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Rhaegar Targaryen

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Posts posted by Rhaegar Targaryen

  1. VV is good in theory but in practice the stat combinations needed to make it useful don't match up with those present in Apo, and it usually winds up either being useless, redundant or a liability. Ask if you want elaboration, it's too late now.

    Miracle doesn't stop DSes. It won't save a Streetpass team against someone who's been properly prepared.

    No, I completely agree with V + V not being worth it in Apotheosis.

    I should've elaborated on the subject of Miracle in StreetPass. I certainly don't use it in my StreetPass team. However, I do use it when fighting other StreetPass teams, in combination with Vengeance and Vantage. Since the AI doesn't Pair Up, Miracle is a godsend. Getting an additional 39 atk, and using it before enemy units can hit you, is fantastic, especially when you have a Brave weapon.

    EDIT: My StreetPass team consists entirely of fliers with Braves, Limit Breaker, Lethality, and some combination of Counter, Iote's Shield, Lucky 7, and Luna. I chose fliers because watching some friends fight my team when it consisted of ground units resulted in the occasional exploitation of terrain, allowing them to fight only 1 or 2 of my units at a time. This was unacceptable, hence the switch to fliers. The idea is to swarm the player with units that have numerous opportunities to immediately kill one of the player's units. Equipping 1-range weapons forces the AI to attack at 1 range, which in turn provides opportunities to proc Counter. This team falls easily enough in indoor maps but is absolutely backbreaking in maps which were designed to favor fliers. It is certainly beatable, of course, but I did my best to provide a challenge to the player.

  2. useful means contributing to making a chapter easier, and training donnel requires softening tons of enemies just so he can finish off, and he soaks a lot of exp. even if you don't care at all about turns, you'll have a hard time training donnel, as he gets 40 exp from each generic kill and thus needs about 50 (?) kills spoonfed to get past bronze weapons. flavia and basilio come with solid bases and access to useful weapons at least, and how well they fare in comparison doesn't count since having an additional hammer or silver bow user or a quick sword!hero is nice anyways, even if only as a filler. it's better than bronze-lock.

    If we are to take this definition of usefulness, I must agree on every point. Also, it becomes more effort than it's worth to recruit him on higher difficulties.

  3. +Spe -Lck

    I would advise against Counter, unless it's being paired with Miracle, Vengeance, and Vantage. Also, Astra is often a bad skill. First, it makes you suffer immensely vs Counter. Second, it WILL NOT give extra chances for activating another ability. Sol is very, very good; Luna is a solid option for everyone; Ignis could work but you'll need both Str and Mag to be fairly high to get more out of it than you'd get out of Luna. Ignis is quite good on Manakete!Morgan, though.

    Also, don't bother with -faire if you're gonna use 2+ weapon types, else you'll often be wasting a skill. As you are a 1st gen male, Aggressor is only half as good as it can be; I wouldn't bother with it, personally, as it doesn't benefit you on enemy phase.

    Sample build:

    1) Limit Breaker

    -Necessary for everyone

    2) Armsthrift

    -To preserve your Brave Swords/Axes and Celica's Gales

    3) Sol

    -To keep you alive in the face of certain death

    4) Aegis

    -To keep you alive in the face of certain death

    5) Pavise

    -To keep you alive in the face of certain death

    Alternatively, you can ditch the last two in favor of Ignis and Tomefaire. You'll primarily use Celica's Gale, except for those occasions when a tome would not be the ideal choice. The lack of Galeforce makes your multiple weapon types less valuable by a very great deal, which is why I'm not usually a fan of 1st gen Dread Fighters.

    EDIT: I'd ditch Locktouch and Lethality, for certain. Robin learns so many skills that the former is kind of a waste on him and the latter is simply unreliable.

  4. I like Vengeance a great deal but I have to agree with the above arguments. I'd also add that it doesn't scale as well vs Apotheosis enemies, due to their comparatively high Res. However, it works very well with Vantage. If you intend to do most of your fighting during enemy phase, I can't recommend the combination highly enough. Alas, it has little synergy with Aggressor, which is fantastic when used with Brave weapons.

    Where Vengeance truly shines is in StreetPass battles, combined with Miracle and Counter, but that's another topic entirely.

  5. Fun note on Res+10, and this is rather Huge. Res+10 is enough Res to completely negate the MT of a Forged Celica's Gale.

    ...Fliers need to have Iotes.

    Ehh... not Really, once you realize Counter cannot kill without the Counter Wielder's HP being higher than the Attacking unit's HP.

    I see a Counter unit with Bows and Lethality, I attack Range 1 and Staff away the damage with my next move if my attacker is still in danger of receiving more attacks. It has a psychological effect somewhat, but that's negligible.

    Counter should be used only on Range 1 locked attackers-- it's an offensive skill, not a Defensive one.

