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SpiceMan

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Posts posted by SpiceMan

  1. Erinys passes down pursuit by herself. You don't need to have the father pass it down as well.

    As for general pairings Erinys can really work with anyone. Her best pairing is obviously Lewyn for Forseti Ced, but you might have paired Lewyn with Tailtyu instead which is arguably better. If you didn't then definitely do it for this one. Disregarding Lewyn the 2 best choices I've found are Claude or Noish. Claude allows Ced to use all types of staves including the Valkyrie staff in addition to giving him a high magic growth, he also raises Fee's staff rank when promoted from C to B which allows use of staves like Warp, physic or recover and also makes her very competent with magic swords. Noish on the other hand is focused on making fee the best she can be, giving her good strength and defense along with critical and accost(meaning when she promotes she'll have Pursuit, adept, accost and critical). It hurts Ced a lot, giving him a think a 5 or 10% magic growth, but his bases and weapons types are plenty enough for him to still be great, plus he also has the 4 skill combo Fee has at base due to starting as a Sage so he won't struggle killing things.

    I listed these instead because I assume you picked Azel and Alec purely for pursuit and not because you thought they were the best fathers available for her. But if you do have to choose between them then I would go for Alec. Ced doesn't need help from a father to be good and while technically neither does Fee, it certainly helps giving her a physical dad(Nihil is nice too). 

  2. On 2/24/2020 at 4:10 PM, tonymack21 said:

    I downloaded a pre patched rom for FE4, is there something early game that will tell me if its the project naga?

    I think the weapons should be able to tell you. If a steel sword says "Steel sword" or just "Steel" for example. If it has the full name then it is Naga, if it's just the one word then it's Gharnef.

  3. 46 minutes ago, Wishblade said:

    Some of you may be sad because your Gremory Constance loses 2 bolting. Well, that’s my choice. I prefer nuke damage to the 2 extra bolting.

    Actually she would lose 3 Boltings. Trickster and War Cleric are half caster, like Noble and commoner, meaning they have half as many spells as a normal magic class and a quarter of the spells a gremory would get. 

    Now the big problem with this build is that War cleric is a frontline class. Constance has abysmal 20% hp and 15% def growths so if you want use her as a War cleric you will have to devote you units to constantly protecting her from any other enemy in range. While 70% mag and fistfaire aura knuckles does sound devastating the cost of having to protect her just isn't worth it. Dark flier, gremory or Valkyrie are much better options. Gremory gives more magic and 3 more bolting along with 4 more rescue uses for saving units in danger or moving others to the action. Dark Flier has 7 move flying rescue which is great, and the black tomefaire gives more mag than War cleric even with the 10% growth bonus(1 extra point per 10 levels.) and she's not locked to 1 range to do proper damage like War Cleric giving it a total of 9 normal effective range, 17 with bolting. Valkyrie's extra range also as the same effective range meaning she doesn't have to expose herself to danger as she can attack from further and then canto back .

    In regards to the low hit on Dark flier being a problem you gave the solution yourself. Train her to C rank in riding to get Uncanny blow from Valkyrie which is 30 hit on player phase btw. That's the same bonus Macuil would give and she doesn't need +60 hit to be viable. But overall I don't think Constance should be used as an offensive powerhouse like Hubert or Lysithea, but rather a support mage with Bolting's and rescues(Gremory for more of the former and DF for the latter). Wasting all that utility by making her a War cleric doesn't make sense to me. 

    EDIT: Can someone actually check if War cleric is half caster? I haven't got it unlocked on my current run and I remember it being but that might just have been trickster and I got confused.

  4. That's a no from me. Chance are if you're slow enough to use a shield, you're not going to suddenly survive mages easily from 3 or 4 extra res. Shields in general are too heavy for me this game. Only times I'd ever use them is Aegis on Felix, Ochain shield on Seteth (combined with spear of assal he gets 60% health back every turn. My tank.) and varying shields on Byleth when I needed more defenses (Convoy cheese is nice). These ones do nothing for me and I'd never even consider using them 

