Jump to content

samthedigital

Member
  • Posts

    736
  • Joined

Posts posted by samthedigital

  1. On 10/5/2023 at 9:33 PM, lenticular said:

    I do like the idea of sending him down multiple class lines to get a bespoke statline. I'm not sure that I really believe in it, in my heart of hearts, but I'm definitely interested in playing with the numbers a bit or seeing anything that anyone else comes up with.

    I tried a bit to see if I could come up with a good physical set, but in the end I couldn't get anything that I liked. The problem is that there aren't any useful stat niches that Jean can fill; Kagetsu and Panette already have everything covered. He can in theory come close to matching Kagetsu by the very end of the game (Sword Fighter > General > Wyvern iirc), but I don't think that he even reaches Kagetsu's stats until some time past ilvl 40 which is more than any of my units ever reach by the end of the game in my experience. I guess I could see someone else getting higher ilvls on hard or with more grinding, but I have no frame of reference for that.

    Anyway, since no one else has really talked about it I want to quickly mention that the fundamental flaw with Expertise as a skill is that it requires Jean to go into classes that might not work well either for him or for the team. That means that even ignoring the incessant amount of grinding I might also have to go into classes that I would otherwise avoid or use in a way that isn't really fitting of the class. No other unit has this problem; they can just reclass to whatever they want at any time without killing their stat potential.

  2. 1 hour ago, Shadow Mir said:

    but it is likely coming very late in the game

    It depends on difficulty and the amount of juggernauting we're doing. Robin can go Tactician>Merc>Hero>Dark Flier and reach it by chapter 13 on Lunatic. It's not strictly the most efficient (in terms of experience) way to get there, but it's easier for her to juggernaut. It's probably possible to get Sumia there in time for Lucina too, but I haven't experimented with that yet; I got her there by chapter 15 or so if I remember correctly because I was getting as much experience as possible on Robin. If you're playing on a lower difficulty or spreading experience between a lot of units then it's going to take a lot longer with less experience available naturally.

  3. I don't know that this has been mentioned yet, but in Sacred Stones Tana and Vanessa are considered better on Eirika route because they help out immediately on her chapters even if we have to go out of our way to grab the Elysian Whip. On the other hand on Ephraim route Cormag comes exactly when we need a combat flier with an Elysian Whip, and there isn't as much need for a second one.

  4. 1 hour ago, lenticular said:

    He falls somewhere in between Citrinne and Pandreo, with a speed better than hers but worse than his and magic that's better than his but worse than hers (though he does eventually surpass her magic at ilevel 29). And maybe that's OK? Being a competitive unit isn't bad, and maybe we prefer his stat spread over either of theirs for some particular purpose. Except that we've had to do an awful lot of work in leveling him up to reach that point of broadly comparable.

    From the looks of it Jean has to get to 10/20/8 to pass Citrinne in magic as a Sage, or did you mean Pandreo?

    2 hours ago, lenticular said:

    I want to like Jean, I really do. I like using growth units, and I conceptually like how Expertise works. But I just can't find the build that really makes him sing. If anyone else has any other suggestions for stuff that I've missed, then I genuinely want to hear them, but for now, we will move onto:

    If you really want to make him as good as he can possibly be without having to spend that early Second Seal then your best bet would probably be to go into Griffin Knight to fix his speed once he promotes and then swap to your desired pure magic class after he gets a sufficient amount of speed in that class. I'd probably suggest feeding him a Spirit Dust to help him reach one round thresholds too. This would let him eventually reach the one round thresholds that only Ivy and Citrinne can normally attain while being a little more flexible on fixing speed.

    With an early second seal I'd probably just go Axe Fighter>Warrior or Wyvern because the growths are good, but unfortunately he doesn't really have any stat niches with this kind of build.

  5. 51 minutes ago, Imuabicus der Fertige said:

    At least I have no plans to do the Emblems (currently lel), we got Anna and the DLC squad still. 

    I chose to read that as you not planning to do the emblems... yet. 😏

    Anyway, I'll give Jean a 2/10. He's one of the two worst characters in the game in my opinion. He has some Qi Adept / healing utility that is quickly losing value when recruited, and that's the extent of what he can do without Micaiah or using seals when those resources are at a premium. He doesn't offer anything more than what we already have if we dump everything on him either, and it's going to take some additional grinding for him to get going anyway. I took a quick look at his stats in various classes compared to Pandreo and Kagetsu for kicks, and for all that training he's probably just worse than them anyway, yuck.

