Jump to content

Espinosa

Member
  • Posts

    7,503
  • Joined

  • Last visited

Everything posted by Espinosa

  1. I think you're overestimating Marcus's bosskilling abilities in this one a bit. He is, after all, an axe user in a game where axes whiff and bossavo is high.
  2. Considering the lack of stat boosters that Sheeda could benefit from early on, investing into her basically means having her ORKO doods with a Silver Lance. She did get plenty of strength levelups for me though, just not that many levelups in general and only, like, 2 HP levels so far. I could've done what you suggested or, alternatively (since Abel pulling a Doga in C2 grants him 3 levels), not bothered with Sheeda so much (I did note she is basically replaceable in every single earlygame map) and gone with Abel+Minerva instead. Killing Camus (and to a lesser extent Michael) is what makes training a really strong mounted unit so decisive right now and I'm basically torn between giving Sheeda Marth's robe and having her promote in C15, investing into Abel or investing into Minerva. Choosing one doesn't necessarily exclude another, though only one character will have to kill Michael, but ideally I think I want my boosters invested into one, at most two, character(-s). It really sucks that promoting doesn't grant any extra HP though! Sheeda isn't surviving a counter from Camus at full HP unless she takes a robe.
  3. By Member Badge I do mean the FE character ones below our names/info when our posts appear on the forums. I remember reading a list like that for people's favourite FE games a few years ago, so I wondered if a similar one exists for character badges. Maybe it wouldn't be hard to make one? Some kind of sorting by-game could be fun, too, just to see who the fan favourites really are in these parts.
  4. https://www.youtube.com/watch?v=-SmKXnZbqkA Chapter 6 in 3 turns (half/warpskip of sorts). Oguma and Julian steal some exp from actually worthwhile units some more.
  5. idk Nomad -> Wyvern Rider nets +2 str, +4 def without any decrease in speed, not to mention flight. Tome users are generally the ones with the worse bases, so them ending up as something else could turn out good. The modifiers seem to have a much more prominent influence on units' functionality in this run (though mobility and weapon type of the class matter no less obviously).
  6. Rigging Marth +def levels will be hard because I also need to get Kashim wlv levels. Both are 20% growths, so that's a 4% chance of getting both on the same run (assuming they both level up only once). Surviving two hero attacks could well prove to be really difficult however. They have 18-20 atk each, so full HP Marth should be able to withstand two of these, but the Gharnefs should chip in too, and that'll hurt if one connects. Just tested chapter 13 without Minerva ORKOing the Silver Sword Hero. Chainey can still reach him on turn 3 enemy phase no problem. Meanwhile... A little something from my chapter 11 attempts.
  7. He's also needed to break walls of mooks so that Marth can seize, or reclaim treasure from thieves. Speaking of which, aren't you underestimating the stat requirements to stay alive in a warpless clear of Gharnef's chapter? Marth needs to be really bulky to withstand the three heroes + others, I bet.
  8. Mine does have 18 spd after a ring so 20 shouldn't be impossible if you really focus on giving her levels. You only need 16 to double with a slim lance anyway, but with 10 str she doesn't even 6HKO with a double crit. If this ORKO does turn out to be really important, I might have to feed Minerva my only Power Ring. I mean, why not, she'll probably be one of those attacking Camus anyway. Speaking of which, Chainey's 18 hp should render him useless for any serious bosskill strategies - he's too fragile to take a hit since Marth is still at base defence.
  9. Chapter 11 has been successfully 5-turned. Kashim got a str/wlv levelup and will level up whenever he gets exp in the desert chapter, so that's another chance to get him a +wlv level. He'll be 2 points of wlv short of getting to Partia if he procs the stat once more. Marth emerges as the unit with the best offence in the party afterwards. The Power Ring remains unused as of the beginning of C12. I'm sure I'm not doing my team any favours by postponing the time I use it, so I better decide fast what to do with it. Hey Horace, How vital is Minerva killing the silver sword Hero on turn 1 EP to have Chainey advance an extra two squares on that turn (Minerva could always retreat or fly away the next turn to let him run towards Marth)? Because she can neither double nor 2HKO that Hero (and, in fact, cannot double with a silver lance at all; requiring 20 mounted AS to double with a silver sword and no less than 18 mounted strength for a 2HKO).
  10. Remember when I said Sheeda would always get a +str level-up when critting a hero with a silver lance on EP? This doesn't seem to apply to levelling up off a sniper on PP in C11...
  11. In Fire Emblem Fates. So I've been thinking about the possible ways of killing Camus, and I wonder which stat boosters Marth really requires for the following chapters. His offence is already comparable to promoted Abel, and he hasn't really got any powerful bosses left to kill - others will be doing that. However, there's Chiki's map where Marth and Chainey having good stats will be extremely important, not to mention Gharnef's map with the powerful clones and heroes. Will he need the shield and/or the robe to not die there? My worry is that DK!Sheeda gains no HP upon promotion and will simply become a 17 HP draco if she doesn't proc any vitality until then. She needs +6 hp/def in order to take a Gradius counter from the boss. Minerva, on the other hand, needs just one defensive proc to take a counter, and should double pretty easily since she's already got 18 speed after getting the first ring. I should probably be able to get Abel closer to the boss by turn 4 though, even if Abel's statistic advantage won't be that big over fliers (he's got the best HP in the party however).