  5. Ummmmmm......so I haven't actually tried this yet....buuuuuut.....what about Mortal Savant Yuri? He's got ridiculous speed anyway with 65% growth and since he'll be going through Thief and assassin or trickster until level 30 his speed should be stupidly high.  So minus 10% growth for his remaining 10 or less levels really wont impact him. Yeah it's technically -30% cause of no assassin but assuming he ends at level 40 (which most characters don't from my experience) its only 3 speed loss and that isn't going to mean anything to him when he's already that stupidly fast. Mortal Savant is both Stronger than assassin, and also lets him use his magic as well (while also boosting it from a faire). His reason list isn't great but the light spells complement his fast nature, meaning he should always be doubling with a faire which will net him a lot of kills even as a mortal savant. Recover and silence are also nice to have, especially the former since with his 7 move and canto he can heal someone up to full and then retreat and peace out to somewhere else without spending entire turn for healing like others do. A swords and A reason isn't hard when he's talented in both. What do you guys think? When I get round to using this lot I'm definitely trying this out.

    For Balthus Grappler is obvious. He isn't fast enough to quad as a War master, his dex and luck are really low so less crits, and he doesn't have any good axe or brawling arts that could either warrant needing axefaire, or not needing fierce iron fist. War monk is really only useful for it's mastery and if you desperately want a female gauntlet user. I'd still get B Axes and D+ Faith to pick up QR and Brawl avoid before staying Grappler though. 

    Constance i'd stay as a Dark flier purely for flying rescue. Again I haven't used these yet but that just sounds too good to be true. Since rescue requires B faith i'd probably get Gremory too, so if flying or fast movement isn't required I can switch to that(an indoor map for example).

    Hapi is the one I'm the least sure about, She just seems like she could work anywhere. I'm considering Bishop or Gremory for X2 white magic (Warp and Physic) and just make her a dedicated healer, but that wastes her great reason list. But she's really not that strong stat wise anyway (Similar to Lorenz and Dorothea but without the Bulk/Meteor). I guess I'll say Gremory but I'd need to try her out.

  6. 2 hours ago, Cysx said:

    To be fair I did get some use out of Banshee in CS, it's true that it's nice... but the 2 range for a support spell is kinda limiting still, and I'm already not a massive fan of Encloser when builds allowing to ORKO on maddening exist for more than half the cast. But fair point, Banshee is far from being a bad spell. Luna on the other hand makes Lysithea have good combat(lategame), not the opposite. It's been said again and again, but her magic is not that much higher than the rest of the cast; without it, she'd have just as much trouble OHKOing as everyone else. And mages in general don't double on Lunatic anyway, armors aside. You're pretty much always aiming for either chip or OHKO.

    What's so good about Swarm, by the way? Also I agree about Mire uses mattering; I think playing through the dlc, we've definitely all experienced how quickly Death runs out.

    Didn't mean to imply Lysithea's magic was leagues ahead of the cast cause it isn't. I just meant that I already have trouble finding uses for Luna when I use her, even when she has the highest magic, so for others with less magic I'd find even less use. As for Swarm I don't think it's amazing or anything. But it is the lightest dark magic at 4 weight (miasma has 5) so sometimes you might be able to double with swarm when you couldn't with a heavier spell. It's only 1 less weight but since mages won't be over 25 str for most of the game (Sometimes for all of it) it still stays relevant. The -5 speed is pretty nice early on, it's more than rally speed and does damage, with the downside of needing to hit or be in range. It can sometimes stay relevant towards the mid and late game though tbh most enemies will either be way too fast for it to matter, or units can one round anyway so there is no need for it.

    Maybe i'm not valuing Luna enough and it should replace Swarm on the best list, but I struggle to think of times where I actually used Luna in Three houses. I suppose the obvious answer is mages but I always had other units around who could deal with them better.

  7.  

    19 minutes ago, Cysx said:

    Honestly, Hapi being neutral in Faith is way more of a deal breaker than I think you're all letting on. Getting a neutral to A rank(for Warp) takes... roughly all of part 1? And her magic isn't much better than Manuella's, whom you also get for free(it's not like recruiting either/both of Linhardt or Lysithea is excessively taxing either). I don't find her dark kit all that impressive either, she misses out on all the really good Dark spells, aka Luna, Dark Spikes and Mire. And does her personal even affect Seraphim? From playing through CS I figured it only applied x2 effectiveness rather than 3(could be wrong, but her numbers were not that incredibly high), so I guess Seraphim can still be a relatively strong option against monsters, but if it's just 24 mt vs Hades' 36 or Banshe's 18(plus a possible tomefaire)... seems redundant.

