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Ari Chan

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Posts posted by Ari Chan

  1. On 11/19/2022 at 3:32 AM, DaveCozy said:

    Yes that is one thing that sucks about Wrath, Warrior takes too long to master. Only really worth going for it with characters that easily lean towards it imo, like Dedue.

    Much more accessible if you ask me is Vantage + Battalion Wrath combo. It's also not without its flaws though, even having more downsides of maintaining your battalion HP as well, but it's a lot more accessible of a combo than either Wrath and Alert+ for a handful of units. So that's the more notable thing about it.

    Yeah I feel like you can throw Dedue in whatever classes (Warrior, Mercenary, Archer, etc) and he’ll still wreck stuffs cause of his high HP ATK DEF and good CA list (Vengeance and One-Two Punch), he pretty much has the easiest path to become a VanWrath unit and that setup also synergies with his Vengeance as well.

    Vantage + Battalion Wrath best works on Hero since it requires little investment to create an emergency EP unit, it’s not worth using long-term though cause the players have to consistently maintain their battalion HP which can be annoying.

     

  2. 6 hours ago, Bylift said:

    Late to the thread but wanted to say GG on your run!

    Only thing I wonder about is:

    1) why no quick riposte on your war masters?

    2) why no brawl avo+20 on your brawlers/warmasters?

     

    Just questions, not criticisms. Congrats!

    1) Usually when people make Warmasters on Maddening for their Wrath-Vantage build (Axefaire + 20 crit combo is perfect for this) quick riposte just doesn’t make any sense in this build considering VanWrath can kill a lot more on Enemy Phase.

    2) Your grapplers should be oneshotting with FIF and avoid getting hits if possible, Avoid on Warmaster also doesn’t make much sense cause they want to stack high Hits and Crits for VanWrath and they should be equipping Axes most of the time.

  3. 37 minutes ago, haarhaarhaar said:

    As for Mercedes, she does do just fine as a support unit with Physic and Fortify. However, outside of Blue Lions, you don't really need her as a healer (and if you have the DLC, you certainly don't need her to heal). So what do you do with her if she doesn't heal? She could be a Dancer, I guess - but if you want her to contribute offensively, Magic Bow Sniper is her best option by far. 

    I feel like it’s pretty much up to the players if they want to transition Mercedes into a Sniper by late-game or keep her as a healer, if they are running all “meta” builds that either want to stay in low health or not get hit at all (Dodgetank, VanWrath, Sniper, Grappler, Brave CAs, etc.) then she’s gonna see little to no use as a healbot and the players might want to start building a Magic Bow Sniper Mercie who can keep up with other units here. On the other hand if the player is running a team that want to utilize more healing then she is fine staying as a Bishop/Gremory.

    54 minutes ago, haarhaarhaar said:

    Banshee is at its most effective in the early-to-midgame, when you can genuinely shut down units - and Hubert should be in Mage at that point no matter what build you go for, so no issue there. It's still decent later on, but enemies with Mv of 6 or higher (which are quite a lot of them) can reach Hubert after he hits them with Banshee, basically meaning he's dead. Mire is similarly situational in the mid-to-late game, because enemy AS is normally either already within doubling range, or well outside of doubling range. I'm not saying there's no lategame utility to be had here, but it's certainly not a huge sacrifice for increased attack power. 

    Mire actually debuffs def iirc but agree with this, Banshee and Mire drop off in effectiveness, Hubert also learn Dark Spikes which allow him to reliably OHKO Cavs but a Magic Bow Sniper Hubert will oneshot them just fine.

    On 11/16/2022 at 12:32 AM, DaveCozy said:

    The difference in magic stat is about 5 points between Dorothea vs Lysethia, on average anyways by level 30 iirc. This is assuming Dorothea follows a pretty standard Commoner -> Monk -> Mage -> Warlock -> Gremory path, vs Lysethia following Noble -> Monk -> Priest -> Bishop -> Gremory.

    It's a difference, but not a massive difference honestly. The reason I tend to prefer Lysethia is moreso because Warp, Dark Spikes and Luna are just plain better spells.

    There's a funny meme but effective setup with Dorothea you can do though, if you master Gremory for Defiant Magic and equip her with the Thyrsus staff. She'll damage herself each turn, activate the +8 magic boost, and then you can reap the benefits of both combat and extra Physic range. It's silly, and not at all "optimal" but it's very entertaining. 

    And yeah personally I agree with Dark Holy Elf; I go for mages offensively when I need them to kill specific enemies. Armors are one of them, but that's also why I like dark spikes. Some mounted units can be annoyingly sturdy as well I find. Typically I tend to stick to just one unit for that kinda role.

    I should’ve clarified this better, I did say in my original post that Lysithea becomes pretty mediocre combat-wise after she runs out of Luna and Dark Spikes, I agree that it’s a combination of good spell list + Mag lead + Warp that makes her better than Dorothea in the late game. 