    Quote

    Additionally, i´ll be taking a break when done with this, formatting is horrendous when everything takes minutes to load. I did think to make a conclusion topic with the ratings posted or alternatively bump the original post and potentially question if anyone feels one of them should be redone, but I dunno how much that would be wanted.

    Is everything taking a while to load related to the site having issues loading from time to time? Also, personally I don't really think there's much need to rank any of the units again; I doubt anyone has changed their minds on much, but more input is needed probably since it's just an assumption. I'm really just annoyed about how I rated Citrinne though honestly. She's so much better than I originally gave her credit for because of the fact she can reach speed benchmarks to carry most of the game.

  6. 2 hours ago, Shadow Mir said:

    One useful skill (that he can only get if he married Charlotte, who, to be fair, is a good wife for him)? 

    Selena also works.

    2 hours ago, Shadow Mir said:

    Also, the highest skill cap in Fates, disregarding character modifiers, is 35.

    Rally and pair-up ignore the stat cap. I assumed that you knew this, so I didn't think that it was worth mentioning.

    2 hours ago, Shadow Mir said:

    What about Ignatius's paralogue? Because that one stands out as extremely poorly designed for lategame play. Same for Shiro, even though he's not relevant in Conquest. Those two are THE reason I feel it ain't worth it to play the paralogues late.

    I never played the Shiro paralogue. Otherwise my statement remains the same.

    2 hours ago, Shadow Mir said:

    Why then? Because you're just shooting yourself in the foot making him a Hero. And second, that's after the point in time where it might be conceivably advantageous to reclass him. Anyway, I actually like him as a mobile tank. Hero takes the mobile part away, and for what? One useful skill (that he can only get if he married Charlotte, who, to be fair, is a good wife for him)?

    Shooting myself in the foot because of what exactly? Enemies in Conquest have group AI, so if I'm enemy phasing the majority of them I save maybe a turn getting there if I don't have another unit to ferry him. Otherwise his stats are basically the same or better. I'm not sure exactly what you mean about it being after the point where it might be better to reclass him. He can be reclassed in chapter 19 too so that he can go wyvern, but it's obviously better for him to have a sword past chapter 21.

    2 hours ago, Shadow Mir said:

    I think you fail to get it. Assuming my unit takes a hit, one Sol proc won't necessarily undo all the damage they incurred. Largely because it needs too much to go in my favour at once to actuallybe useful. Also, the highest skill cap in Fates, disregarding character modifiers, is 35. That is only 5 higher than, say, the odds of hitting with an OHKO move in Pokémon. About the only way I can see Sol approaching anything even remotely reliable involves Hoshidan Unity and Quixotic - two level 15 skills, one of which has VERY limited distribution. Which means I have to devote three skill slots out of five to make it reliable (which of course ignores how you cannot legitimately have that build on anyone not named Kana or Corrin). Of course, you're gonna have less than a 30% chance (which you supposedly consider "lowballing it" when if anything, it's the exact opposite) for most of, if not the entire game. Do you earnestly think I'm gonna rely on something that is even less reliable than an OHKO move??? I'ma be honest, Renewal is waaaay better.

    I'm not sure why you're comparing Sol to an OHKO move; an OHKO move aims to kill a single enemy and Sol aims to help a unit survive a given number of attacks, and we can use probability to calculate this. It can be a little complicated, and it depends on the unit's defense and the like, but it's not impossible to do by any means. I've provided you with some more limited calculations, but you've really done nothing except emphatically state your opinion without any form of proof.

    Quote

    Point taken, but you are sacrificing tactical flexibility, and a unit slot, two non-trivial sacrifices, for the sake of giving them a class that is mediocre at best (speaking of, what IS your opinion on Hero in Fates, anyway?). Not that I dislike pair up, but most of the time I use it, it's either for the sake of protecting someone else (*cough AZURA hack*) or because I might need it. Or for transport purposes. Case in point: chapter 23.