    Counter is useful on a unit with a bow because it increases his chances of doing damage in some form. It's very easy to Galeforce your way through 3 enemies with a single pair of units when the enemies are locked to 1 range, as they are unable to counter attack, and therefore are unable to proc Lethality. Attack the Warrior (who has a bow equipped) at 2 range and risk dying to Lethality or attack him at 1 range and take Counter damage. Plus, if the Counter units are locked to 1 range, bows completely negate the skill.

    Or javelins or hand axes or levin swords or tomes or really any weapon that allows someone to walk up and stand 2 tiles away and attack... which there are plenty of in every weapon type. Sure, if they get rushed by someone with counter, they're in a 'pickle', but that's why they ensure they initiate the attack. Besides, things with counter on them and a 1-2 weapon will NOT come in the unit's face it's attacking-- which means you have to 1 tile lock the unit if you want it to use counter otherwise it's a wasted skill that'll never activate unless the person you streetpassed is just an idiot..

    If used right, and I'm not saying it's not extremely useful on the computer when they've got numerous units with counter all rushing you with 1 tile locked weapons on high mobility units. However, it's not feasible unless you're just making a team focused on that. And when I say focused on that, I mean every unit having counter on a high mobility class like Wyvern Lord, Paladin, Great Knight, or Dark Knight... and giving them all 1 locked weapons of mass destruction.

    I agree that it's certainly easy enough to kill 'em with Hand Axes or Javelins. However, unless you kill all of the enemies in range, you will wind up damaging yourself during the enemy phase. Bows circumvent this entirely by being incapable of triggering Counter.

    More like the power of Rallies and Celica's Gales.

    I stomp teams into the dirt without touching my Limit Breakers.

    I'm lazy, so I just Galeforce. Less work than Rallying, anyway. Of course, I don't send in more than 2 units when fighting a StreetPass team. Celica's Galeforce beats StreetPass and Apotheosis alike.

    So, to beat Galeforce, would units like Lethality Generals be useful to avoid being ORKO'd, or is that unavoidable?

    Everything you do on your team can and will be countered. Res +10 gives Generals an appreciably better chance of activating Lethality, since they can actually survive the first 6 strikes by the enemy. Also, don't worry about the armor weakness, since an effective weapon would mean the enemy isn't using a vastly superior Brave weapon.

    Bear in mind that you can also equip a 1-2 range weapon to the General, who can (though may not) switch to his Brave weapon and close the distance. I know for certain that the AI will use bows unless they're unable to do so. Also, your Counter Sorcerers will attack at 2 range, not 1 range, even when facing an enemy with 1-2 range weapons, especially when Counter would probably kill the player's units. The AI is possibly the greatest obstacle.

    Generals have no Res.

    The threat is CGs and DF/Sage.

    Generals have somewhat better Res than many units, oddly enough. It's still rather poor and not at all up to the task at hand but it could certainly be worse.

    I'm really stumped on what's important in choosing your units' classes for StreetPass. Is high-resistance among the most important? You're never going to outspeed units that have rallies.

    Not that many units have high Res. Not many of those have decent Spd. I would definitely say, though, that Res is important, probably more important than Def. I'll try to explain why.

    Let's say you have a Sage and a Warrior, both with Counter, Vengeance, Lethality, and Miracle. Barring skills like Tomebreaker, Aegis, and the like, the Sage will almost certainly do more damage. Let's say that the enemy attacks the Sage at 1 range with a physical weapon. Massive damage is inflicted on the player. Ditto with a tome. Now let's say the Sage is attacked with a Spear. It's not Brave, so the Sage will probably survive the first 3 attacks and retaliate with Celica's Gale, hopefully activating Lethality but probably just activating Vengeance. Still, two consecutive Vengeance procs will do massive damage. If the enemy attacks with Celica's Gale at 2 range, the Sage's higher Res will make it tougher than the Warrior, and therefore likelier to to damage in return. The Sage would most fear a Brave Bow, which would almost certainly ORKO.

    Now let's say the Warrior is attacked at 1 range with a physical weapon. He takes less damage than the Sage would but still returns quite a bit with Counter. Probably more, actually, since he might survive long enough to Counter another strike. 1 range with CG is akin to hitting the Sage with an Eirika's Blade. 2 range with a Bow favors the Warrior, while 2 range with CG favors the Sage. Also, 2 range with a Spear favors the Warrior. Since CG is the best weapon for StreetPass, and since Sages have good Res, Sages are generally superior to Warriors. The same can be said for any tome-user.

    So, Res is generally more important than Def. Harder to get, too. If they didn't need Iote's Shield, Dark Fliers would reign supreme. Too bad Iote's Shield is not an equipped item anymore...

    The general idea is to make the player attack you at 1 range with physical weapons. Having high Res is a great way to do that. You'll either get Counter, Vengeance, or (hopefully) Lethality to activate. Running around with good Def and locked to 1 range is begging to be obliterated by Celica's Galeforce. A unit that does that would need Tomebreaker. Sadly, even that could be defeated by the appropriate Breaker.

    Of course, the enemy could always stab your Sages with Brave Swords and counter Counter with Lifetaker...