  4. On 11/14/2022 at 1:30 PM, Dark Holy Elf said:

    I think you're underestimating Hapi as a low-investment Warper. Get her in Chapter 3 when she has a D rank, set her goal to faith and prioritize faith spells for her either in battle or as an adjutant, to taste. Yes she gets Warp around 2 chapters later than Linhardt due to neutral instead of boon (a bit later if you use her reason spells a lot), but she'll still get it with no problems. I guess it depends how quickly you want a second Warper. It's quite easy to get by the timeskip if that's your priority, even with minimal tutoring (though it'd probably take mono-focus for much of that time). Once she does get it, she's just a better Linhardt (reason list, class options). And there are maps where she'll contribute more than him before then; in particular she just breaks Sothis's paralogue with her personal + Impregnable Wall. Banshee is also very neat and helps her clearly outclass Linhardt during the pre-either-of-them-having-Warp phase.

    That makes sense, Hapi seems like a much stronger unit if you spend a little bit more resources investing on her.

    On 11/14/2022 at 1:30 PM, Dark Holy Elf said:

    Yeah that's fair! I don't know if the investment gap is as large as you think it is - keep in mind Constance needs only B faith instead of A, which more than offsets boon vs neutral - but I obviously I'm not going to argue that you should run no Physic at all. (Flayn gets Fortify, at least, but it's late and Flayn has some investment issues because her start is so bad, E reason E authority in Chapter 7 whyyy).

    Yeah but Constance also needs to be put in Dark Flier to make full use of her Rescue which can take more time than putting Linhardt in bishop, she’s a much better unit overall though especially if you funnel mag stat boosters into her though thanks to her high base Mag and access to Bolting.

    I used Flayn on my last VW NG+ run as a Rescue flier bot and I pretty much only used her Fortify like a bootleg Physic, also Vengeance and VanWrath starts also make it a lot harder to utilize the spell as well. 

    On 11/14/2022 at 1:30 PM, Dark Holy Elf said:

    The main place I care about their offence is killing armours, which actually is kinda annoying for my physical units. I generally want my magical units to kill armours and then otherwise provide utility (faith spells, linked attacks, Hapi's personal, Rally I guess). They can also provide chip against unusually durable enemies like bosses and lategame War Masters (non-CF), but any mage does that competently (though mounted mages do it better just because they reach more enemies, ditto mages with Thoron/Mire/Death). But otherwise I overall agree - you don't use mages for pure offence in this game.

    Agreed, mages offence aren’t great unless vsing Armors, you also only have enough stat boosters around to allow 1 mage to reliably OHKO (unless the player use gardening but there are better stat boosters to farm from there) and even then only Lysithea and Constance are really worth getting funnelled.  I actually had Lysithea as a Valkyrie in a lot of maps and she ended up being MVP in most of them, the extra mobility really helped if I didn’t need extra Warp, Luna or Dark Spikes uses.

     

  5. 22 minutes ago, Dark Holy Elf said:

    Linhardt would absolutely prefer Gremory to Bishop if he could get it. Even as a big fan of Physic, +1 move, +0.75 warp range, and +3 damage is easily worth -9 healing since the Healing Staff exists. Since you claimed you barely use Physic lategame it'd be even more of a no-brainer choice. He doesn't need move to reach people to heal, but he does need it to reach people to Warp them, or to use gambits, or kill armour knights.

    Lmao I brain farted and completely forgot Gremory existed lol (even though I made Lysithea one), yes he would’ve been much better as a Gremory.

    24 minutes ago, Dark Holy Elf said:

    Dorothea needs 300 exp to get to Physic on BE, Linhardt needs 1140 exp to get to Warp. Even with a bane active for part of that, there's a very significant amount of daylight between these two events.

    If you don't value Physic I just don't see the value of Linhardt at all, at least in a file with DLC access. At best, he'll get two useful turns with Warp and then twiddles his thumbs, all while having 4 move. I'd rather use Hapi who can do the same in a class with more move and has Banshee/Death, if I want a second Warper. Dark Flier Constance for Rescue is also an option - her big disadvantage compared to Hapi/Linhardt is no Physic, but if you don't care, then... *shrug*? Now granted, I personally do value Physic quite a bit, so I do keep Linhardt sometimes, but he's definitely one of the Eagles I at least think about benching.

    Dorothea gives the entire rest of the BE team Hit+10/GambitHit+20 just by existing (okay, just +7/+15 for Bernie)  I never bench her on Eagles runs if I'm trying to play remotely optimally. She's worth making the Dancer rather than benching if you're not happy with what she offers otherwise, something Linhardt can't claim. There's a reason she's the most-deployed unit in the game.

    Linhardt should also spend more time using his faith spells compared to Dorothea though so the gap is a bit closer than that, usually getting to A rank with a boon doesn’t take that much time and even if I bench Linhardt mid-game he can still rejoin the team later the moment he gets Warp. (I usually have enough room for both anyway, considering out of the BE cast only Caspar is truly garbage and not worth salvaging when you can grab Balthus who immediately outperforms him out of the gate)

    Asides from Lysithea, Linhardt is pretty much the only other easy way to get more Warps without spending lots of resources on tutoring (Hapi is neutral in Faith and doesn’t autolevel if you recruit her later, Manuela’s Warp range is trashy and her Warp also comes later). Although I don’t value Physic that much, running no Physic at all is a bit too risky for me so I didn’t use Constance (or Flayn), plus Dark Flier Rescue Constance also requires more resources to train than warpbot Linhardt.