    I feel like Banshee doesn't get nearly enough praise. It's another form of encloser, an incredible tool that can help you stop very dangerous enemies from killing your team members, it does way more chip damage than encloser will do to the dangerous enemies and can also be cast at longer distances with Valkryie/Cadeccus/thrysus/range+1. On my CF maddening run Hubert saved my whole times multiple times with it. One example I had was when the Falcon Knights in chapter 17 were hovering over a lake, they were in range of my units but none of my units in range could kill them. My units were also surrounded by ground units and monsters, and the wasteland and other terrain also meant they couldn't get away. Hubert slowed them down to 3 move with the help of a dancer, which allowed the whole team to stay and clear the enemies near them while not having to run from the falcons. Also I really don't think Luna is that good. It's only seen as useful because Lysithea learns it and she has lots of magic which helps her one shot high res enemies. Since it can't double, in order for it to be useful you have to have high enough magic to beat their HP, and Hapi along with many other mages wouldn't be able to reach that threshold, making Luna situational at best. The inability to double really hurts luna in this game imo and I don't think it should be called one of the best spells.

    I'd say the best dark magic list would be Miasma(They'd have to have this), Mire, Swarm, Banshee and Dark Spikes. Replace Swarm for Hades if the mage doesn't have a magic combat art they can nuke with, like Hapi. So that's still two important spells not there, but Death is interchangeable with Mire since they both have 3 range. That's all you need from them. The def debuff only matters very early game, but i'd say mire is better due to it purely having double the uses. Overall not as good as Hubert's list but much better than Lysithea's dark magic list since she lacks any 3 range at all.

    Agree on the Neutral faith point though. That's really going to hurt Hapi, so we can't just call her better Linhardt. And honestly I'd take restore over seraphim any day. Offensive white magic just isn't impressive in this game, and means the unit misses on out on important utility spells instead.

  8. 43 minutes ago, Gwyn said:

    What's the current take on Cindered Shadows?

    Does it salvage the season pass or is it just merely good but not enough to justify the price especially compared to other nintendo title season passes(like smash or xenoblade2)

    I think it's good. I liked all the new characters, classes and maps (Except chapter 3 that is one of the worst maps i've ever played). Trickster is a lot of fun to play with especially combined with yuri's canto ring. The story is subpar but it serves its purpose. You do get some cool lore and some interesting interactions between the original characters as well. The 5 new music tracks are among the best in the entire game (which is high praise) especially the 2 map themes. I haven't seen or done the new paralogues yet so I can't say if that sweetens the deal or not. But overall I think it was overpriced. Not nearly as badly as echoes dlc, but like others have said it should have been around £15. If you love Three houses then I would say it was worth the money, I'm not mad over it, but I was still hoping for more.

  9. 6 hours ago, Lightchao42 said:

    Yuri: Attack +3 when not adjacent to an ally in a 1-distance battle.
    Constance: Strength and Magic +3 when fighting indoors, Defense and Resistance +3 when fighting outdoors.
    Balthus: When HP is 50% or less, Strength and Defense +6.
    Hapi: All attacks are effective against monsters. More easily targeted by monsters.

    Well now we know why Balthus goes down Mercenary naturally even though he's brawling and axes based. It's so he can pick up Vantage to help his brazen personal skill. I hope he has Vantage available in cindered shadows, that would be fun to play around. Bit awkward on him though since he has a 50% to heal when using combat arts cause of his crest which could put him out of range, but I suppose you don't normally use combat arts for gauntlets that aren't fierce iron fist.

  10. 4 hours ago, Azure loves his Half Elves said:

    So, does anyone here know how important the dancer’s position when they come to Ch. 13 in maddening as a reinforcement is in terms of choosing one? On Azure Moon and Silver Snow, that is.

    I was thinking about making Ashe the dancer on Azure Moon and Dorothea the dancer on Silver Snow, as they are part of the first wave of reinforcements.

    It really isn't important. I've played all chapter 13's without a dancer at all and it's fine. I'd actually argue that having your dancer among your first wave might actually be a disadvantage as you will need to keep them alive among pass assassins and silver bow snipers that will both one round them. If you've optimised for a dodge build (Sword avoid, sword prowess, evasion ring and jeralt's mercs) it should be fine and might actually help the team stay alive. But in general it's really not necessary and can backfire, so if you have other plans for those units and would rather your dancer be someone else then do that.