  6. Res +10 is better on StreetPass teams because it reduces the damage you take from Dual Strikes with tomes. Aegis is undoubtedly a better skill for the player, since it protects from bow-users and Manaketes as well. Aegis synergizes nicely with Rightful King, of course, but the pocket unit poses a greater threat than the main unit.

    Fliers are great because some maps make other units without Acrobat next to useless. However, unless you're willing to spend one of your four skill slots on Iote's Shield, don't be surprised when none of your units manage a single attack during the player phase. The thing is that you need to send as many units at the player at one time as you possibly can. For that reason, fliers are a higher risk, higher reward choice.

    Simply having a mount isn't good enough. Great Knights aren't great, Paladins are all right, Bow Knights aren't very good, and Dark Knights are fairly good. It's a shame that Griffon Riders don't get Bows.

    Counter is definitely good on bow-users. Braves are essential for maximizing Lethality procs. However, Longbows are definitely annoying. I'd go with Braves.

    EDIT: I forgot to mention that Lucky 7 is perfect for fliers because they can make the best use of the skill. It is, however, not so great on Generals.

  7. There have been a few other Rate-My-Teams this week and since I'm going to start my StreetPass team playthrough soon, I figured it wouldn't hurt to post my team to get some feedback.

    The following is pasted from a word document I used for a couple hours in order to organize my options.

    ---

    Skill priority:

    Lethality > Rightful King > Counter > Vengeance > Lucky 7 > Miracle

    Avatar – xNowi

    1. Limit Breaker

    2. Lethality

    3. Counter

    4. Vengeance

    5. Lucky 7

    Morgan – AvatarxNowi – inherit Counter

    1. Limit Breaker

    2. Lethality

    3. Counter

    4. Vengeance

    5. Lucky 7

    Nah – AvatarxNowi – inherit Counter

    1. Limit Breaker

    2. Lethality

    3. Counter

    4. Vengeance

    5. Lucky 7

    Lucina – ChromxOlivia – inherit Aether

    1. Limit Breaker

    2. Lethality – from Olivia

    3. Rightful King – always

    4. Vantage – from Olivia

    5. Luna – always

    Inigo – ChromxOlivia – inherit Rightful King & Galeforce

    1. Limit Breaker

    2. Lethality – always

    3. Rightful King – from Chrom

    4. Counter – always

    5. Vantage – always

    Fathers’ skills:

    1. Henry – Lethality, Counter, Vengeance, Lucky 7 – Brady

    2. Gaius – Lethality, Counter, Lucky 7 – Cynthia

    3. Vaike – Lethality, Counter, Lucky 7 – Noire

    4. Gregor – Lethality, Counter

    5. Kellam – Lethality, Lucky 7, Miracle

    6. Lon’qu – Lethality, Lucky 7 – Gerome

    7. Stahl – Lethality

    8. Libra – Vengeance, Miracle – Owain

    9. Donnel – Counter

    10. Ricken – N/A

    11. Virion – N/A

    12. Frederick – N/A

    Brady –HenryxMaribelle – needs Lethality + 2 skills – inherit Galeforce [Miracle – always]

    1. Limit Breaker

    2. Lethality – from Henry

    3. Counter – from Henry

    4. Vengeance – from Henry

    5. Lucky 7 – from Henry

    Cynthia –GaiusxSumia – needs Lethality + 2 skills – inherit Counter

    1. Limit Breaker

    2. Lethality – from Gaius

    3. Counter – from Gaius

    4. Lucky 7 – from Gaius

    5. Miracle – always

    Noire – VaikexTharja – needs Lethality + 2 skills – inherit Counter

    1. Limit Breaker

    2. Lethality – from Vaike

    3. Counter – from Vaike

    4. Vengeance – always

    5. Lucky 7 – from Vaike

    Gerome – Lon’quxCherche – needs Lethality + Lucky 7 – inherit Dual Support+

    1. Limit Breaker

    2. Lethality – from Lon’qu

    3. Counter – always

    4. Lucky 7 – from Lon’qu

    5. Miracle – always

    Lon'qu speed > Kellam

    Owain – LibraxLissa – needs Vengeance – inherit Galeforce

    1. Limit Breaker

    2. Lethality – always

    3. Counter – always

    4. Vengeance – from Libra

    5. Miracle – always

    ---

    I gave Nah access all the classes because Nowi doesn't give any of my desired skills. That leaves Brady, Cynthia, and Noire to take fathers 1-3. I know these children aren't optimal for what I'm trying to do, but I just picked what color hair I wanted the kids to have from those 3 parents. I know I could use Severa or Laurent to get more Vengeance, but I really just picked my favorite 9 children and gave them what I could. I'm not using more avatars because I want supports for DLC on this file, too.

    Chrom must marry Olivia or Sully to give Lethality to Lucina, but Sully's kid can't get Rightful King. My skill priority for Lucina and

    Owain is Counter > Vantage > Luna of their available skills (besides LB, Lethality, and RK). What skills should I give these two, and what do you think of the team?