    Dorothea is definitely pretty much my #1 go-to pick for Dancer even OOH, I’m just saying that her and Linhardt fulfills  different niche for me, one gives additional Warp and the other provides linked attack boost for the entire, I don’t care much about their offense cause there are better units for that role.

  6. 9 hours ago, Shadow Mir said:

    Personally, I find Linhardt being stuck to Bishop is a negative when compared to the female mages. It's not bad, per se, but it means he's limited in terms of his usefulness relative to them (technically, he CAN go Holy or Dark Knight, but... that's a lot of work for not much improvement, honestly).

    Even if Linhardt had access to female classes, Bishop would still be his best class since Warp + Physic are his biggest assets and none of the female mounted class has x2 white magic or white magic heal + 10 for Linhardt to take advantage of, plus Physic usually has enough range that he doesn’t need the extra mobility to reach people to heal. Offensive-wise Linhardt has exactly one good spell by late-game which is Excalibur and that is nowhere as useful as Warp. Mercedes also doesn’t benefit much from Female-exclusive class as well, she has a bad Reason list and would much prefer having stronger heals and extra Physic usage (or ditch healing altogether for a Magic Bow Sniper build that can actually kill on player-phase). Marianne and Flayn are the designated healers that benefit greatly from DLC classes since they have the tools to take advantage of their mobility and skills.

    Hubert is the one that got majorly fucked by being a male mage, he had a good Reason List + Frozen Lance so Valkyrie would’ve been the perfect class for him, Dark Bishop is a bad class and if he goes Paladin to spam Frozen Lance he has to forgo his spell list. By the time he reaches Dark Knight, late game CF is really anti-cav which limits his overall usefulness.

  7. 3 hours ago, Dark Holy Elf said:

    I'm really not convinced that Mercedes' earlygame is worse than Marianne's or Linhardt's. Both die to a number of enemies Mercedes doesn't, and have completely useless personals instead of a useful one. In Marianne's case, she also has an awful starting attack spell (and also a worse starting reason rank) - we can debate the 3/90 Fire vs the 2/100 Wind, but the 3/70 Bizzard is obviously much worse than either. Granted, Marianne pulls ahead of both when she gets Frozen Lance and/or Thoron.'

    That said, I don't consider their relative performances at a point in the game where I'm definitely using all three to be that significant, I care about them once benching them for a different Physic user becomes an option. And in that light, I'm relatively less of a fan of Linhardt because I find he gravitates towards the bench during mid part 1, once Dorothea and potentially a various recruited characters match his only good point (Physic) while having better reason lists and/or combat arts and/or stats, and he can only really stay on the team via the promise of Warp.

    I guess my playstyle is completely different than yours hence why I didn’t value her personal lol. I didn’t use her to tank at all since my Dedue was already good at drawing aggro from most units already and I would much prefer if she got 3 additional Physic uses for ch.2 without having to rig lectures and spend activity points on choir. I also tend to make use of those free vulneraries that you get early on whenever possible.

    While I agree that Dorothea becomes better than Linhardt mid-game, it won’t take that much time before Linhardt reaches Warp after she got Physic (Dorothea starts at E rank and has a bane in Faith before it becomes a boon via budding talent). Dorothea also falls off hard unless you make her a dancer, she has a good list but lacks the Magic to take advantage of it unlike Constance and Lysithea. Hexblade is also a pretty mediocre magic combat art compared to Frozen Lance.

    Also towards lategame I barely use Physic so having my healer be able to do something asides from healing is a huge plus in my book, for example Linhardt can reposition my less mobile units or let Sylvain oneshot annoying siege weapon users. His Warp certainly isn’t as gamebreaking as Lysithea’s but combined with Stride it was still very useful to me.

  8. 13 hours ago, Dark Holy Elf said:

    Linhardt doesn't exist for AM Chapter 2, making it moot. Chapter 3... sure, you can bring him (or Marianne) as mission assistance, and I often do too, but I'd rather give actions to a unit who can gain levels, when possible; I use my mission assist healer only on turns where lots of healing is needed. By Chapter 4, the earliest possible time for reasonable out-of-house recruitment, Mercedes is in Monk with Physic even if you never changed her goals or tutored her, provided you used her in battle.

    Mb, should’ve clarified the first part, I was comparing in house Linhardt vs in house Mercedes for chapter 2 and why her starting faith rank makes her early game worse than in house Linhardt and Marianne. I actually fielded Mercedes in ch.2 + 3 and she failed to reach C rank for Physic by ch.4, guess I need to spam all of her heal usage.

    14 hours ago, Dark Holy Elf said:

    Disagree with this, Mercedes's spells have higher power which, combined with potential +might from Annette, means she has an easier time dealing damage in general, and securing one-hit-kills during the midgame. Linhardt's spells are lighter which is moot because of his -3 speed, and a bit more accurate which is usually overkill because 90 magical hit is gonna land on almost everything anyway (especially if you're giving them Seiros Holy Monks, as you propose) and in the extremely rare occasions where it's not, Mercedes is more likely to benefit from supports. I suppose Excalibur can kill fliers but I always use too many bows for that to be an important niche; I prefer Ragnarok killing sword-users and snipers.

    I also should’ve made this part a bit clearer, I used Linhardt’s spells mainly to chip so I value the accuracy more (occasional crit is nice as well) and most of the time he did enough damage for my other units to finish the enemy off but will give Mercedes a try whenever I got a chance if she’s reaching ~90 hit and can OHKO enemies with Annette support like you said!