    If you don't use pair up you're not going to be able to do much in the way of EP shenanigans which is how I play Conquest. I don't need to worry about that extra unit slot when there aren't any enemies left to worry about.

    edit: I don't think that Hero is particularly good on anyone besides Xander because of the lack of 1-2 range. It's just a necessary stop on the road to being a Sol tanking Ninja generally speaking.

    double edit: Since this topic isn't dead yet I'll take the opportunity to give Frederick some love. He wants to reclass later (apparently he also wants Paladin 15 for a Freddy solo if GK isn't Paladin enough), but he's by far the best unit for the first few chapters. I've even seen kirbymastah practically solo the game with him on Lunatic which is always funny. I would give him the nod over Seth even if we're strictly talking about how valuable a unit is in order to complete the game even if Seth probably saves more turns in an LTC or something.

  7. 6 hours ago, ARMADS!!! said:

    I still haven't played FE5 yet so pardon me if I'm being ignorant, but doesn't that game have a fatigue mechanic that would stop you from being able to use your dancer in a bunch of chapters? Wouldn't that possibly lower her tier?

    There's an item called S Drink that resets the unit's fatigue. It's pretty easy to buy a bunch of them and basically ignore the mechanic entirely if you know what to sell. Lara doesn't really get fatigued all that often anyway though since dancing only adds 1 fatigue. Staves take up a lot more, so Lara is more flexible to help facilitate staff spamming.

  8. Are emblems next or?

    Anyway, this one is pretty simple for me. 7/10 seems about right for Veyle. I'm docking points for her availability and defensive bulk, but there isn't much to criticize otherwise. I never make use of her bases, but I guess it says something about how good an all stats instruct is at this point in the game. It's when enemy stats start to skyrocket, and I typically have been using Alear in some other role. Otherwise she has enough speed to double most enemies even without heavy investment and her attacking stats are pretty good. I give her Canter in her base class; she can get Speed+5 and an HP tonic to help her double a few things and avoid getting doubled and/or one shot, but I'm typically just using her as a Byleth bot so it really doesn't matter.

    Theoretically speaking in a speedier class she could reach ~40 speed (with a 9 base speed class she gets there with an emblem, speed+5, a tonic, and a rally, but I'd give the speedwing that we get in chapter 22 to make things easier)  and be a pretty good offensive unit. I want to try that out eventually just because it sounds fun; it just requires me to play differently than I normally do lol.

  9. 45 minutes ago, Zapp Branniglenn said:

    For me, FE6 is player phase focused only in the chapters before I promote Rutger. And then later in the game when I'm throwing indestructible units like Miledy, Percival, at mobs of enemies. Planting a berserker on the mountain to the side to safely lure all the wyverns/nomads in a different direction from the pack.

    45 minutes ago, Zapp Branniglenn said:

    FE6 enemies are spongier than the rest of GBA era, that's true. But the best argument for player phase game is showing off everything you can get done with Rescue/Mini Canto - also in FE7.

    I'm throwing my units into hoards of enemies on occasion in FE6 too. The main difference for me is in the objectives and how strong Warp is in FE6. Boots spam (so side objectives like stealing later on in the game are more valuable) and the higher enemy quality also help give the dancer more value.

  10. 2 hours ago, Shadow Mir said:

    I was specifically talking about Sol. On any single attack, its odds of activation are about 1 in 3 at best - a far cry from 97%. 97% is blatantly in your favor, whereas on an attack by attack basis, Sol has far, far less of a chance to activate.

    We use cumulative probability to calculate how often Sol should hit over a given number of attacks. That 97% is the chance for Sol to proc at least once once against 5 enemies with 30 dex which is blatantly in our favor; that's the point. It's also a very low dex stat all things considered when we can use tonics, pairups, etc to stack it much higher.

    edit: I found this video which does some math and demonstrates how effective the build can be even in its beginning stages. I'm sure you could find more if you care to look.

    Quote

    Especially when more often than not it doesn't make any difference.

    I don't care to change your mind on this point, but you're not going to convince me that it's not going to make a difference just by repeating yourself. It has been an integral part to a handful of maps and playthroughs for me, so you're unlikely to change my mind anyway unless you had some concrete information to offer.

    2 hours ago, Shadow Mir said:

    Well... whilst most games do allow you to get away with that, Fates actively punishes such because the exp formula is harder on higher level units. So I don't think it's a good move. As far as child units are concerned, I am not sure on your thoughts about when it's best to recruit them, but imho, it's best to pick them up before chapter 18 is cleared.

