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Frontiersmann

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Posts posted by Frontiersmann

  1. I love that it's been over a year and this dungeon is still a topic for people. As it should be. Dungeon is freaking hard! @Mods given the frequency of posts in this subforum please do not lock this for threadmancy. The terror of Thabes lives on.

    I started playing echoes in April (first time!) I finished the main content by June 1. I finished Thabes last weekend, July 15 at 3:30 a.m.

    • Normal/Classic
    • No DLC
    • No warning or notice of what awaited me at the end of the game. Very casual playthrough, terribly optimized. 
    • Grinding yes. 

    This dungeon destroyed my soul. First attempt, I used:

    1. Alm
    2. Celica
    3. Mycen
    4. Mathilda
    5. Python
    6. Zeke
    7. Tatiana
    8. Tobin
    9. Kliff
    10. Sonya

    I got to floor 8, had two turnwheels left, and kept going. I needed three. Sonya died. I freaked out. Evacuated dungeon, thought I had wasted a bunch of time, and then I remembered that there were resurrection shrines. So I got to bank all my levels and silver marks (about 1,000). Very humbling first experience.

    I made some substitutions and started grinding up dread fighters using the villager loop. I made my second real attempt while Jesse and Saber were both mercenaries -- I got to floor 9, people were starting to get max stats, I got cocky. Kept on going. I should have turned around... A bunch of entombed steamrolled right through my front lines with a critical hit, and surrounded Celica. Game Over.

    Bear in mind, I'm a busy dad with a career, two dogs, two little kids. My gaming time is instead of sleeping. I stayed up late on a Saturday for this, and I was completely wasted Sunday from lack of sleep. I was so upset. Ready to rage quit. I stopped trying for about a month.

    Third attempt last weekend.

    1. Alm (Hero / Falchion 1*)
    2. Celica (Princess / Beloved Zofia 1*)
    3. Tobin (Dread Fighter / Zweihander 3*)
    4. Saber (Dread Fighter / Brave Sword 3*)
    5. Kamui (Dread Fighter / Brave Sword 3*)
    6. Jesse (Dread Fighter / Brave Sword 3*)
    7. Python (Bow Knight / Killer Bow 2*)
    8. Silque (Saint / Blessed Ring)
    9. Genny (Saint / Blessed Ring)
    10. Tatiana (Saint / Prayer Ring)

    Strategy is probably obvious with the Dread Fighters. Went down to about floor 7 to max out 2-3 different stats. Got them back to dread fighters, and made my final attempt. Final run probably took 1 hour.  Even with all the raw stats, every single member of the team was necessary for offense at various points near the bottom floors. Which I hated, because using Alm and Celica is risky. Silque and Tatiana both have warp, which I used frequently. Genny and Silque both have expel, which was pretty much necessary on Floor 9. All three of the healers have invoke, which I shamelessly abused. 

     

    On 2/1/2018 at 9:48 AM, Kazuya said:

    I brought God, God's woman... 

    Sorry, I just had to make sure. You're talking about Clive and Mathilda right...? :rolleyes:

     

    EDIT: Sorry! My finger slipped, I hit ctrl+enter and posted too early.

  2.  

    On 5/26/2018 at 11:47 AM, daisy jane said:

    This run i was going for Max/Min stats and trying to achieve overclassing, as I want to play Thabes.  I hit 14 for Faye and have just realised now.... anew sucks. 

    I've been trying to play Thabes after my first play through. It sucks. I hate it.

    If I had min-maxed my stats I might be less irritated, but as it is, I'm just planning on running Jesse, Saber, Kamui, Tobin (dread fighter), Alm, Celica, Tatiana, Genny, Silque, and I dunno probably Mathilda or maybe Python. The first four have been through the villager loop a couple of times and their most important stats are maxed. The three healers will be using Invoke mostly. Alm and Celica will lie low. Mathilda and Python are both bad compared to the dread fighters. The two of them, and Alm and Celica all seriously underperform once you get to floor 9. I've had one close call with one of my characters dying (first time I used a revival spring), and I've had two instances after hours of heavy grinding where Alm or Celica were exposed by a death in the front lines, and the turnwheel was useless. 

    Thabes is awful.