    14 hours ago, Dark Holy Elf said:

    For the point below (the forums are acting up on my browser and I can't move the text box, sorry about the out of order reply!): (a) this is partly a Linhardt-specific problem, since Bishop is stuck at 4 move while other casters can use Valkyrie / Dark Flier / Gremory, and (b) even setting that aside, support still relevant prior to Level 20 where your units have broadly similar move stats. Gambits, in particular, benefit hugely from a B support (+15) and many units have a hard time landing them without this sort of help.

    Tbh I stated it above that Bishop’s low mobility only became a problem when he got ambushed by reinforcements but this was more on me for not looking up ambush spawn locations whenever I attempted a map. Usually after casting all 2 warps and blessing I had him sit back and use physic whenever needed (rarely happens anyway since I don’t have my units use heal much post-time skip)

    8 hours ago, Shadow Mir said:

    Explain. Because I cannot see it at all.

    Accuracy + Crit from Wind spells > slight damage advantage from Fire Spells especially when you mostly use your healers to do chip damage and Linhardt always did enough for my other units to finish the enemy off anyway (and if he crits then my damage dealers can focus on other enemies instead). Later on they’re both gonna see little to no combat at all cause mid-late game maddening meta is all about oneshotting the enemies with stuffs like Swift Strike, Hunter’s Volley, FIF, etc. 

  9. 59 minutes ago, Dark Holy Elf said:

    Congrats on beating Maddening!

    So the sad thing here is your Felix is, assuming most of his levels after 20 were in Grappler, almost exactly 6 points below his average speed (9 base + 37x0.55 + 3 grappler mod + ~1.6 from grappler levels = 34). So Darting Blow would just have gotten him to his average. Do agree in general that I wish he had it.

    Yeah I realized my Felix got spd-screwed hard, fortunately his strength remained high so he was still useful to me (Leonie on the other hand still managed to gain a lot of spd even in Bow Knight lmao). Thankfully the Aegis Shield did help him survive a couple of hits whenever he got doubled by enemies.

    59 minutes ago, Dark Holy Elf said:

    I mean... until Linhardt gets Warp he's no better on this front - any advantage he could possibly have from his measly 80 extra faith exp at base is offset by the fact that you can train Mercedes before recruiting him (just using Heal in-battle alone should do it!). I definitely like Mercedes better on AM myself, but I'm not quite as high on Warp as some, especially since Lysithea does Warp better anyway, and if you need more and have DLC (as you do), Hapi is easier to recruit and offers Banshee/Death/a useful personal/female-only mage class options in addition to the Physic C + Warp A they share. As for Mercedes vs. Linhardt, she has a bunch of advantages (can help out in Chapter 13, has charm to land offensive gambits, more damage, and supports way more Lions, raising team accuracy).

    Linhardt getting Physic earlier than Mercie means he takes less xp to reach monk for double spell usage which is huge (also no Physic in ch.2 is a pretty big disadvantage for Mercedes), Mission Assistant Linhardt becomes available from ch.3 and most likely comes with higher lv for double spell usage and Physic which Mercie struggles to get unless you spend lots of resources tutoring her. He also has a better reason spell list compared to Mercie, Hapi is pretty high investment since she doesn’t have a boon in Faith and has a bane in Authority. I also find it easier to just solo ch.13 using Byleth and only plan to have Linhardt use utility gambits (Stride, Blessing or DoTG), him not having a lot of supports with the Lions didn’t affect me much since mid-late game he often got left behind lol.

    I also tend to not spend much resources tutoring the healbots on the team and uses Warp a lot which makes Linhardt the perfect unit for my playstyle.

  10. On 11/10/2022 at 11:39 PM, Mordred said:

    Thanks!

    Honestly I'm pretty sure I can reach A+ Flying on my runs.  It's just that I get extremely bored of monastery past a certain point and just skip most of the days to get to the next map lmao.

    Yea what I enjoy about Maddening is it makes you use other characters you mightve not used otherwise.

    Also I just learned that weapon faires stacked ._.

    It’s weird that the Faire Skills stacked but not Blow Skills it would’ve made Dark Bishop viable lol.

    On 11/11/2022 at 1:57 AM, DaveCozy said:

    Nice going! I'm curious about your choice for Darting Blow with Leonie; typically since she spams PBV for me, I find it better to put Str+2 on her. Did you go for a doubling build with her instead that didn't rely on that art?

    I do use PBV when needed but there are situations where it is safer to kill enemy from a safe distance that’s why I put Darting Blow on Leonie, also it allows her to quad slower but tankier enemies using brave weapons especially monsters who have gigantic health pools.

  11. 26 minutes ago, LoneStar said:

    Welcome to the Golden screen club. Looking through the builds I'm seeing Close Counter on some units, was it useful? I always see people talk about Close Counter, but you can just use a Mini Bow, and after the early game you wouldn't want these units to get attacked anyways.

    I've done NG Maddening runs for all routes except Crimson Flower. I was half way though it, but the Three Houses drive is completely out of my system.

    Close counter was definitely very useful on Leonie since she has the spd to double and bulk to survive a few hits. 