    Fates doesn't really punish it enough. It's still an effective strategy. I clear the Siegbert paralogue ASAP, but otherwise I don't really care. I can acknowledge that the Conquest specific paralogues are more difficult, but I don't really have a problem with them. If you want to make them easier while still doing them late you can do them in bunches doing the easier dual route ones first so that your stats are higher for the others.

    2 hours ago, Shadow Mir said:

    Anyway, I don't have much issue with your Paladin critique - only your saying that Xander wants Hero when he gains little from it to make up for losing his horse. When there are like three chapters that it might be better for him to not have a horse.

    He's reclassing in chapter 22 and is primarily EPing the rest of the way there. The only thing that the mount gives him is movement which is not that necessary when he's just tanking hoards of enemies.

    Quote

    Doesn't that need Corrin to A rank with characters of the same gender as them? Because out of all the units with either, Selena is the only one that ain't hot garbage.

    The quality of the unit doesn't really matter; they're just there to be a guard stance bot for Corrin.

    2 hours ago, Shadow Mir said:

    Personally, I often find the more important turns to be later in a map - where Lucky Seven has long become a brick.

    This is likely a result of you just playing slower than I do. In chapter 25 for example (if I'm not cheesing it) I've had Nina handle all of Ninja hell by that point. I've gotten past Hana in chapter 22. I've dealt with all of Setsuna's group by turn 3 or so in chapter 24. I could go on.

  11. I was going to do a more in depth analysis, but how useful dancers are relative to one another has a lot to do with how strong the available player phase actions are and how much of the game's combat takes place on enemy phase, so I found myself repeating the same talking points when doing a more in depth analysis.

    Strong player phase tools / heavy player phase focus:

    Engage, Three Houses, Conquest, Thracia, Binding Blade

    That is roughly the order where I'd rank them. Lara is probably the most interesting of the bunch to me because she is useful as a capture bot throughout the game besides being a dancer. Conquest is also worth mentioning for being able to get Azura to dance more often. It's just that it's not a net positive in terms of action economy and requires a bit of planning to make it useful. Conquest can be turned into a more EP heavy game too, so I'm not sure on my ranking.

    Multi move dancers:

    Genealogy, Radiant Dawn, Path of Radiance

    I could see them being placed anywhere in this tier. In theory these should be stronger than everything else, but enemy phase is a lot more important in these games. You can do some funny things with a Leif Rescue staff in Genealogy, but I found this to be difficult to maintain. I haven't played the game that much though.

    Weaker player phase tools / heavy enemy phase focus:

    Sacred Stones, FE7

    It's probably a little unfair to have Sacred Stones here. Seth leaving everyone behind to reach the objective is pretty common, but I find it to be a lot less common than in FE7.

    I didn't list Awakening, but tiering there depends a lot on the difficulty. Lunatic and Lunatic+ show the two extremes of dancers. On Lunatic they're not that useful because we can just EP absolutely everything with one carry and a backup. They're a lot more valuable on Lunatic+ because dealing with some skills requires a lot more planning and player phasing.

    Lastly, it should go without mentioning, but even the worst dancer is still a fantastic unit relative to almost any other class, so the separate tiers are more to compare them relative to one another. I can't think of any dancer that isn't an auto deploy in any game besides Awakening for me.

  12. 2 hours ago, SumG said:

    Is that really viable on Maddening in Engage?

    This is how I like to play Engage, so yes, it is possible.

    2 hours ago, SumG said:

    Clear objectives for maps are often defeating numerous bosses, each of which can have multiple revival stones, and often multiple bosses will activate in tandem so they must be dealt with simultaneously.

    The way I set it up is to have 3 carry type units and a bunch of support combat/utility. I have my Ike carry, the Bonded Shield duo, and then the Lyn carry. The Lyn carry is typically being fed a bunch of stat boosters so that they can tackle MM enemies on their own, but they might make use of Bonded Shield also. Chapter 22 comes to mind as being significantly easier when having this kind of Lyn unit available. This isn't completely set in stone, but it gives you a general idea of how I approach maps.

    2 hours ago, SumG said:

    Endgame maps typically require dividing your party into multiple subgroups, which can make low-manning them more difficult.

