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PKL

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Everything posted by PKL

  1. It's a question of whether Flavia's combat is better than Basilio's utility. I think Basilio wins out but I can't change his vote now. Maybe I'll lower Flavia's or something.
  2. Chapter 25 is too fast to be relevant. So are most endgame maps but w/e :P Anyway, Basilio got 2.43 unbiased and 2.93 biased.
  3. Day 31: Flavia Sol, decent-ish stats, can take the hammer from Basilio and help with like 2 Generals and then she's mediocre in Chapter 24.Then she's completely useless in Endgame. Terrible and too late. 0.5/10 EDIT: Lowered her score a little bit.
  4. Thanks :) The thing is, the only Avatar that has gotten good levels for me, has been the LTC FE13 one for obvious reasons lol. It's kinda funny. All the other avatars keep getting 1 stat levels or stuff like that to troll me. It's sad that he still turns out amazing because of Veteran. I will leave nothing to chance :P. I should've rng aboosed Catria from a lot earlier, but its not too late. As for Palla, I map saved before that level. If only res was actually good :P. Anyway, I think i made a really small mistake. I have 3 door keys atm and will receive another in Chapter 17. But there's only 3 doors to open in the rest of the game. That means i don't have to visit Chapter 9's shop so that eases a lot of pressure off. I have a spare door key that costed me 300G (150G since ill just sell it back) but whatever. I have 3 door keys, have to use one in Chapter 16 to open boss room. The other is in Chapter 17 to open Sheema's room and then the other is in Chapter 22. Normally, I'd need 2 door keys in Chapter 15, but that's warp skipped. Same with Chapter 20.
  5. I would be incredibly butthurt if Sakurai cut toon link and marth from the cast since they're my mains and I love their playstyle and everything about them. But I wouldn't go so far as to criticize and not buy the game I'd just cry find a new main. I knew before that article that it is a very difficult decision to make. But I didn't know Sakurai cared so much about the fanbase.
  6. I might start concentrating on one, but as long as I can manage giving them equal amount of kills, I will :P. It hasn't actually hurt their exp yet. I think I might go with Ricken due to the higher level, which means he will get to Level 10 faster.
  7. Chapter 4 2/14 Feeding Sumia as much exp as possible was my goal here. Other than that, it's a very easy chapter. Stahl carries Robin up. Chrom and Miriel takes down a Figher on the left. Sumia and Fred take down the one on the right. In Turn 2, Sumia gets the Marth kill and Avatar owns everything else. Sumia also got a mage kill in EP with Javelin. Sumia was given the Energy Drop from Renown before the chapter. Robin 12.03 HP 27 Str 13 Mag 14 Skl 13 Spd 18 Lck 6 Def 10 Res 6 Sword E Tome C Miriel 2.34 HP 19 Str 0 Mag 6 Skl 6 Spd 8 Lck 6 Def 4 Res 4 Tome E Sumia 3.69 HP 20 Str 9 Mag 4 Skl 12 Spd 12 Lck 9 Def 6 Res 7 Lance D Stahl 3.08 HP 22 Str 8 Mag 0 Skl 8 Spd 7 Lck 6 Def 8 Res 1 Sword D Lance E Robin was Second Sealed to Pegasus Knight here and given a Bronze Lance. Chapter 5 3/17 Frederick pairs with Robin and she kills a Dark Mage. Sumia weakens a Myrmidon near Ricken. Miriel weakens the barbarian. Ricken takes a Wind forge (5 MT) from Sumia and uses it to kill off the myrmidon. Lon'qu takes the south. Turn 2, Sumia flew up with Kellam support and took down some enemies near the Ricken Maribelle start point. Robin took the boss area, prioritizing killing the boss in Player Phase 3. A Mage that avatar didnt kill (couldn't counter) got lured by Ricken and finished off by Chrom, Ricken used his Wind to help Sumia out and got a level. I didn't let reinforcements spawn because it finished in PP3. That means no hand axe