    I put the skill on Shamir cause I had nothing else better to put on (she didn’t need hit + 20 as her accuracy was always at 100 without it anyway), it did end up saving her from an abush spawn cause her counterattack crit’d.

     

  12. 7 hours ago, Zapp Branniglenn said:

    This is the most lance-heavy roster I've ever seen somebody post about. Congrats on the victory! Dedue with 83 HP is inspiring. I wanna say he and Raph are the only units in the game that can hit a 100% stat growth, and that's HP as a War Master. 

    Yeah Blue Lion just has a lot of great Lance user and I also wanted to make a Falcon Knight Byleth lol.

    I didn’t give Dedue any more hp boosts aside from the +7 hp dlc item so he did naturally gain a lot of them from levelling up which is nice cause it makes running VanWrath and Vengeance really forgiving on him.

    3 hours ago, Mordred said:

    Damn two flyers to Alert Stance+.  Honestly I barely get anyone to A+ Flying ever and I don't think I have in my last few runs of FE3H Maddening.  Nice run and honestly I totally get you with not returning to maddening.

    I just saw your post lol you had a really nice team as well!! 

    I tried to make the most use out of the 2 Knowledge Gems lol, I also abuse broken weapons to quickly master class and grab necessary skills.

    I can see myself doing another NG+ Maddening run but not NG, it’s nice to play it once to understand why people rate characters like Dedue so high on tier lists but I definitely won’t do it again!

  13. Hi everyone.

    Long time lurker here, after a long break I finally decided to get back to this game and finish a NG Maddening run just to get that shiny golden home screen (I’ve only done NG+ Maddening playthroughs before), there were lots of frustrating moments (especially early game when I’m still struggling to manage my resources, recruitments and buildpaths) but I’m happy that I beat it!

    This was my final team (screenshot taken before I started ch.21 mission):

    Byleth:

    i1lbWfP.jpg

    She definitely was a powerhouse, went with F!Byleth cause I wanted to grab Darting Blow and have at least one Flier early on (In house Ingrid sucks a lot and mine also didn’t gain a single point in Str for 5 levels straight). I only let her use sword in the first 2 chapters cause of their low Wt and high accuracy, once she got Tempest Lance she pretty much ditched swords completely and focus on leveling Axe, Lance, Authority and Flying. I fed her a bunch of statboosters in fear of ch.13 and my HBD did end up being a Dodgetank Byleth solo map cause footlocked Dimitri without Battalion VanWrath was horrible. Byleth ended up being my main carry lategame, she was a super effective Enemy Phase magnet cause of her crazy dodge and pretty much everything had 0 hit against her once she got into Defiant Avo range. I also hosted a lot of tea parties with her to ensure all of my offensive gambit holders had decent Charm so she ended up having like 67 Charm lmao. My only gripes with Byleth is that she doesn’t learn B.Wrath which would’ve made her dodgetank build even more awesome.

    Dimitri:

    KftrjOw.jpg

    His combat was very good in the early game (third best imo behind Byleth and Dedue). Mid game he became a monster the moment you hit B.VanWrath, his biggest advantage is not having to master several classes to gain access to VanWrath or enter low health to use it which makes him the best EP unit in the game, he can also do some PP nuking with a Brave Lance when needed. His one big flaw is that once he lost access to B.VanWrath he became pretty mediocre, ch.13 is a good example of this, the player not being able to tutor him for several chapters wasn’t a big deal since he isn’t a super high investment unit. I fed him a few Rocky Burdocks and Ailell Pomegrantes so he can reliably kill enemies with 1 crit attack.

    Dedue:

    6S4fGY7.jpg

    Dedue was easily the MVP of my run, my guy just has everything that makes a unit good on Maddening, he carried my early game Azure Moon hard while still being extremely strong in the late game, Dedue can safely bait out enemies in the early game thanks to his base stats and personal. Him getting Vengeance means he can murder anything on playerphase (I used him to bait Death Knight in ch.4 and instantly oneshot him the next turn with a Training Lance lol), even if I didn’t want to get him to low health, One-two punch + Death Blow also ORKO enemies. I fed Dedue my DLC statboosters (asides from the speed one which went to Byleth) to make his early game even stronger. He did go missing for a few chapters post time-skip but at that point I had plenty of ways to cheese the maps so it didn’t affect me much.

    Felix:

     CZnNCAb.jpg

    Felix was a pretty straightforward unit, his crest and personal makes him a killing machine with Gauntlets, not much to say here since he’s pretty much the best Grappler you can get in the game. My only problems with Felix is his Authority Bane but that was easy to work around, the lack of Darting Blow does suck though cause he would’ve been a lot better with the extra 6 speed on PP combat.

    Sylvain:

    eLoG1mv.jpg

    Sylvain started off pretty weak but he managed to get some good level ups early on which made his path to Wyvern a lot smoother, Lategame he was my go to unit to murder those annoying siege weapon users, he also made a good bait with Alert Stance+ when needed. The bow bane was annoying though cause he really needed that hit +20 from mastering Archer.

    Dorothea:

    wq8YDZd.jpg

    Not much to say about Dorothea here since I made her my dancer, Meteor was nice at providing linked attacks and her Rally Charm was situationally useful. I never used her for combat so the Blutgang and Levin Sword just sat there collecting dust in her pocket lol, pretty much had her gambit once to break monster barriers and that was it.