    This team looks about as brutal as one can possibly create. Few StreetPass battles will last longer than 7 turns. Even if they do, it's probable that most of the combat will be over. There are some maps that make Lucky 7 a liability but there are also some that make it fantastic.

    EDIT: I forgot to mention that Manaketes are exceedingly potent in StreetPass, as they are one of the very best answers to the Queen of StreetPass: Celica's Galeforce. The reason for this is twofold:

    1) Highest defenses in the game. Specifically, a sky-high Res turns an unboosted Celica's Gale into a joke. If the enemy can't kill your unit in one round, they can't Galeforce out of range of your Counter Kamikazes. There are ways around this but the point of making a StreetPass team is to eliminate as many viable strategies as possible, forcing your opponent to execute as complex (or cheap) a strategy as you can. This way lie the most resets, as Lunatic+ shows.

    2) There is no Dragonbreaker. This means that Manaketes' Hit and Avo remain low but can't be reduced to the extent that others can. Of course, this is also true for Taguel. However, being locked to 1 range without a Brave weapon is disappointing.

    Wow, that looks like a really annoying team to go up against. All I have to say is counter isn't really all that great. I mean, if the other team is 1 locked then it's good, but most people have 1-2 weapons on them... not to mention the unit tends to keep any 1-2 weapon equipped unless the 1 locked weapon is just that much stronger than the 1-2 range. Knowing this, counter wouldn't really pose much of an issue to most people and would actually be self-negated in the end. That's just the problem I have with counter *shrugs*. Good for rebounding lethality back on the person who uses characters who mostly know it-- but that's about it.

    Counter is still effective against 1-2 range enemies. Only bows are completely safe versus Counter.

    stack avoid, Galeforce everything with Celica's Gale

    no spotpass team can stop this, because the team is fixed and can't use dual/pair up stuff

    /buzzkill

    Celica's Gale exists
    you know, if you even want to

    /thread

    Seriously, though, it's sad how broken the Pair Up + Brave weapon combination is. When all else fails, stack Avo and Celica's Galeforce to victory. Or throw Pass and Galeforce on two Paired Up units with Brave Bows and watch how little the Counter units threaten you.

    Any team like that which most people see is going to get an instant dismissal (or item buying), just to let you know.

    While this is possibly true, there are those who view that as a victory. An admittedly hollow victory, but a victory nonetheless.

  8. Outside of Miracle (and that's iffy- because Dual strikes troll it.), you won't get hits in once at Wrath range.

    You'll have very little hit as-is, and Gamble hurts it.

    It's pretty easy to bring crit builds down to 0 Crit/0 Hit.

    Ruin doesn't have the MT (even with Luna) considering you -need- to go 25 Hit / 3 MT to have any hit chance in Streetpass. (7 MT is absolutely nothing)

    55 base LCK + 14 Rallies, and at least 3 from Support (Pair Up).

    That puts you at 72 LCK on AVERAGE.

    On an initiate, that's 92 dodge.

    87 base crit rate, completely annulled.

    And you'll be down in Hit, ESPECIALLY with Sol Katti, because WTD.

    Furthermore, in order to kill with a crit, you need 27 Damage with your Luna, which you'd realize is pretty hard to get.

    Crit builds work for the player. For the CPU, not so much.

    And outside of one incident involving a chance that had about a ~.00002% chance of occurrence, no crits ever did anything to my non-limit breaker team (and the only reason that did anything was due to a Lethality Proc. A Luna proc on that same move wouldn't have accomplished anything of note- in fact it would've made my next strike hit a lot harder.)

    And yes, Gamble does hurt you -bad- in Streetpass, as you need ever single point of Hit you're afforded. (This is why there's only 1 way to forge a weapon for Streetpass: Hit+25, MT+3.)

    Thank you for saying pretty much everything I was going to say. You clearly know your stuff, especially regarding the only correct way to forge weapons for StreetPass. It always makes me chuckle to see enemies with +5 Mt +15 Hit, rather than +3 Mt +25 Hit.

    1) Ruin is garbage; Katarina's Bolt is vastly superior. The extra Crit isn't worth the loss of Mt and Hit.

    2) You absolutely need every last point of Hit you can muster.

    3) Breakers will trivialize your team.

  9. I'm curious Rhaegar, what does your team consist of?

    MaMU and 9 clones with German numbers for names. Also, different colored hair. I've tried a number of combinations of Skills, weapons, classes, and the like. I change it forevery convention I go to. Presently, it's half Sorcerers and half Assassins/Warriors. Everyone has the same Skill combination of Lethality, Vengeance, Miracle, and Counter. I'll probably drop Miracle for something else, though, like Lucky 7, since Miracle, like Aegis and Pavise, isn't activated by Dual Strikes. Miracle is great but has its downfall. Hit/Avo is crucial in StreetPass. Crit/Dodge, not so much.