  11. 9 hours ago, Dspac said:

    If I had to choose any path to be the most difficult for maddening, it would probably be Verdant Wind. There are quite a variety of reasons for this that mainly come down to how I like to play the games. First is I really hate cheesing maps which without doing so, increases the difficulty of the azure moon path significantly. Another reason is I like to keep my units as the classes that they prefer to be on, this greatly enhances Verdant wind because of the fact of how good claude's class is and most of the GD units have very good final goals for classes. There is also the fact of how powerful lysithea, Claude, and hilda get very early on and they are given to you at the start of this path. One of my final reasons for this, is the dreaded ch 13 of the church, kingdom, and alliances routes. This map presents the awful challenge of having your units all spread out and once you activate one enemy, they will all go for one of your helpless mages who can't dodge. With Claude in this chapter, it becomes much easier for him to fly around (with ashes and dust) so you can quickly regroup your units. There is also the fact that many of your weaker links to the thieves, don't spawn til you have killed over half of them by then, which you have basically prevailed. All in all, each of the maddening paths present a challenge but the maps like ch 13 silver snow, and ch 14 BE make these paths much more difficult than the latter

    Do you mean Verdant wind least difficult? Because you said most and then started talking about how they have big advantages over the others. If so I absolutely agree. Gd has a solid academy phase and the easiest war phase by far of the routes.

    I'd probably say AM>CF>SS>VW from Hardest to easiest. Blue Lions may have the best academy phase but their maps are considerably harder than others in war phase (especially the last three). Add that two of your main units can't be tutored all the time (with one leaving your party) and it definitely gives you more problems than in other routes. Cf and SS both have the hardest academy phase as the units take a while to get rolling, but I actually rank SS easier as it still shares the same easy maps as VW. Yes it's chapter 13 is by far the hardest version of it but besides that there really isn't any super challenging maps. Final map really wasn't as hard as I was expecting. I just warped someone down to stop reinforcements and then slowly made my way up the map, breaking armour with the onager and then using wyverns (Seteth and Petra) to kill the monsters and fly back over the walls out of harms way. The golems at the back can be left alive as they don't restore Rhea's health and can't reach your party anyway. CF in comparison has a very easy 13-16 but chapters 17, 18 and Insurmountable (Edelgard's paralogue) are very challenging maps, with Insurmountable being my nominee for hardest map in the game.

  12. 2 minutes ago, Enryx25 said:

    Silver Snow -> Crimson Flower -> Azure Moon -> Verdant Wind imo

    That's a pretty unusual order of routes. Normally people will either like SS or CF depending on their stance on Edelgard. Also surprising to see SS and VW so far apart when they are mostly the exact same, although honestly I also liked SS more. Happy stories never really carry the same weight as more serious ones and the Black Eagles group dialogue was much more impact-full and realistic than the Golden deers' trope reminders but I still don't see them that far apart. Care to explain why you ranked them this way? I'm just curious. 

  13. I agree that Sylvain can be a pretty bad person, and the way he treats women isn't excused by his past actions. That's why I like him. It's refreshing to have a playable character who is a decent person at heart, have their negative features being portrayed so strongly. I do think he's overrated in the sense that lots of people try to justify him when he isn't justifiable. He's smart, cynical, and knows what he's doing and why it's wrong to do so. But he does it anyway because he feels he needs to hurt them before they hurt him. And I find that fascinating, that one of your units can be that morally flawed while still being mostly a good person to others. He's more realistic than other fe characters because he's not perfect and real people aren't perfect.

    For my own overrated character, most have been said already so I'll nominate Petra. I think she's incredibly boring and she's way too perfect. Her only negative trait is not speaking the language well (which gets annoying quick) and nothing else. She's smart, kind, hardworking, capable, determined, curious, forgiving and mature while still being 15 and everyone loves to praise her for being so amazing. The only supports I like of hers are Hubert's, Caspar's and Ashe's because its funny. The others I have to end up skipping when I unlock them because I can't stay invested. 

     

  14. 51 minutes ago, Burklight said:

    Sure, and it's totally possible I'm reading too much into this. I just think it's odd that of everyone in the entire game, Felix and Catherine are the only ones who just "inherited" a major crest. Over half the cast is a distant descendant, but only those two got major crests. Literally all the other major crests have some kind of special reasoning for it. Makes me a tad suspicious. 