    Linhardt:

    iFzJ76g.jpg

    Since the so-called best healer Mercedes sucks horribly thanks to her starting Faith Rank and not learning anything useful asides from Physic, Mission Assistant Linhardt became my main healer for Blue Lion starting from ch.3, he is low investment since all he does is using Physic and Warp, his wind spells are very accurate and good for doing chip damage, the occasional crit is also very nice and Excalibur is effective against fliers, later on I rarely even used him to heal so he pretty much only existed to Warp + Blessing. I do wish he had access to high-mov class like the female mages though cause those ambush spawns always jumped on his fragile 4-mov ass.

    Lysithea:

    xAtOmgF.jpg

    B rank Warp + Mastermind combo is ridiculous, Lysithea helped me trivialize so many difficult maps (Felix’s Paralogue for example), her Warp and spell list makes it optimal to dump all Mag statbooster on her so I gave her all the Spirit Dusts/Magic Herbs that I found, by endgame she had enough mag to yeet Byleth into the throne room which immediately shut down the boss infinite range attack as well as allowing Byleth to murder all the siege tome users in that room. I had her switch between Valkyrie and Gremory depending on whether I needed the +1 range and mobility or the extra spell usage (she became pretty mediocre combat-wise once she ran out of Luna and Dark Spikes). Her accuracy was questionable early on for me but thankfully this is FE3H and there are plenty of ways to consistently get 100 hit on her.

    Leonie:

    oG2pcSH.jpg

    You really can’t go wrong with Leonie, she has strong bases + growths, a brave combat art that allows her to work well in a high move class. I ran dual blow skills on her so she can abuse her range and double most enemies without having to rely on Point-Blank Volley or Brave Weapons. I recruited her at around chapter 8 so it took quite some time for her to catch up but she ended up being one of my better units in the end so it was worth it.

    Balthus:

    cLl5EtU.jpg

    The only DLC student that I used cause I heard lots of good things from him, grabbed Balthus pretty early so I can have another meatshield early on, despite not getting lots of attention from me his performance was really solid. Late game him and Felix were pretty much just there to gambit and kill a couple of enemies with FIF cause of Grappler’s short range and being footlocked.

    Shamir:

    WrqoJsC.jpg

    I got Shamir as soon as she became available and she was really good, early Hunter’s Volley makes her the best Sniper by Default, pretty much only needed to grab Death Blow and she was good to go, her high bow Rank was also very convenient cause she can grab Bow Crit and Faire way earlier than anyone else. 

    Alois:

    pjLu3vJ.jpg

    Alois base ranks and stats makes him an excellent filler unit, even though I mostly had him as adjutant he still performed well when I needed a 12th unit, he can do dual-phase pretty well thanks to One-Two Punch and VanWrath, Seteth would’ve prolly made a better filler unit thanks to flight + swiftstrike but I liked Alois more so I went with him.

     

     

    Overall I think NG Maddening is only really difficult in the early game, later on it’s just a test of how well you understand the meta, a well-built team can trivialize most post time-skip maps, I definitely believe it would’ve been harder for me if I didn’t have access to DLCs, the Charlice of Beginnings, Stat Boosts and Loots I get from the extra Aux battle all made the early maps a lot more bearable. I would definitely not do another NG Maddening run again after this cause I really dislike White Clouds and only enjoy the Post-time skip maps.

     

  14. 15 hours ago, Dark Holy Elf said:

    I'd say it's Gilbert, myself. D+ authority / E bows with no standout combat arts is just terrible at that point in the game. His ranks are in all the wrong places for using most of the best Advanced classes... except Wyvern Rider, admittedly, but unfortunately he's locked on the worst route for "yet another wyvern rider", due to the battalion situation. Even if you're Fortress Knight fan? Too bad, shares a route with #1 Fortress Knight Dedue. Anything I can think of that might give him some use via his late join, Alois or Seteth (already not exactly top-tier units) do better.

    There's definitely a good case for Anna, but Shanty Pete notes some of the very niche uses she actually has.

    Tbh I used to think Gilbert is the worst unit in the game until I saw how players like Mekkah made full use of him, he makes a good emergency Wyvern/Paladin filler that is decently bulky, can do damage with Brave Weapons, use smite/rally defense so he does have a place in LTC and he's certainly better than Ashe or Caspar who does nothing at base and requires resources to become usable later on.

    Anyway worst unit in each game I've played imo:

    FE6: Wendy/Gwendolyn: Joins late in the worst class in the game with unusable bases.

    FE7: Karla: Ridiculous recruitment condition, horrible base level performance, only available for like 3-4 chapters.

    FE8: Amelia: at least Ewan has 1-2 range, hit res and can eventually heal/summon, I certainly do not need a 5th Paladin that takes forever to promote and is unusable at base.

    FE9: Rolf: Shitty archer in a game where archer is one of the worst classes, no thanks.

    FE10: Lyre: gets outclassed by like every other Laguz units in the game.

    FE11: Bantu: like many people here said he recruits Tiki for you but that's kinda it.

    FE13: Donnel: starts off too weak and requires too much babying to become usable.