    Miracle can be good on a tanky unit, such as a Sorcerer, since their defenses give them a chance of Miracle actually saving them. Count on taking 12 hits per round, 8 of which will bypass Aegis, Pavise, Miracle, and Counter. Your units will not x2 attack theirs without Braves, nor will they evade without Lucky 7, Breakers, or the like.

    I can never decide between equipping Brave Bows or 1-2 range physical weapons to my physical units. Equipping bows forces the enemy to engage at 1 range, thereby taking Counter damage, while 1-2 range ensures that I'll be able to land a hit. Since Hit is so important, I usually go with bows.

    Now, there are ways to beat either setup. No StreetPass team is unbeatable. I could defeat my own team but it would take a particular set of honey cakes. Anyone who has beaten Lunatic+ will be able to beat my team, for example, because such a player will have experience dealing with nasty Skill combos and forged Braves. Also, only 10 units? Not such a great challenge. This is why Lethality is a must-have. This skill alone has caused many resets, because my team is virtually guaranteed to activate it at least once in every match, provided enough units can actually attack, as my friends, who are no slouches, can attest.

  10. One thing I forgot to mention was that the AI is incredibly stupid in its choice of weapons. If you equip a Brave Sword to your Assassin, he won't change weapons unless he enters combat at range (which he will, even if he has Counter). This means that your enemy can throw on some Swordbreakers and roflstomp your team if you have too many units with a single weapon type equipped.

    Thanks for the tips, RT.

    Next what about weapons? All 1-2 range weapons are obviously great. How about forcing my unit to Counter suicide by giving it a 1-range weapon? A Double Bow would be annoying but not so great at defending. Is Lethality on a Nosferatank effective? It sounds like Mire is out of the question, and now I see why. I like Celica's Gale because it's the only 1-2 range brave weapon.

    Also, what do you guys think the optimal classes are?

    No problem, BF.

    If you want to abuse Lethality, be sure to use a Brave weapon, since you really need the extra attacks to increase your odds of proccing the Skill. I first tried making a team that consisted mainly of Nosferatanks but soon saw that they couldn't dish out enough damage.

    EDIT: I didn't see the question.

    Optimal class are, to my mind, those with access to both ranges, high Spd and Skl, and 2 weapon types. Celica's Gale is the best weapon for StreetPass, hands down. However, not everyone should have it equipped, lest Tomebreaker be the end of your team.

    I use suicide units with 1-range weapons. Double Bow would work in my opinion that has a unit with a set of Luna/Aegis/Pavise/Counter. Also I think Lethality would be a waste of time on a Nosferatank. Lethality should really only be abused with units that have Rightful King. If you want to see what my streetpass team looks like then take a look at this thread and scroll down to see it:

    http://serenesforest.net/forums/index.php?showtopic=40064

    Would like to see someone fight it to figure out what I need to improve on.

    I then tried a team that aimed to abuse Counter to its fullest extent. However, while a bunch of fast, Brave-wielding melee units will probably do very well for you in most cases, especially against less skilled players, there's a fatal flaw that cripples such a team: ranged attacks. I have wiped out entire teams that had Counter and Brave Swords/Axes equipped (no Lances, curiously) by Pairing Up two ranged attackers with Braves and ORKOing each unit and Galeforcing out of harm's way. Depending on the map layout and skillsets of your enemies, either Celica's Gale (preferred, due to Dark Flier access) or Brave Bows will handily defeat any team that has no ranged weapons equipped.

    I wish it was as simple as slapping on Tomebreaker and getting it over with, but when you're faced with 2-4 Mire units (Whose only real purpose is to whittle down your hp) it isn't always as easy as it sounds. All it takes is for those Mire units to get your hp to half. Once that happens, expect the AI of properly suited up units to switch to lowest HP and finish them off for a kill. One death's really all it takes for someone playing on Classic to restart anyway.

    In the end, the usefulness of Mire units are highly dependent on what map you get placed in. If it's something like... Mila Tree where it'd be hard to get to the end in two turns to disable them, Mire gets really annoying. But if you were like, in Arena Ferox, they're pretty useless haha.

    It really is that simple. If you need extra Avo for some reason, throw on Lucky 7 and call it a day. You can Pair Up, which is gamebreaking in itself. Between Pair Up, Tomebreaker, and Lucky 7, no Mire will touch you.

    I can see a few Mire units aiding some fliers/acrobats with Pass ganging up on someone. High move in general does.The question is, how likely is this to work against someone with LB units?

    Also, is your team's unit action order determined by the order they are shown in your Sortie? This could also affect how units gang up on a target.

    LB > no LB. Without LB, your only hope is Counter/Miracle, since you will neither hit nor avoid, meaning Vengeance will, sadly, be useless.

    let's see-- if your units have LB and their units have LB-- it's the same as though neither team had it.... in which case Mire would still be effective. If you don't have LB and decide to use Mire turrets then expect them to not be as effective. Btw, I played through apotheosis with mire turrets and they worked fairly well considering they only did maybe 9-14 damage a shot. This isn't bad since my other units were able to finish them off-- but against normal units of the same caliber it'll be much more effective. As far as unit order goes-- this is a good question. I haven't figured this out myself. I do know attacking units have precedence over moving units-- but as far as turn priority goes... idk.