    It depends on the specific map, but let's take chapter 23 as a quick example. The game is softly encouraging you to split your party in two, but we can ignore that suggestion and just group everyone up anyway. I like to ignore the right part of the map entirely to clear the map more quickly. It might be a little slower if you want to full clear the map, but it is a lot more simple. It's not universally slower to play that way though, and of course there are ways to deviate from the "ball of death" strategy slightly for better clears.

    2 hours ago, SumG said:

    And with warp-skips, you're basically doing LTC strategies, so the discussion is moot.

    What do you think of Entrap and Astra Storm cheese? There are also a few ways to use Warp/Rewarp/Rescue that trivialize maps while not falling into the LTC umbrella. Chapter 25 is the ultimate example since you can bypass the whole split army gimmick by rescuing all of your units to one side of the map. Of course you could get them all to the top of the map and kill the thieves to trivialize the map entirely, but I'm not sure whether you consider that LTC or not. I wouldn't personally; my turn count by the end of the game is like 4-5 times worse than an LTC, but I guess that it depends on your perspective to some extent.

    2 hours ago, SumG said:

    Without resorting to warp-skip tactics, I have to imagine that sort of strategy is more challenging than having a full party, though I admit I have not tried it myself.

    I have no idea either way; my first MM playthrough is the only one that featured a more even distribution of resources. I had the hardest time with this playthrough, but it's also not a good point of reference for obvious reasons. My latest playthrough featured only 4 competent combat units (Amber, Citrinne, Yunaka, and Boucheron), and they were able to handle just about everything with a garbage supporting cast. I didn't full clear every single map, but that would only make things easier since my carries would have been able to trivialize more. This was happening while units like Jade, Vander, and Bunet contributed almost nothing offensively.

  13. 3 minutes ago, lenticular said:

    I'm not clear on why you think that adds value to Mauvier, though. Typically, if someone is looking to build a juggernaut then it's best to do so with early-game units. This gives them plenty of time to really snowball, and also just means that you have your overpowered units for as great a percentage of the game as possible. For that sort of play through, isn't Mauvier just going to be even more outclassed than usual by the time he's recruited?

    He's going to be more outclassed relative to the best units, yeah. The problem is that we don't have as many units that have been properly leveled, so it adds value to units that come for free with combat ready stats for some of the secondary combat or utility roles.

    12 minutes ago, lenticular said:

    although probably less so in Engage than most other games in the series since fewer units means fewer Emblems

    It depends on how exactly you want to use your emblems too. Byleth is the primary example since I don't really care about the Byleth user's combat. It's nice to have a Byleth user with good combat on occasion, but for example I used Vander as my primary Byleth/Corrin bot throughout the game and didn't miss out on too much. I would have used anyone else if I could have by the way; I was just forcing myself to use the last few units that I had never used before past the start of the game.

  14. 3 hours ago, SumG said:

    and if you've made the forethought to train an extra unit over the course of the game then that unit will likely serve you better.  In LTC or other styles of play where large portions of maps are skipped and the associated experience is lost he may have value, but otherwise I just don't see it.

    The other way to play in a more casual (so to speak) setting is to choose a handful of units to give a ton of experience/resources to so that we create some juggernauts to beat the game with. A unit like Mauvier is going to have more value in this kind of playthrough also. It's a similar idea to Pokemon where pooling experience into one Pokemon lets them solo the entire game with minimal effort. It's a little more complicated in Fire Emblem, but the same general idea applies.

  15. 55 minutes ago, lenticular said:

    I don't know if this is a playstyle thing but for me, by that point, I was overleveled considerably past both the enemy units and past Mauvier. The end game level curve was just completely broken for me. (This is on Hard, after doing all paralogues, not doing skirmish battles, and generally having a "kill every last one of them" approach to most maps.)

    That sounds about right for Hard mode with that playstyle. It wasn't any different for me at least on my first playthrough. There's a similar trend in Maddening, but the exp penalty and enemy stat inflation does make it a lot closer if we don't include emblem buffs.

    6.5/10

    Mauvier is a ball of stats. His personal is worthless, but he can do pretty much anything at that point in the game even if he's not going to be the best at anything. He's also probably going to be relevant to some degree on every playthrough given the nature of deployment slots in this game. It is worth mentioning that there are still a few 12 deployment slot maps after he joins though. Anyway, the main reason I'm docking points from him is for availability along with his speed not being good enough on its own to double most late game enemies. I'd rather heavily invest into a unit that's going to be around for longer, so Mauvier isn't going to get any special treatment. Still, he's probably going to perform similarly to the bottom half of my units if I give him their emblem and skills instead, and he has a good shot at being on my team on every single one of my playthroughs.

