = 16% chance of armsthrift. Useful earlier in the game for those precious glass weapons when you aren't even close to the cap.

    Paladin with boots+Galeforce, paired with a Dark Knight with Galeforce and Deliverer+Rally Movement+Rally Love=???

    15 move w/ Galeforce ftw

    I think we can do better than 15 move ;p

    Maxed Magic Lissa rescuing a paired up fliers with boots, +1 movement skill, +2 move from Deliverer, and the 2 move from the Rallies... (20? + 39 = about 59 squares in ideal situations?) Wheeee

  3. I had also come up with a "steampunk" infantry idea. Instead, the steamrifles have unlimited ammo, but have to be "reloaded" every 6 shots. This can be done with the reload command during the player phase. However, at 1-range they can still counter once they're out of ammo with their bayonet, which is sort of like a slim lance. Of course there was a custom made steamrifle for the (totally awesome wyvern riding) Queen character with 10 shots and higher might. I rationalized higher strength means more damage done because it allows more pressure to be built before the steamrifles were shot, therefore doing more damage. It was to be a niche class with only the Queen and the Queen's Guard using steamrifles due to it being very new technology, a FE on the verge of a industrial revolution.

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