    Mire is still garbage on a StreetPass team for three reasons:

    1) The Sorc will use Mire instead of Celica's Gale
    2) The Sorc will miss
    3) The Sorc won't proc any Skills

    To summarize, Mire will lose you the battle. It's too bad, since I initially wanted to have all of my units Mire snipe a single player unit and cause a reset. Sadly, this only works against weaker units and players who don't fully understand the game. Now, if we had Hawkeye... >:D

    I wasn't paying much attention, but it does seem like the attacking order is generally the same as your team order. So if Avatar (who's always number one) can attack, he/she will always attack first.

    But I wouldn't be surprised if there's some variance like in the main game.

    I haven't tested this fully but it seems to be the case. At least, the Avatar seems to attack first.

    Vantage, vengeance, miracle, wrath, and hit rate+20 on a dark knight with forged celica's gale
    It sounds painful, unless you could manage to kill it in one hit of course, you could probably swap hit +20 for lethality as a trolling tactic.

    Ditch Wrath. You'll never crit without a weapon forged for critting. Let's say you have 50 Skl after LB. That's 25 crit. After Wrath, that's 45 crit. The enemy will have at least 50 Lck...

    Lucky 7 is much better than Hit+20 because the battle isn't likely to last longer than 7 turns.

    Is Sol worth using to have another chance for Miracle at the loss of not attacking with Vengeance?

    Agreed.

    Nope. I've tried making tanky teams to outlast the player. They failed. Vengeance is the Skill you want most of all, with Luna, Ignis, Aether, and Astra following. Lethality, of course, is very, very useful, but only if everyone has it and you use Brave weapons. This is because the odds become extremely high that someone on your team will activate Lethality should you meet the two criteria. My team has caused innumerable resets due to Lethality, as it is one of the only ways to "defeat" a skilled player.

    Coming back from Phoenix Comicon, where upon I got over 700 Streetpasses and pretty much demolished them all...

    Limit Breaker is absolutely required. No Limit Breaker, and you've already lost. You're never getting a kill.

    Stats > Skills At least as far as I could tell. Doesn't make much sense on paper, but in practice, it's very true. Turn to the old favorites: Lon'qu!Severa, Vaike!Gerome, Kellam!Nah, and third Gen Morgans. (I was completely able to autobattle teams with the more toted "modern" pairings to death if they didn't LB. The guys running stuff like the afformentioned actually managed to avoid being auto-killed. And this is from the POV of a guy who was being a stick who wasn't going to use Limit Breaker to fight Streetpasses.)
    ...Res+10 > Aegis It's like the above. Aegis is used to mitigate tome damage- Manakete don't do enough damage as is, and who uses bows. It also mitigates against pair ups, and is enough to completely negate the base MT of a Forged Celica's Gale.

    Breakers don't make the player miss, they make your team Hit. You're not really going to get any real Avo chances. But tossing around a breaker will mean you'll likely hit.

    Don't bother with Unarmed Rally Bots. Doesn't work. They'll move last and AWAY from the fight, which means it's just a free kill. They will not use Rallies mostly, because they RUN AWAY. The only real way to have a Rally Bot is to use a General or other low MOV unit and give it a Range 1 weapon. Or a Falcon Knight with a Heal, Mend, or Recover (Do not use Physic, Catharsis, Fortify or Goddess, the unit will flee to a safe spot to fire that staff)

    Standard Damage Boosting Skills Accomplish More than Lethality (usually) Don't underestimate Astra, Luna, Aether, Vengeance, and Ignis. These skills HURT-- and it's definitely plausible to kill thru sheer damage. Lethality still has a low activation rate.

    Sol, Nosferatu, Renewal Healing skills suck. ORKO is the name of the game.

    And that's about that.

    I agree with most of these. Not so much with the unreliability of Lethality. EVERYONE must have Lethality for it to become reliable.

    Also, Skills matter quite a bit. Lucky 7 on your side will often will the battle, barring Counter. Watching Severa with a max hit forged Brave Sword fail to connect a single time is gold. I've also OHKOd entire teams with Miracle/Vantage/Vengeance after a single enemy activated Lethality. Do not neglect Skills, since your stats will be inferior to the player's, anyway.

    What is your opinion on a sorcerer that uses this set with a forged Aversa's Night?

    Vengeance/Counter/Miracle/Vantage

    Have you ever faced something like that?

    Made it, faced it, you name it. Sadly, while Aversa's Night is a very good tome (it is powerful AND accurate), it's no Brave weapon. Causing a reset is the goal, so more attacks = more opportunities to activate Lethality/Vengeance > healing.