  16. 1 hour ago, Shadow Mir said:

    More like if you're ltcing, because I tend to take far, FAR more than seven turns to clear maps.

    I don't LTC, but I don't take that many turns to clear maps, and your gameplay has absolutely nothing to do with how I rank units or evaluate skills. I find that the first few turns of a map are the most important anyway though even if I'm taking my time, but that's me.

    1 hour ago, Shadow Mir said:

    Because by that point, my A-team is already close to complete, at least, to say nothing of promoting. And I don't see any real benefit to kicking someone I have invested in out for someone who works well with Corrin and Corrin alone at that point. If anything, I am only shooting myself in the foot by doing so. Also, that's assuming Corrin picked fighter or merc, neither of which are prime talent choices.

    Corrin can friendship seal, and I make use of backpacks fairly often as I tend to EP a lot, so you can see where I'm coming from with my rankings. You weren't critiquing my opinion of your rankings either, so again, how you play is irrelevant to your critique of my opinion on Paladin in Conquest.

    edit: I'll quickly mention how I approach team building in Conquest. I tend to focus on a smaller group of units. This results in fewer combat ready units, but they do end up being a little stronger. Child units make up the difference when I do want a full team, so I'm not exactly missing anything by playing this way. I'll also note that I don't reset very often besides the first turn or two when I want to experiment to see how I want to play the start of the chapter and that I play on Lunatic. So to put it nicely it doesn't result in play that is any worse than yours by any metric I care about given the fact that you "tend to take far, FAR more than seven turns to clear maps".

    1 hour ago, Shadow Mir said:

    You must have low standards than, because there's better you can do than rely on dumb luck - emphasis on "dumb". Not that Sol is good enough to be worth a reclass to get.

    That's an assumption; you actually have no idea whether I'm relying on dumb luck or not besides the 97% chance example I gave you earlier, and I would rely on a 97% displayed hit depending on the circumstance.

  17. 2 hours ago, Shadow Mir said:

    Lucky Seven is not that useful either.

    20 Hit/Avoid is fantastic if you care about reliability and are clearing chapters at a decent pace.

    2 hours ago, Shadow Mir said:

    Anyone who can actually survive 10 enemies prolly wouldn't even need it.

    You'll want to note the edit I made. Being able to deal with enough enemies before getting a guard is a fairly common occurrence for most EP units, but it's helpful to fall back on a Sol proc or dodge.

    Quote

    Also, Jakob is only worth using if Corrin is a girl, which ain't something I would readily assume because needless to say, not everyone is gonna want to play as a female Corrin...

    Why do you say that? He's perfectly useable as a backup when he joins; the support is still pretty fast, etc. The benefits are still there, and he still joins a little earlier than Corrin gets Sol iirc.

    Quote

    That ain't a 97% chance it actually helps, though. To be blunt, Sol is win-more AT FUCKING BEST.

    That 97% chance is actually lowballing it by the way. I plugged in the probability with a 30 dex stat. Xander can go a little higher, and he's not the best example of Sol tanking either; it's more for a little added insurance for him. In any case I would say that it isn't just a win-more move as I have found it to be useful in a variety of situations. You're free to disagree if you like, but it's not going to move the needle, and we're quickly getting off-topic.

  18. 5/10

    I feel the same about her as I do Lindon, so giving them the same rating also makes sense. I went with Sigurd!Saphir with Wrath/Speed+5 which turned out pretty well overall. I'm a fan of hit boosting personals in general; Saphir doesn't really need to inherit things like Hit+X to get 100% hit rates which is nice.

  19. 2 hours ago, Shadow Mir said:

    I consider it *foolish* to bank on a skill that is worse than useless if the enemy ain't healthy.

    That's more of a player skill issue than a problem with Sol; just don't rely on it when the enemy isn't healthy. Do some math to see how much Sol does on a second hit, to see the chance of success in general, etc.

    2 hours ago, Shadow Mir said:

    I wouldn't call Sol "pretty strong". I'd call it JP! JUST PATHETIC!!!, your assertion that it is JR! JUST RIDICULOUS!!! And of course, too damn unreliable. I consider it *foolish* to bank on a skill that is worse than useless if the enemy ain't healthy. Also, I generally find evade unreliable unless you're benefitting from a Breaker skill. Aka, for the whole damn game, pretty much.