  12. It sure feels refreshing to see Roy rescuing mounted units.
  13. Everything. Worst series ever. Seriously though, I wish more games had the rescue feature and canto re-move and gave incentive to use foot units.
  14. Kashim will hopefully have sufficient wlv to kill Mediuth. And yeah, I guess the only reason to obtain the Silver Card is to show off that it can be done while LTCing, sorta like when I LTC'd FE7 I'd do stuff like steal Vulneraries just to show the range of objectives that could be simultaneously accomplished within the lowest turns.
  15. So I discovered how to 5-turn chapter 11, but it relies on Astria proccing a 24% crit. Astria then plays the biggest role in the throne room afterwards, so he's a pure genuine Hero indeed (what Oguma will never be). The bosskill seems to be less of a problem. I really wonder if I can even get the Silver Card but then again, do I even need one? Aura and Excalibur can be sold for 10K cash, which should be sufficient for keys and silvers of all sorts. I'd sell both the Hero Proofs but it looks like items/staves cannot sold; can anyone confirm/disprove? At least the Sniper in the treasure room is stationary and won't attack even if you place a flier right next to him. Minerva should travel there right away. Now that I think about it; there'll always be a time to sell off Marich's and Linde's tomes. Who knows; I may need Excalibur to fight armours or something (probably not though).
  16. Chapter 5 in 2 turns; our first warpskip. I've finally had some time to play today and cleared chapters 9/10 in the expected number of turns. Currently, I'm in chapter 11 and thinking what to do about the Power Ring I got from the mamacute in the previous chapter. Options? The chapter 11 boss is hard to kill on the fifth turn and giving the item to freshly promoted paladin Abel allows him to deal 14x2 dmg to the boss, and 28+14 (7x2 from thunder sword Astria) is barely enough to kill the boss. It turns out thunder swords don't actually deal 10 fixed damage, like FE6's Light Brand, but 10 - res, potentially 0 to tome users. Found out the hard way when I thought I could drop my Killing Edge by taking the boss's Bolganone and countering the 2 mages and the sniper with the thunder sword, with Sheeda's support for more crit on the sniper - turns out this doesn't work also because Bolganone becomes Marth's item instead of the next weapon on the list as I've become used to when playing the later FEs meticulously. However, thunder swords can also crit, and between Abel's 11 crit and Astria's 14 crit, we could just reset until the boss succumbs to those attacks and save it for something more important later. As for other potential recipients, well...There's Kashim who's a lv. 8 Hunter with 12 strength. Getting to 20 str may not be such a big problem considering his 60% growth in the stat, but getting to 12 wlv from the present 8 with a 20% growth to wield Partia is much harder, especially considering we missed both the Manual and the Orion Bolt that could facilitate Kashim getting more exp opportunities. Reaching 12 wlv also probably takes priority over getting to 20 str, because Partia is said to grant 2x experience, so I imagine wielding it makes it much easier to get tons of exp too. idk really. I could give it to Marth who currently has the best dismounted combat in the party, beating Abel's (whose levelups after those shown to you on video already all sucked), but it's not him who has to kill the later bosses. His combat is already good enough to continue killing things at 1-range, so his stats should keep growing at a steady pace. Sheeda and Minerva are also good options, though Sheeda's 17 HP seriously sucks (she can't take a mamacute attack at all). I'm also thinking Paola can be a good option, as she joins with higher hp and grows strength more reliably. Paola could also be better at killing Camus considering Abel and Minerva both grant her +10 hit/avo/crit. Sheeda's spd and lck are way better though, and Paola will need to start proccing str ASAP to catch up with the few point Sheeda did gain in the early chapters. So idk basically.
  17. Nice. I advise turning the animations off when recording in order to make it more watchable.
  18. Yeah, I almost forgot about Chainey's contributions in indoor maps... He could do some really useful things in C14/15, and I guess he could help with killing Camus too. How will Chainey copying Marth help in chapter 18 exactly though? Just as an extra fighter with great mobility? I imagine I can give Marth a Barrier boost but not give Chainsey one so that the enemies leave Marth alone, but it's not like it's affordable if Chainey dies in Marth's place, either.