  3. I heard from a friend recently that in Gaiden, it was possible to kill off three of Alm's units, and then revive them on Celica's side using the revival spring at the dragon shrine. Apparently they stay in Celica's army if you do this. Hypothetically it would work with the Fear Mountain spring too. So if you wanted to send Clive to the temple of Mila, then give Nomah to the Deliverance, you could. I've tried googling this but I'm having a hard time finding results.

    Has anyone tested this to see if it works in Shadows of Valentia? Is anyone inclined to? 

  4. We are seeing an increasing number of units with special abilities that negate Field Buffs. For one, I just played the Blazing Blade and I was so impressed by how difficult Ursula's chapter was that I decided to upgrade her to 5* in heroes and give her Keen Blarwolf ++, which cancels bonuses on opposing Cavalry units. Upcoming Morgan (M) has a similar skill that looks like it will ignore Buffs on any ranged unit.

    Blade tomes calculate their damage by adding the total number of field Buffs the unit is affected by to the end damage calculation. So if you run Cecilia with gronnblade and she is affected by hone Cavalry and fortify cavalry, she will deal 24 extra damage (30 if you account for the fact that her attack is boosted by 6, independent of the blade Tome rule). 

    When a buffed blade tome is it combat with an enemy that ignores its Buffs, what happens? I see two possibilities. One is that the blade Tome effect is ruined completely. The other is that the blade Tome still works because the units are still technically buffed, just that the Buffs themselves are ignored.

  5. So, with the conclusion of the Brave Banner, I have spent 180 orbs (almost all F2P) and pulled a single 5 star: Lucas. 

     

    In my last pull I got TWO 4 star Lucius. Don't get me wrong, I like him fine. He is a staple on my reciprocal Aid + martyr team for tempest trials. Gets me lots of Double A's. But I really don't need more than the single five-star I've got, and I'm not about to spend the feathers to upgrade him. So I am looking for good ways to use Miracle.

    Seems like the biggest downside to the skill is its long charge time. You can mitigate this with the following tools and techniques:

    - Killer and slaying weapons 

    - Quicken pulse 

    - Weapons that generate extra attacks (I.e. Brave weapons, especially on characters with either extremely high or extremely low speeds).

    - B skills that generate extra attacks (e.g. quick riposte and brash assault).

    - take free strikes on units that can't attack back due to range limitations and/or fire sweep.

    - Run a dancer to give the unit more combat actions per turn.

    - Steady breath and/or heavy blade (I wish I could do this...)

    Of course, surviving when a hit would otherwise be lethal is an obvious upside. One less obvious benefit to miracle is the potential to use it offensively. For instance, a unit with fully charged miracle could attack a unit with Vantage, get hit, survive, and kill. Similarly , a fast glass Cannon  who has taken a little bit of damage could strike, absorb an otherwise lethal hit, and follow up for the kill. In the enemy phase, it could also be used as an answer to desperation and even hypothetically QP moonbow Reinhart (just let them hit you twice -- they won't kill unless both attacks are strong enough to kill). Though to be fair, my experience suggests that Rinehart usually draws First Blood so miracle would not generally be charged.

    After that, it would be smart to use A Healer with rehabilitate, or run a unit with reciprocal Aid and a Healer with martyr. Also worth considering are Falchion + renewal, or any other skill that restores HP to the miracle unit.

    Given all this info, which unit do you think is best suited to use Miracle?

     

    I'm sort of considering seliph for kicks and giggles. 

  6. 41 minutes ago, LordFrigid said:

    Cool. Also, it took a little more skill manipulating than I initially suspected, but Merric vs Bruno confirms that attack order for Brash Assault (Attacker) vs Vantage (Defender) is indeed Defender → Attacker → Defender → Attacker. Luckily I just happened to have exactly what I needed to test that lol.

      Reveal hidden contents

     

     

    Thank you Lordfrigid! That looks like it took quite a bit of thought and planning. 

    Alas, poor merrick! I knew him, Horatio, a fellow of infinite jest! 

    ...

    To brash, or not to brash? That is the question. Whether 'tis nobler in the mind to suffer the slings and arrows of outrageously named spells, or take arms against Bruno, And by opposing end them: to die, to sleep no more; and by a sleep, to say we end.

  7. 6 hours ago, Anacybele said:

    Sorry, I must have misunderstood the thread's intention then. I thought we were talking about Hector counters in general.

    As a side note, I am interested in Hector counters. 