    Brian (one of the very few teams to impress me out of the 700+ con teams) had something like that (replace Vengeance with Aether and it's that), but made a slight mistake:

    If the AI can use anything besides Aversa's Night, they'll use it instead (not sure if bug). (And he had a Forseti on that unit ('twas his Morgan))

    It's pretty easy to kill those though-- get the initiate and you'll ORKO if you're rallied and have a pair up partner. The standard DF/Sage set drops it like a fly. Without LB, you'll get stepped on either way.

    I dunno about the Aversa's Night thing. Yeah, that usually seems to be the case, but I've also seen the AI use Aversa's Night when attacking a flying unit, much to my dismay. In my experience, they usually use what they have equipped, only changing weapons if they think it will give them an advantage. Still not sure about the priority of weapons, due to the dismal AI. Sometimes, they switch to Celica's Gale (usually when their health is low, derp).

  11. Yup. Normal mode shouldn't be especially difficult, so I expect everyone to be able to get Katarina. Alternate path, though...

    is the same as Lunatic+ mode

    so nope, not necessarily everyone's going to beat it

    (unless you meant the normal route instead)

    Not to be rude, but didn't the context leave little doubt as to which I meant? I can see why the statement regarding "Normal mode" might prompt your helpful correction. However, I should think that my mention of the "alternate path" was clarification enough. Besides, were I so inclined, I might point out that Lunatic+ is a difficulty, whereas Casual is a mode. Such pedantry accomplishes naught, of course. Regardless, I shall now edit the OP to include the information that Apotheosis is no easier on Normal than it is on Lunatic+. Thanks for pointing that out, btw.

    75 speed is needed to double Anna, but that isn't obtained much without rallies. You'll need speed boosting Pair Ups in order to make it to the point of not being doubled by Anna (about 66 SPD). Rallies also can boost stats by a maximum of 10. Also goes without saying that Limit Break is generally a necessity unless you want to challenge yourself even more.

    I was aware of the intention of the forum topic, but still was tsundere about contributing. I still feel weird about it.

    There are few characters who could hit 70 without Rallies. 75, even fewer. A +11 3rd gen Morgan could hit 77 with a Swordmaster in his/her pocket.

    on the other hand, Lancebreaker and tank it out

    Yeah, it's a little weird that she doesn't have Hawkeye. On the other hand, she does have 70 Skl and ++ weapons.

    Not to boast, but I completed the hard "secret route" the one with Anna as the final boss.

    It's all thanks to my Rally Bots, Yarne, my Avatar, Maribelle, and Lissa, and my top fighters, Morgan, Severa, Brady, Inigo, Noire, and Owain.

    Oh my... I can finally put Fire Emblem Awakening down now that I have completed everything. That was an EXTREMELY hard map to complete. Those Helswath!Berserkers were a total nightmare.

    Nice. I haven't had a chance to play it, yet. You used 4 rallybots and 3 pairs? i presume Brave weapons were used abundantly.

  12. I actually WANT to try to beat this with original classes.

    And yes, I've had this map for a LONG while and I still haven't beaten it. Due to college and other obligations mostly.

    I've seen like... the guy on Youtube... yuriasama (?) beat it with Nosferatank Sorcerer and Mobility Dark Pegasus/Flier Celica Gale/Waste kids.

    It almost feels... boring in that sense.

    And I'm probably one of the weird ones on this forum because I don't ever like seeing the characters not in their original classes/class tree.

    I wonder if someone can go with original classes AND no Limit Breaker on anyone but the two lords, and their kids. Like if Limit Breaker were a "Game Lord" only inheritance skill.

    I'm also one of those weird ones. I always make sure to keep the characters in classes that are close enough to their "true" classes.

    Owain must have a sword visible on his battle model, because SWORD HAND, so I made him a Dread Fighter.

    Noire must have a bow, so I made her a Bride.

    Other than those, the kids are in their default promotions.

    So, This is the "Prepare your anus" mission!

    I hope I can actually beat it!

    Yup. Normal mode shouldn't be especially difficult, so I expect everyone to be able to get Katarina. Alternate path, though...

    20, including Mr. required Chrom.

    I forgot to put that in the OP. I'll do so now.

    I wonder why Chrom is ALWAYS force-deployed in DLC maps. D8; I can't tell you how annoying it is when I want to transcribe convos, and I waste time trying to figure out an efficient way to get as many as I can at once. I'm like "CHROM GO AWAY", augh. So annoying.

    This is so true. Chrom's forced deployment annoys me to no end.

    Just tried out TSON with less than half of my team, not even fully limit break leveled. They made the waves very managble to the point I survived one and gave up on two due to how saddeningly easy it was going to be to nab Katarina. I suppose the Anna run will be quite the feat though.