but whatever. Chrom 2.62 HP 21 Str 8 Mag 1 Skl 8 Spd 9 Lck 6 Def 7 Res 1 Sword E Robin 5.70 HP 31 Str 17 Mag 14 Skl 19 Spd 24 Lck 7 Def 9 Res 11 Lance E Miriel 2.85 HP 19 Str 0 Mag 6 Skl 6 Spd 8 Lck 6 Def 4 Res 4 Tome E Sumia 4.75 HP 21 Str 10 Mag 4 Skl 12 Spd 13 Lck 9 Def 6 Res 8 Lance D Ricken 4.02 HP 21 Str 4 Mag 8 Skl 6 Spd 6 Lck 10 Def 6 Res 4 Tome D Chapter 6 3/20 This chapter. was. a. PAIN. in. the. rear. First, Lon'qu kills a Fighter near Lucina. Sumia and Fred pair up and she kills a thief, then kills the 2 barbs near there and doesnt counter the dark mage, she's left at 4 hp. Robin and Kellam pair up and take the Gaius side. Chrom lures Gaius and recruits him Turn 2, then he pairs with Gaius and Gaius weakens a Dark Mage, which Ricken kills. Panne finishes off a thief and Lon'qu pairs with her so that she can double a thief. Robin goes down and kills stuff. Sumia switches to Frederick and he javelins shit. Miriel Sully and Stahl help out Lucina, while Ricken and Gaius take down 2 Dark Mages. Sumia is then swiched in and she lures Validar after she chugs and Elixir, she ORKOs him thanks to Fred's Silver Lance. Robin took down a Dark Mage and the remaining steel axe barbarian also suicided. Chrom 3.05 HP 22 Str 8 Mag 1 Skl 8 Spd 10 Lck 7 Def 7 Res 2 Sword E Robin 7.99 HP 32 Str 17 Mag 14 Skl 20 Spd 26 Lck 9 Def 10 Res 12 Lance D Fred 3.08 HP 30 Str 14 Mag 2 Skl 12 Spd 11 Lck 6 Def 14 Res 3 Sword D Lance A Axe D Miriel 3.28 HP 20 Str 0 Mag 7 Skl 7 Spd 9 Lck 7 Def 4 Res 4 Tome E Sumia 7.19 HP 24 Str 11 Mag 6 Skl 15 Spd 16 Lck 11 Def 8 Res 9 Lance D Ricken 4.50 HP 21 Str 4 Mag 8 Skl 6 Spd 6 Lck 10 Def 6 Res 4 Tome D Panne 7.00 HP 29 Str 8 Mag 1 Skl 10 Spd 11 Lck 8 Def 8 Res 3 9 Javelin uses left. I think I have enough for Chapter 7.
  8. Yeah, I think so too. But sadly, in my LTC run, I can't get Rescue or enough exp to take down the left side (Sumia Fred take the right)
  9. Thanks. I was just about to do that until I saw this :D. On to Basilio, Rally Strength, poor supports, terrible availability. His combat isnt actually that bad in his join map, but like...everyone else is better at this point. He can help with the north enemies or some generals though, so that's...something? And he has Bow Dual Strikes in the next chapter I guess. Lack of supports will make his dual strike odds terrible though... 1/10
  10. Day 30 Basilio starts now. Tiki's total tomorrow because I gotta leave soon.
  11. Been doing the EM draft, FE12 LTC and FE13 LTC. So no.
  12. You'll be proven so wrong. He's the most loved lord in Japan. I doubt Sakurai would be that dumb.
  13. No replies to my huge wall of text, figured. Had to give Marth a quick trip to the arena to get a def proc. Neccesary to make Roger target Swordmaster Ryan and not Marth.
  14. I prefer New Mystery's. But Awakening's is rad too.
  15. PKL

    Hey you, yeah, you. That's right, the one that's looking clueless, you. Get yo rear end to the RTU and rate Tiki :P

  16. Midia Cord and Bord arent anywhere near the worst. My list of worst characters is: 1. Lorenz- definetely the worst character around imo. Super late join with those bases is just no. 2. Radd- terrible bases and weapon rank. His lck sucks and he's just super awful forever. His jointime doesn't help him either. 3. Maria- kinda like Radd, except at least she can use staves. 4. Arran- man, he's like a Jeigan that joins when the game is ending. Nuff said. 5. Dolph- whyyy.. 6. Ymir- lol. 7. Rickard- thieving utility is awful in this game and he has ass for stats. Sorry, Eclipse :P 8. Tomas- he's like Gordin, except much later. Better than Dolph because he at least has a bow rank. 9. Macellan- almost as bad as Dolph. 10. Bantu- Firestone bonus gives him decent-ish one hit chip from 1 range, but his stats suck and chip from 1 range isn't ideal when youre in danger of getting doubled.