    I just pulled Ryoma and Linde, and I got Hector in the hero fest. So given enough time I ought to have a pretty good Arena team. I don't know if it's because of Ryoma's natures (-Spd +Res) or what, but he seems very fragile and Hector remains my biggest obstacle. 

    Until recently I've been running Sanaki as a check to Hector, but she's -Atk so the rest of the team has to pump the gas a little (rally/Hone/spur Atk) to score a OHKO. 

  8. If I had to restate the question, yeah, it would be "how does combat order of operations work when both units get follow up attacks and vantage is in play?"

    Normally it would be...

    Attacker primary>Defender primary (the "counter")>Attacker Follow up>Defender Follow up. 

    With Vantage there are two possibilities:

    1. Defender primary (the "counter")>Attacker primary>attacker follow up>Defender follow up. 

    2. Defender primary (the "counter")>Attacker primary>defender follow up>Attacker follow up. 

    Both possibilities seem intuitive to me.

    On the one hand, where a defender is eligible for a follow up, an attacker generally doesn't get to follow up immediately after their primary attack. On the other hand, defenders generally don't get to follow up before their attacker. I never stopped to consider whether Vantage moves not only the counter, but the follow up forward in the stack as well. 

    That RocketMo.github calculator suggests that vantage only moves the first attack forward. Cain would hit 4x in a row. I found another calculator that said the same thing. That said, I have no idea how these calculators were made. If they're done by deconstructing the game's code, that's confirmation enough for me. But failing that I'd like to know it works before I dump a bunch of SP into a Brave+ Brash assault user. My first impression of Brash assault was not good. But in a survivable unit (High Armor, Armored Blow, Defiant Defense, escutcheon, pavise, threaten Atk, Triangle adept, or any combination of these), I'm thinking now that the potential for a guaranteed follow up attack, even if the unit is very slow, could be quite handy. Like a breaker skill except it hits anything that can counter, rather than a single weapon type. And if vantage only moves the Defender's first attack forward, it would not make brash assault any less useful.

  9. I am wondering about combat order of operations and a few different skills.

    Let's say that you have Cain with the following loadout:

    W: Brave Sword +

    Supp: flexible 

    Special: flexible (escutcheon, moonbow)

    A: flexible (Defiant Def 3 / Triangle Adept 3 / Armored Blow 3 / Death Blow 3)

    B: Brash Assault 3

    C: flexible (Threaten Def 3 / Hone or Fortify Cavalry)

    Versus Hector:

    W: Armads 

    Supp: Pivot

    Special: Bonfire

    A: distant counter 

    B: Vantage 3

    C: flexible 

    Cain has 50% HP or less, so Brash assault will proc. Are the following scenarios correct?

    If Hector has full HP. 1. Cain hits twice. 2. Hector hits once. 3. (Bonfire is now charged) Cain hits twice more in follow up. 4. If Hector is alive, he follows up with Bonfire. 

    If Hector has 75% HP or less. 1. Hector hits. If Bonfire is charged, could kill and end combat. 2. Cain hits four times in a row (2 regular, 2 follow up). Bonfire is charged. 3. Hector follows up if his speed is high enough. 

     

     

     

  10. FYI Any green mage with Attack 31 and enough speed to double can kill Ursula in a single turn. (they will need to survive a hit, plus a bit of blast damage from the Thieves).

     

    Edit nevermind this doesn't work. I forgot to account for Robin(F)'s effective against Cavalry 

  11. 2 hours ago, Fruity Insanity said:

     

    Actually, you could try this: use the strategy from Reloaded's post quoted below, except exchange Robin (F) for Nino. 

    Edit for the record, I forgot about RobinF's effective against cavalry, Nino might need a bit of help. 

    2 hours ago, Reloaded said:

    I needed this step to beat the chapter on lunatic lol, here's how the rest of the run went (also I used the same team except that I replaced Cherche with Camilla)

    Turn 2: Move FRobin to safety, MRobin attacks the knight twice (with Olivia)- Bonfire is enough to kill it. During EP, the top ninja attacks MRobin. The ninja attacks twice, and MRobin once, which gives MRobin the chance to use Bonfire on his next action.

    Turn 3: MRobin eliminates the top ninja with Bonfire. Camilla moves to the spot above the right breakable wall (but does not break the wall), moving FRobin to the top left corner so Olivia can let Camilla move that far.