    It's just because bloodlines have run weak. Major crests started off being common when they were first introduced into the world, but after centuries of new generations mixing with others who might not the bear the same crest, it weakened the chance of inheriting a strong one. Felix and Catherine were either just very lucky, or their bloodline didn't spread too much making it stronger. Maybe Glenn had a major crest too? Others like Hanneman's father also bear Major crest's and while Hanneman calls Seteth's and Flayn's major crest of cichol and cethlean very rare this is because these are saints crests. Which were passed down through the blood of the saints and not a family link, which implies that the potency of the bloodline is much weaker than the crests of the Elites descendants (like Felix and Catherine), as Hanneman doesn't state that their major crests are extremely rare at all. It's only the major saint crests that he says that to. All in all I highly doubt there is any extra meaning behind these 2 having major crests as it is never mentioned or brought up in game as odd. It's more likely it's purely natural.

     

  15. 9 hours ago, hdawgsizzle said:

    Sylvain just got Swift Strikes and he went from pretty awful to the best unit in Fire Emblem in the history of Fire Emblem ever in all of Fire Emblem. 80+ damage with the horseslayer/blessed lance is incredible. An absolute delete button of a unit. Also he just got a bunch of lucky level ups in a row and went from 22 strength to 27 over the course of three maps. Only Felix has higher strength now.

    Brave combat arts do things to people. Scary things.

  16. 5 hours ago, hdawgsizzle said:

    e) Felix's Shield. I don't know what to do with it. I've never gotten it before. Does he even want it as a war master? The 6 weight seems pretty trash for a unit that is able to double a decent amount of enemies. 

    I really like this Shield. I use on him no matter what class he is in. People seem to forget that if you're just short of doubling a group of enemies you can just unequip it and then your AS goes back to normal. Felix normally has enough strength and speed to double anyway and the Aegis and Pavise effect will often save your life, trust me.

    Now since yours is a War master I would say absolutely for 2 reasons. 1) Gauntlets have at most 7 weight, and can go as low as 1. Felix will easily surpass the strength requirements for the lower weapons and so giving him the shield won't actually slow him down by 6 since he will have constitution to spare. And 2) Aegis and Pavise work very well with War Master's Quick riposte. QR will almost always be active on felix because if a hit would knock him under 50% there is always a chance that the hit will be halved in damage, keeping him above the hp requirement which can potentially save his life, or just let him kill faster. 

    Additional note with QR his AS on enemy phase doesn't matter so the shield potentially slowing him down means nothing. Overall, keep it on him and unequip it if you ever need more speed.

  17. 36 minutes ago, Crysta said:

    I like how blunt Cyril is but his Lady Rhea obsession predictably turns people off.

    I hated Cyril at first but I've realized that was just because I hate his Ashe and Mercedes supports, they're so boring. And as a first time Blue lioner that was all I saw of him. After using him more I realized his Golden deer and Church supports are actually pretty damn good, especially Hilda and Lysithea. So I like him now, but then again I don't dislike a single playable/supporting character so that doesn't say much.

  18. 57 minutes ago, Sentinel07 said:

    Honestly, Lorenz would be a heck of a lot better if there were more physical/magic hyrbid classes. He's clearly meant to be a hybrid, yet you kind of have to end up choosing one over the other unless you get him up to Dark Knight which is the only time he can fully utilize both.

    At least after the dlc he can go Mage knight at level 20 instead of waiting until 30. But yeah I'd like more hybrid options that are earlier and better than the ones we have now.

  19. 12 hours ago, Kuroi Tsubasa Tenshi said:

    Doesn't Thyrsus just give Aegis and Pavise as though they were on a unit's skill bar, so it'd be Dex%?

    I mean it could be, but it activated way more than it should have for my units. My Mercedes only had around 17 dex, yet the Rafiel gem would proc and save her life every 2nd hit or so. The amount it's activated just doesn't seem to add up to the amount it should if it were dex%. Idk though it's just my experience with it. 

    Edit: Sorry for double post, this was meant to be an edit of the first comment but I mucked up.

  20. 12 hours ago, Kuroi Tsubasa Tenshi said:

    Admittedly, I haven't tried Raphael in War Master, but I can't see giving up Fierce Iron Fist being a particularly good idea for him. I gave him a metric ton of favouratism when I ran Deer and he was still missing one rounds with uncomfortable frequency with Fierce Iron Fist. Going back to just two hits with his gauntlets is not something I'd care for.

    Sorry I didn't make that clear. I meant go War master for QR and then drop down to Grappler again. By "War master line" I really just meant the Brawling classes.

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