    FE14: RV!Odin: Joins too late and underleveled to be of any use, CQ!Mozu: a villager unit in a difficult game with limited resources, BR!Hayato: Join late with worse bases than Orochi who is already a meh unit herself.

    FE15: Forsyth: 5 base speed and 4 mov are just pathetic, no reason to use him when you get a large number of strong mounted/flying units in Alm route.

    FE16: Ashe: At least Anna can be recruited late as a filler and have Flying Rescue utility, Caspar will eventually become a decent Warmaster/Wyvern. Ashe however just sucks from start to finish, bad bases/growths, no good Combat Arts/Skills, and he also leaves your army for 3 chapters in 3 out of 4 routes in the game

     

  15. On 5/2/2022 at 3:02 PM, DaveCozy said:

    I read the 2nd and 3rd page and I'm generally surprised that so many don't like Vantage and Battalion Wrath and dismissed Rengor's notes, which I've personally found to be very helpful (for the most part).

    It's true that eventually you can get more consistent ways of dodging, but the point of the above is moreso that it creates a low investment unit without having to master Mercenary. That's why it's useful, not because it's something you stick with till the end of the game, it's because it's something that is there before the better builds are available.

    Managing battalion endurance is a chore, yes, but it's not actually difficult. It's just work is all. Managing HP is actually really easy in this game, specially when Blessing and guard adjutants exist. It's an extra easy chore on top of an annoying chore, but it does really pay off. Admittedly, the biggest issue is gambits, which you have to watch out for.

    You technically don't need those combos if you don't like them, but they are definitely effective due to the sheer damage output they have, and shouldn't be dismissed like a niche just cuz they take work.

    Imo vanilla Vantage/Wrath is just easier to set up, more reliable and the game throws at you good candidates for that build from the get go (stupid strong units like Dedue and Balthus or usable ones like Raphael) so I don't see the need to class someone into Hero for an emergency EP unit. 

  16. 12 minutes ago, ciphertul said:

    Now let us argue over who is gonna be playable. Discounting the OCs, we have Edelgard, Dimitri, Claude, Byleth and Hubert. With Judith, Randolf and the Immaculate one as enemies.

    They are recycling the same engine that was used to make 3H, it'd be pretty lazy for them to not add every character in the original game considering the models are there already.

  17. 14 hours ago, Jotari said:

    The whole splitting of black and dark magic is just really weird in general and does indeed feel like some kind of enemy only aesthetic they randomly decided to give to the player. Funtionally theres no difference at all. They have combined weapon ranks and I think even the faire skill combines them. The only thing distinguishing them is that Warlock doesn't grant extra dark magic use (gremory does though).

    The Faire skills doesn't combine which is why Warlock is kind of terrible on Dark Magic users since they benefit nothing from the class skills and only from the stat modifiers, I would also much prefer if they kept Tomefaire instead of unnecessarily splitting Black/Dark/White magics considering there are barely any White offensive spells in the game and you get like 3 main Dark Magic users including DLC. For extra spell usage they could've just made something like Offensive Magic Uses x2 for Combat Magic Classes and Utility Magic Uses x2 for Supportive Magic Classes with Gremory having both since it's supposed to be the master of all Magic types.

    I agree that functionally all Combat Spells feel the same, Dark Magic has Luna Λ/Dark Spikes Τ which are unique and some debuffing spells that are not exactly relevant past early-mid game since late game is all about one-shotting enemies on player phase, perhaps making the debuffs scale based on the enemy levels could've made them more useful against bosses or tougher enemies like Titanus. Banshee Θ should've been a high rank siege tome with less Mt and uses to compensate imo, this opens up more ways to utilize the spells like to shutting down a mobile threat from afar (Flying Demonic Beast, Falcon Knights, Wyverns, etc.) for one turn. For Offensive White Magics Nosferatu and Seraphim are unique but the higher rank tomes (Aura and Abraxas) feel really generic considering how rare and difficult they are to get, Koei could've given White Magic some bonus damage (like 1.5x of the spell's Mt)  to Agarthan units similar to how Bishop have the slayer skill in FE8 that give them a niche against a certain type of enemies that you encounter. Black Magics are fine imo, maybe adding a little Spd boost to Wind Magic gives them a unique niche and make them more relevant past early game (Buffs to Abraxas and Wind magic also means Annette's spell lists suck less considering she is the premiere magic user of BL)

    14 hours ago, Jotari said:

    Looking at your list if dark magic users, Hubert really stands out to me from a narrative perspective. Edelgard, Lysethia and (I think) Hapi are all victims to Agarthan experiments.  So it's a nice nod that they share the same kind of magic. But why is Hubert using Agarthan magic? He has nothing to do with them aside from serving Edelgard who's allied with them. Did he spent a semester studying in Shambala?

    Spoiler

    Hubert did spend a lot of time studying TWSITD based on his paralogue so it makes sense why he knows how to use their magic, Jeritza learns them as well albeit it's only one spell, also I think Dark Magic is something that can be learned, there are generic Dark Mages in the game not aligned to TWSITD, the Black Merchant in the marketplace is a Dark Mage as well, the church also offers exams for Dark Bishop and Dark Mage, I doubt Rhea would allow that if Dark Magic is something that is strictly related to TWSITD only considering she is aware of their existence.