    Turn 4: The cav breaks the left wall, the ninja breaks the right wall. Camilla kills the ninja with her Brave Axe+, and MRobin kills the cav by attacking him twice with the help of Olivia.

     

  12. Just cleared lunatic, after lots of grinding and about 10 attempts. My team was:

    3* Robin(F): level 40

    HP 36

    Atk 31

    Spd 25 (not relevant thanks to tomebreaker)

    Def (not relevant)

    Res 19

    Lachesis: Lv 36

    With imbue equipped. Stats are irrelevant because she doesn't fight. Any healer with physic and imbue will work.

    4* Saizo: Lv 38

    Hp 30

    Atk 32

    Spd 35

    Def 31

    Res (not relevant)

    4* Draug: Lv 38+2

    Hp 44

    Atk 33

    Spd 23

    Def 39

    Res (not relevant)

    Spur Def 2 equipped.

    Kill Ursula in enemy turn 1 with Robin. Then retreat and use Draug as a road block. Lure out the top thief to attack Draug. Then use Saizo's harsh command ability on Draug to turn his debuff into a sweet, sweet +7. Have Draug turn the top thief into paste (so satisfying). Then back Draug up, playing defense while you keep Saizo and Draug's Hp up. With the top thief gone, you can retreat further into the corner of the map and use that space to reorganize your team. Dispatch the axe knight. The enemy will break both walls now. Keep Draug back to block the bottom thief from getting by. Once Saizo's Hp is full again, have him move in between Draug and your healer, and use harsh command on Draug. Have Draug turn the second thief to paste (still satisfying). Horseman will attack Saizo. Bring Draug back to attack the horseman. It's an unfavorable damage exchange but Draug's Lunge puts you back in a defensive position and allows you to do chip damage to the horseman until he finally dies.

    I hope this helps someone! If you're struggling, don't give up! Many teams have a path to victory. 

     

     

     

     

  13. Ok, here it is. 23k feathers and I'm having to make some decisions.

    1. Tharja +Def/-Atk

    2. 4* Corrin (F) +Def/-Res

    3. 3* Corrin (F) +Def/-Hp

    4. Sharena Balanced

    5. Lots of upgrades all around!

    EDIT: Also vaguely considering Barst +Hp/-Res because he and his Reposition have been serving me well for the past month.

    And I'd be remiss if I didn't mention 3* Tiki (Adult) +Hp/-Atk

     

    Screenshot_20170303-102515.png

  14. 5 minutes ago, BANRYU said:

     blatant favoritism (*cough*)

    I really like Tiki.

    Tharja is a little goofy but she's also my first pull, and my first character who hit level 40. 

    I'm trying to suss out some deeper strategy to build good teams even if the stats aren't as high as a 5* might be.

    If I can identify good strategies, then it might inform which characters I upgrade. 

    So far my favorites are...

    1. Dance + escape route for some great offensive shenanigans. (Olivia plus Marth, Cecilia or both)

    2. On paper Hone Cavalry and Fortify Cavalry look awesome together. (Gunter and Jagen)

    3. General mobility. My first non-starter team has a 3* Bartz and 3* Subaki. Bartz and Subaki have Swap and Reposition which allow me to outmaneuver the AI most of the time.

    4. Putting Corrin (F) on a team of mages and dragons to capitalize on all those debuffs.

  15. Hi all,

     

    I'm wondering if anybody has personal guidelines for how they use feathers. I'm getting about 1300 every Arena league (every week?), so I will have 20k feathers in early March. 

    I'm low IAP, but the possibility that I pull a 5* Tharja or Naga Tiki is causing me to rethink unlocking potential on those cards. 

    Other contenders in my stable for a 5* upgrade are Felicia, Saizo, Corrin (F), jagen (seriously) and Cecilia. I also have a 3* Olivia that I'm considering if I get another 2k feathers, but I could pull a 4* Olivia tomorrow so I'm a little torn on that too. None of these have appeared so far as 5* pulls in any event that I know of. But I'm looking through the abilities they unlock and in many cases I'm thinking that stats would be the main reason for unlocking potential. Going from attack +2 (passive ability) to attack +3 (passive ability) is not super exciting. 

    I'm also considering increasing ten different characters from 3* to 4*.

    How would you use 20k feathers? 

     

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