  17. Gregor Level 20 Mercenary (HM) HP 40 Str 18 Mag 0 Skl 18 Spd 15 Lck 12 Def 15 Res 4 Ricken Level 20 Mage HP 36 Str 5 Mag 19 Skl 16 Spd 15 Lck 27 Def 13 Res 9 Nowi Level 30 Manakete (HM) HP 50 Str 23 Mag 12 Skl 22 Spd 10 Lck 30 Def 17 Res 20 Tiki Level 30 Manakete (HM) HP 60 Str 26 Mag 17 Skl 25 Spd 25 Lck 31 Def 24 Def 22 Sumia Level 20 Pegasus Knight HP 28 Str 15 Mag 10 Skl 24 Spd 25 Lck 22 Def 9 Res 16 EDIT: Forgot Kellam, how ironic. Kellam Level 20 Knight HP 36 Str 23 Mag 1 Skl 16 Spd 9 Lck 9 Def 23 Res 3
  18. Tiki. Joins at Chapter 19 at the soonest, so that's a big hit in the availability department. Her bases are spectacular. Her supports are lacking, but the ones she does get are uncontested. Say'ri supplies her with a lot of spd from the get-go, and the support is actually decently fast. She can tank like a truck and also ORKO a lot of enemy types at base with Say'ri support. She comes just in time for when you'd want a tank like her, for the C23 and 24 routs. 6/10 +1 bias because she got awesome after 1000 years and because she still calls him Mar-mar ;_; 7/10
  19. Wendell is like one of the best characters...
  20. Day 29: Tiki Say'ri got a 4.73 (rounded up) unbiased and 4.86 biased. I don't agree she's better than Gregor and Ricken but watevs. My Tiki rating later, much later.
  21. Your list lacks Radd, Est, Maria, Lorenz and Ymir and has ATHENA. It's credibility is lost.
  22. WARNING: HUGE WALL OF TEXT INCOMING. FIND SOME COVER I have some leftover staves without counting whatever the hell I do with them in 20x. So It's fine. If there's a suspect around, I'd say it's C18. Which requires me to: Dance Marth with Feena, Rescue him back, Warp Caeda, kill boss with her, Warp Marth, Again. Just for a 1 turn saved. I think it's a good time to review my staff use. Gotta make sure I don't mess up. Chapter 8: I currently have 3 rescue charges and 2 hammerne left. No staves used in the 3 turn. Chapter 9: Dance Marth with Feena in Turn 2, visit village Turn 4, go back down, recruit lured Etzel in Turn 5 and dance Marth with Feena (Etzel is barely out of reach of her but close enough to be recruited in my strat) and rescue him. Thief obtained by Sirius and sent to convoy to use on the shard and boots. 2 rescue charges 2 hammerne and 3 Thief left. Chapter 10: Nothing here. Chapter 10x: Same. Chapter 11: Double rescue with Etzel for a 5 turn clear. 0 Rescues 2 Hammerne 3 Thief left. Chapter 12: Nothing needed. Boots Marth rush for a 5 turn. Chapter 13: 4 turn, looked really hard into the map to see if any different movement would yield a 3 turn and it's a no. Chapter 13x: 2 turn. Will look into the possibility of a 1 turn with a capped Falcoknight Catria (skips Iote but I wouldn't need it) Chapter 14: Obtain Warp, send to Convoy. Retrieve it and use it to warp Marth to Gotoh. Nosferatank the reinforcements or sacrifice unused units to them. Thief the Again staff. The second Warper will be traded the Warp staff, Marth will go down, be danced by Feena and Warp Marth to seize. This is the most complicated chapter >_>. The possibility of a 1 turn exists If I save a Rescue charge from the desert, but it yields the same result (1 turn saved). 5 Warp 2 Hammerne 2 Thief 3 Again left Chapter 15: Dance Caeda and Wing Spear the boss. Warp Marth. 4 Warp 2 hammerne 2 thief 3 Again left Chapter 16: Open Door with anyone, dance Geosphere killer and obtain the sphere. Thief the Rescue staff with someone. Warp Marth, KO boss and Again for the seize. 5 Rescue 3 Warp 2 Hammerne 1 Thief 2 Again left. Chapter 16x: Nothing, a 1 turn. Don't need Katarina either. Chapter 17: A Warrior blocks the door, so I can't dance a rescuer and open it with a mount. So that only leaves: Warp a Door Key user. Warp Marth, recruit or kill Sheema and Again him. Hammerne the Warp here. 5 Rescue 7 Warp 1 Hammerne 1 Thief 1 Again left Chapter 18: Dance Marth to the village, obtain Lifesphere. Rescue him back, Warp Caeda and him. Kill boss and Again Marth. 