     

  18. I think because there were very few people that learn Dark Magic in the game (initially we only had three, two are route locked and one of them is much better on a physical class), the Dark Mage/Dark Bishop class line wasn't designed to complement actual Dark Magic users and they tried to make it the generic magic class line by slapping some unique skills on them but they ended up being very underwhelming because the mastery skills are bad: Lifetaker got nerfed into oblivion and Poison Strike is incredibly niche. While Heartseeker is a good class skill, 4 Mov + bad defensive parameter pretty much kills any practical usage for it. Miasma isn't that different from Fire and Black Magic Uses x2 is just so important on most Black-Magic oriented character considering some of the best Black Magic spells (Bolting, Ragnarok, Thoron, Meteor, Excalibur) all have pitifully low usages, same goes for Heal, White Magic Heal +5/10 and White Magic uses x 2. The Dark Seal and Gender requirements are just cherries on top, the line isn't even good on Hubert but if the player wants to take advantage of his Spell List they're kinda forced to go Dark Bishop since he has no alternatives for a Magic advanced class (Lysithea and Hapi at least get Valkyrie or even Dark Flier) and I'd still go Mage over Dark Mage on Hubert since he needs Fiendish Blow for Dark Knight or even Paladin if you want to take advantage of Frozen Lance. 

    On 12/17/2021 at 7:25 PM, Shanty Pete's 1st Mate said:

    IMO Dark Mage/Bishop feels a bit like an "Easter egg" class. Something that the devs originally planned to leave enemy-only, but decided later on to let the player use, too. It'd explain why it's a male-only class - you never fight any female enemy units of this class, so why program in a new model?

    That's just my hunch, though.

    I agree with this, Dark Mage/Bishop honestly feel like an afterthought to me.

  19.  

    On 12/15/2021 at 2:38 PM, drattakbowser said:

    I want to know what pro and cons on this route. What recruit character is HIGHLY recommended for Silver Snow route ? 

    I don't think there's any pros for SS, it is obviously the hardest route since you lost a very OP unit and have - 1 team size on every time-skip maps compared to the other 3 routes, SS maps are also very tough especially with Endgame being a serious contender for the hardest map in the game, BE is also the weakest starting house so their early game performance isn't that spectacular. That being said you can still make anyone work and recruitments aren't necessary, even absolute stinkers like Caspar can still get carried by strong classes (Grappler/War Master) and builds (Wrath + Vantage) mid-late game.

     

  20. 12 hours ago, Shadow Mir said:

    You missed the point I was making, which is that Luna in Blazing Blade was completely borked, sporting such a high hit rate that unless your Bishops had the speed of The Flash, they were likely getting hit anyways. Also, as enemy resistance is generally garbage, I'd find it tempting to just use both.

    I agree with this, FE7 Luna is a lot more dangerous when it's on the enemy Druids (especially those in Genesis and HHM Cog of Destiny) since they are the enemies with the highest Mag in the game, this combined with the tome's high hit and crit chance means you're better off oneshotting the Druids rather than trying to dodge their attacks using Lucius (his high Res does nothing against them and his low Luck means that he'll most likely get critted if their attack lands). 

    I think people would've taken the GBA Magic WTA system more seriously if the weapon types themselves were more balanced, Light tomes are more expensive, rarer, weaker and heavier than Anima tomes in exchange for some accuracy and crit that rarely ever matter and IS loves nerfing whatever makes Dark Magic viable (Nosteratu was strong in FE6 before IS decided to add a billion pounds to it the next game, Luna was OP for like one chapter and they chopped its hit and crit rate by half in FE8, FE6 was the only game with a good S rank Dark Tome). I'm sure that there are moments in FE7 where magic WTA matters but Lucius and Erk kind of do the same thing to me most of the time, with their advantage being Lucius' C staves upon promotion versus Erk's cheaper and more powerful weapon type.

  21. For the most part it's fair, the Lunatic versions of Ch.25 and Endgame though are really bad design that encourages cheese tactics instead of playing the map as intended, Inevitable End as a skill is bullshit and sucks the fun out of the game, at least for Ch.25 you can equip someone with Shurikenbreaker + Bow/Axe/Dual Katana or Calamity Gate and have them bait out the Master Ninjas, though you need to watch out for the Lunge Automatons that can fling any of your units into a sea of Ninjas if you get into their range. Also one of the 2 chests located all the way at the back of the map contains the only Silence Staff in Conquest which is basically required for Endgame if you plan to actually play through that map instead of rescue-pass skipping.

    Conquest Endgame though, not only do you have to deal with the Inevitable Ninjas you also face multiple Enfeeble Maids/Great Masters that have both Staff Savant and Inevitable End, this combined with all other factors (infinite Freeze/Hexing Rod, beefed up enemies, endless reinforcements that self-destructs upon death, Takumi's map wide attack every 2 turns, etc.) and you get one of the most absurd maps in FE history. On top of all this there is no save option so if you fuck something up prepare to play the previous map again just to get back to endgame (not like ch.27 is difficult but it's still annoying)

  22. I love her first timeskip design the most, she's supposed to be an intimidating and powerful figure and this design captures that perfectly, plus I like horns.

    It's a shame that you can't use the outfit while she's in Wyvern Rider/Lord, she doesn't have any good infantry class since War Master is locked to male-only.

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