    You'll note the 97% chance I listed for hitting one Sol in 10 tries. When combining that with avoid (Corrin in particular has an easy Jakob pairup to give her some, but there are some good ways to stack that along with defense and the like... lucky seven is one such example) surviving can become as likely as hitting a 97% displayed hit (note displayed, not true) if we're using the 5* enemies and one Sol proc example, but it can get a lot better depending on the situation. If this is unreliable to you then we have vastly different ideas of what that means.

  20. 36 minutes ago, Tjrjrjjrjrjr said:

    Also I assume you mean Alfred not Xander?

    No, I don't mean Alfred. Vander is better early on, and you're going to want to stop using both of them eventually anyway.

    edit: Apparently I had Conquest on the mind; one letter difference, woops.

    Quote

    Also does emblem sp stick to one character?

    Yes, but you can use the well for SP books; stick to 2-3 stars.

    Quote

    Should I promote right away?

    Yes, there is absolutely no downside to early promotion in this game.

    Quote

    The more suggestion the better if you want.

    Wyvern, Wolf Knight, Mage Knight, Sage, Griffin Knight, and Warrior are the primary classes you'll want to go into. Martial Master and Sniper are also good classes for specific emblem niches. One of the units later on, Ivy, and Hortensia also have great personal classes.

  21. 1 hour ago, Tjrjrjjrjrjr said:

    also in the future should I use the general question thread for this type of question?

    I'm not sure, but the general question thread is usually meant for questions with simple answers. What you're asking for is far more complicated, and I would not be able to give you an appropriate answer succinctly.

    More broadly speaking Xander and Louis are units that you're going to want to use early on to carry you through the early game while investing in 1-3 units for later; Chloe and your main lord are two good options. You'll want them to inherit Canter for later on. Once you get past chapter 11 you'll want to fill the rest of your team with any unit you see that has good bases; you can be the judge of that; there are plenty of them available. Past that I'd suggest you make a judgement call on what emblems to fit your units with and what class to use. I can give you some loose suggestions if you like, but any more than that would require a lot of effort, and you don't really need a tl;dr to beat Maddening.

  22. 11 minutes ago, gnip said:

    A question to those putting PoR Cavaliers at the top - do you find that Cav->Pala is the best class in that game, too? I find that rather difficult to answer - above Wyvern for sure, since Haar isn't half his RD self in this game, but the comparison with Pegasi is a bit screwy in my opinion.

    I would put both classes above Cavaliers in FE9. Either Jill or Marcia is going to be the best unit from the time they join to the end. Even the second best one is probably going to be better than our Paladin squad with any kind of investment.

    23 minutes ago, gnip said:

    This is why I put BlaBla above PoR and SacSto at the same level - unlike Titania, FE7!Marcus and Seth are without a doubt the best units in their respective games.

    The difference in my mind is that those games have more of a variety of strong classes. Magic users are much better relative to their FE9 showing, and there are foot locked units that have combat that isn't easily replicated by their mounted counterparts. They're also similar to FE9 in a way where Titania might be the best unit in the first half of the game, but another class's (probably the ones already mentioned) utility might be more important after that. This happens a lot less with Seth from what I remember, but I don't play FE8 enough to quantify that.

  23. 2 minutes ago, Shadow Mir said:

    The new and not-so-improved Sol is about as useful as tits on a bull

    If you're relying exclusively on Sol procs then sure, but that's not why Sol is a decent skill. Being able to EP in Conquest requires a bit of everything if you want to make it consistent. For example there's a 3% chance of not getting Sol once in ten tries. When you combine that with avoid and the like it becomes pretty strong.

    23 minutes ago, Shadow Mir said:

    I think Hero makes Xander worse for marginal gain.

    His move is worse, but he gets 3 skill and 1 speed in exchange for 2 res. I don't find myself wanting the movement after Xander swaps to Hero, but your mileage may vary if you LTC. I don't particularly care because the difference between turns in conquest is a few seconds of black screen.

    Quote

    and 26 is pretty much the only chapter where Axebreaker does anything

    If Xander is swapping to Hero after chapter 21 then he's probably reaching Axebreaker around then anyway.

×
×
  • Create New...