    Edit: Someone's trying to one shot Anna? You're going to have to crit with the force of a pimped out Sage Rick!Laurent. And luck will have to be on your side, despite the maxed/near maxed (Katarina's Bolt, ironically, is the key for that plan) critical chances (Wrath and other crit boosting skills required), Tomefaire and Vengance Depending on the order of calculation, it won't even be possible. The lowest damage done will be 42, without Vengance. If Laurent survives a Spear++ and Vengance activates from there, the damage calculaton will start with the damage being 34 (if Laurent has been restored to full health before starting the altercation with Anna). A crit would result in 92 damage. His doubled partner must boost his magic or simply land a hit afterward to finish her.

    I can't believe I gave that strategy away... Q-Q

    This is the place to "give strategies away". Specifically, anyone who clears (or comes close to clearing) Anna's alternate path will be welcome to share their strategy and tactics. Any significant calculations, such as the Spd required to double attack Anna, will be edited into the second post.

  13. This post is reserved for statistics and calculations.

    This Xenologue's difficulty (insane) is the same across all difficulty settings (Normal - Lunatic+).

    The number of deployment slots available is 20, including Chrom (forced).

    Wave 1 must be cleared in no more than 2 turns to begin the alternate path.

    Anna's stats are on the site. I'll post what is probably her most significant stat here, though: 70 Speed. Combined with her Brave Lance++ and a 65% chance to activate Aether, she'll tear through the unprepared.

  14. Here we will discuss Apotheosis, the final DLC for Fire Emblem: Awakening. Spoilers will not need to be tagged as such, so if you don't want to know who the Strongest One is, delve no further herein.

    ***HERE BE SPOILERS***

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    So, what strategies are you folks cooking up to take on Anna? I'm going to try not to abuse the hilariously broken combination of Pair Up and Brave weapons, since 12 strikes per round, 8 of which will bypass Aegis/Pavise/Counter, will probably trivialize the battle. I only intend to abuse that combo in order to clear the first 5 Generals and 2(?) War Monks in 2 rounds.

    I intend to send my dragon daughters to engage her in a brutal battle. After waiting this long for the map, I don't want it to end too quickly. As for Anna, I don't want to cheese my way to victory. Anna will be unable to damage Morgan without Aether. Given the high DG rate of my daughters, and the chance to activate Pavise, they will be able to outlast Anna. Truthfully, the biggest concern is Counter. Nothing else has ever killed Morgan. Lethality has always been trumped by either Miracle, DG, or evasion. Counter...Counter has killed her on several occasions.

    Of course, I will be playing this map many times, to try out different tactics. Brave Bows will be wonderfully effective here, since they'll not trigger Counter.

  15. I have only encountered a handful of teams and only one was a challenge for me. What skill priority would you recommend?

    Counter is the most important, easily. After that, it's a tie between Lethality and Vengeance, since the former is probably going to activate at some point during the battle, while the latter is a guaranteed source of damage that increases in proportion to the player's damage output. If you can, put Miracle on everyone, especially those with Counter. If you want Vantage, be sure to have Miracle and Vengeance, since that combo is actually good.

    The AI will staffbot only if said bot can't attack. A single Sage with a Goddess Staff, Fortify, Physic, etc can save the day.

    Breakers are generally useless. Unless your name is Nah, that is. Bear in mind that the player can change their Skills to fit the challenge, while yours cannot. Some Skills are wonderful for killing StreetPass teams but horrendous for putting on yours for the AI to use.

    Also, Mire is a joke, even with Hit +20 and the like. If you rely on siege weapons, your team will pose no threat whatsoever to anyone who actually looks at your team before fighting it. I've fought teams like that and they were some of the easiest I've faced that were Limit Broken, despite Hit +20 and Lucky 7. It's true that siege units are the beat recipients of Lucky 7 but they still suck.

    This next part is rather topical. One of the very best skills to take when fighting a StreetPass team is Galeforce. Since the enemies will likely have a brutal skillset (otherwise, just step on them), it's very, very helpful to spam Galeforce. Also, Lucky 7 is tremendously helpful. If you think you might take damage, grab Lifetaker. Finally, something like Luna (just not Astra, whatever you do) will do nicely. If everyone is using times, Tomebreaker wins the match for you. Be sure to use Brave Weapons. Forges aren't needed,. since they necessitate the use of Armsthrift, at least to me.

    That covers most of it. I fought a rather powerful team not 8 hours ago and can attest to the efficacy of the aforementioned skillset.

  16. Good skills are Miracle, Counter, Lethality, and Vengeance. Since Dual Strike bypasses Aegis, Pavise, Miracle, and Counter, it's unlikely that your units will live long enough to activate Vantage or Renewal. What you want to aim for is simply getting a lucky kill on your Enemy Phase, since the Player Phase will belong to the enemy. If you do use Vantage, be sure it's on a magical unit for 1-2 range. Your weapons must be Braves, as well, to increase your odds of activating Lethality. Since Vengeance is your main source of damage output, a high hit weapon, like Celica's Gale, is perfect.

    EDIT: I've StreetPassed countless teams. Virtually all are easy to beat. Only those like mine take more than one attempt to defeat. The AI that controls your team is woefully inadequate.

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