4 Rescue 5 Warp 1 Hammerne 1 Thief 0 Again left A second alternative exists, which Im considering too: Rescue Marth to the village, obtain Lifesphere. Do a massive rescue trade chain, Rescue with another staff user. Dance him. Warp him and Caeda. Saves 1 Again over a Rescue. 3 Rescue 5 Warp 1 Hammerne 1 Thief 1 Again left Let's go with the second alternative for the rest, to have a number: Chapter 19 http://fireemblemwod.net/fe12/guia/capitulo-19.htm I need confirmation that terrain in the boss area is a castle or a wall. If it's wall, then warp is needed or a really strong Hand Axe forge or crits. If it's not, then I will do this strat: Dance Caeda with Feena in a spot of the map that gives her just exact move to reach and Wing Spear the boss. Warp Marth. If it's a wall: A flier can reach from the northern most tile and 2 range. A danced Flier can also 2 range him from another tile. Might need a crit or a stronger 1-2 range forge. There's also Starsphere and Lightsphere to help out. Warp Marth after killing boss. Either way it's only 1 warp. If killing him outright fails, then I might have have a strong Javelin forge, A lances Palla with capped str kill one of the generals blocking him and 1 range him that way with Caeda. 3 Rescue 4 Warp 1 Hammerne 1 Thief 1 Again left Chapter 20: Warp Marth with Geosphere. Warp Parthia Starsphere Horseman Ryan and double crit Hardin with 43% crit (thanks to oneway A support with Marth and Geosphere). Thief staff the Again and seize. 3 Rescue 2 Warp 1 Hammerne 0 Thief 4 Again left Chapter 20x: Just 3 horsemans alone and a dance from Marth is enough to 3 turn. Might figure out a 2 turn somehow with some staff usage. For now, 0 staves assumed here. 3 Rescue 2 Warp 1 Hammerne 0 Thief 4 Again left Chapter 21: Warp Marth to village. Rescue him back, dance him. Hammerne the Warp staff. Warp him, blick boss with Wo Dao/KE, Again. Could also Warp someone to Secret Shop if deemed neccesary, though I doubt it because Loony boosters. The possibility of warping someone else instead of Marth alone exists and could save an Again use. It all depends on what I deem better. 2 Rescue 6 Warp 0 Hammerne 3 Again left Chapter 22: Warp Door Key user to Door. Warp Marth. Warp bosskiller. Seize. 2 Rescue 3 Warp 0 Hammerne 3 Again left Chapter 23: Warp Starlight user, blick Hardin with a crit. Warp Marth seize. 2 Rescue 1 Warp 0 Hammerne 3 Again left So I have 2 Rescues 1 Warp and 3 Agains left in endgame to play with. The strat for Endgame is simply dance Minerva to Maria, recruit her, trade her the rescue and kill Lena with Minerva. Maria rescues Sirisu and he recruits Nyna and kills Elice. Then Nyna rescue Marth, crit then Again. That would leave me with: 0 Rescue 1 Warp 0 Hammerne 2 Again to play with in the previous chapters. 20x comes to mind, Im not sure what to do in that one since it's pretty tough to plan for...looking at the Fewod map for it, http://fireemblemwod.net/fe12/guia/capitulo-20x.htm I guess I could have the Horsemen kill the first Berserker in the way. Then Falco Catria @ Gradivus crits the other one. Leaving Marth to get danced by Feena and full move, killing the first General blocking the way. then Catria and the horsemen kill the sniper and Berserker now in the way. Marth full moves left. Again him, reveal Eremiah, Warp someone with a good speed cap to kill her then Again Marth. That would leave me with exactly 0 staves...
  23. Yeah, her def is pretty bad but It can function with a def statstick like Kellam or something + def tonics until Tiki arrives. Hmm...maybe I underrated her myself...
  24. I have to get Marth to be able to ORKO the boss there. It's basically Warp him, ORKO with Marth and Again him. While Feena dances whoever is going to get the Geosphere. Someone has to use the Thief Staff for the Rescue chest too. That's why I'm deploying as many staff users as I can, to train their staff rank and be able to use as many staves per turn as I can in later chapters. (a lot of 1 turns later on are dependent on multiple staves per turn, it's not as easy as Shadow Dragon for sure lol)
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