  19. I mean the one Warp necessary to have Marth reach the fake Gharnef on the throne and kill him on turn 1. The candle terrain blocks his way otherwise (and those enemies are p scary too). The only map we're using a doublewarp on is just the final one (where Warping cuts two turns). Better brace ourselves for those combat-heavy turn 1 EPs in Michael's and Gharnef's chapters then. Luck will be capped by then, as will speed most probably, but raw defensive stats will be an issue for sure. Also, wrt Marth's skill, he has only 7 points as of chapter 9, and I don't think we're getting the C14 Secret Book in our 3-turn clear of the map, so some 15-ish skill stat can probably be expected by that point.
  20. There's actually no 2nd Warp left for Michael if we stick to the Warp allocation that seems the best right now: 15 - 1 16 - 1 17 - 2 18 - 1 19 - 1 20 - 2 That's 8 Warps, whereas we only have 7 if we shave off 4 (?) turns by using a Warp in Chainey's chapter. So Marth will have to solo the enemies attacking him when he kills Gharnef's clone and Michael. A Power Ring use on Marth may then be a good idea (though him having more strength may actually make survival harder for him in Gharnef's chapter because killing enemies at 1-range allows more enemies to target him on the same turn). A Warp on Banutu in chapter 15 is probably not a bad idea even if the map can't be 4-turned for some reason (like Marth dying to the enemies there, such as those 22 atk silver sword heroes).
  21. Minerva has to dismount to get inside, doesn't she? So she'll be attacking the Hero with a Silver Sword / Kill Sword, and the boss with an Armor Kill then. Will she have enough attack to do it with base atk+Power Ring (9+4)? Her levelup was admittedly very poor for meeting worthwhile stat benchmarks in the game, but I could probably squeeze in an extra level-up or two if I really have to try. I was pretty sure there would plenty of allies to assist with the bosskill considering that Marth literally wastes the first turn to retract (instead of advancing forward) so that Paola and Katua can talk to him. How exactly do 10 move units fail to progress at the same pace as him? Though I guess Marth doesn't lose any of his mobility indoors.
  22. There's not much use for the Gradivus in the hands of a mounted unit. Doga can slay Mediuth with it, and any good flier can KO the boss of the penultimate chapter with it, but that's about it really. Eh, Marth might as well break it while fighting the enemies around Michael (as long as they die and don't occupy the gate). Since Kashim is killing the boss and all. What exactly is Chainey's trajectory of movement after turn 1 (when I assume he closes in on Minerva)? Does he immediately dive into water on turn 2 if Marth's just recruited Samson? I haven't actually considered getting Light/Star Orbs, but now that you mention it, the former will allow a much easier time against Camus and the latter will let Marth counter with the Mercurius without breaking it in Michael's chapter. I guess George could be a good unit on this map? Good combat with Partia and 7 move. I wonder if we should be worried about the enemies near Chiki massacring Marth (they ignored Marth when he had 20 def/res, but that doesn't really say anything about an actual real run). My Oguma is pretty crappy and can't be relied upon really. I don't think the Earth Orb can be obtained before turn 3... How does the 2warp in Camus's chapter save 2 turns? With a single Warp, Marth seizes on turn 4 after reaching Est's village naturally on turn 3. With the double Warp, he seizes on turn 3. So that's a 1-turn shave, and the map is significantly harder than other maps where an extra shot of Warp shaves off just one turn. You also mention how easy Camus is to kill. Without the Light Orb, you have to connect two attacks against 65 avo which is a pretty big deal. You need to deal 36 dmg per hit to 2HKO him, so 16 str on the flier attacking with the Miracle Sword, and 19 spd needed to double. Because DKs lose stats upon dismounting, the flier in question needs 19 str and 20+2 spd as a Draco to carry out this plan. I suppose if the bosskill takes place on PP, nothing is stopping from having Sheeda and Minerva cooperate for the kill, which they can do with something like a Knight Killer, which is actually awfully similar to Mercurius / Miracle Sword here in terms of mt / hit / AS. Chapter 5's RNG quickly complied on my run, and you only had to worry about being attacked by 3 mooks. But yeah, assuming a good Marth, the odds of success should be better there. edit: Also, what's the problem with chapter 11's reliability? This seemed like such a simple map.
  23. BTW, what are Lance's and Wolt's ranks like? Marcus's combat and axe rank might actually make this the first LTC run where the Armads could see some use...
  24. Those are some ugly ass motherfuckers. Pirate Roy is beautiful though. I have a feeling you will hate facing the constant low% crit from the enemies.
  25. I haven't seriously considered foregoing the Boots either. The running around Marth has to do midgame is too important, and 11 move gets to places way faster than 7 move. How exactly are you 4-turning Chainey's map with a single Warp? Really can't imagine this being possible no matter how you bend the strat. Will you get the Earth Orb/Geosphere for Mediuth by warping Banutu for a 4-turn? This only saves 7 turns if Marth is able to seize on turn 4, which I'm not sure he will. What exactly is being achieved by double-warping Camus's map? Is the second Warp for the bosskiller (and if so, who)? Your thoughts about Michael's chapter? Topazd and I have discovered the issue of the enemies clogging up the seize gate on turn 1 in the event that Michael dies. A normal, much more fragile Marth has trouble penetrating the defences of the foes attacking him, too. Seems like a double-warp is in order tbqh.
×
×
  • Create New...