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Vicyus

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Everything posted by Vicyus

  1. Rosado to me seems like the perfect target for cannoneer. I'm aiming the xenolouge to be complete around 15 to 16. By then you should have more solid wyvern options in kagetsu, lapis, chloe, even Amber, jade, or diamant anyway so sacking him to go that class is good. He'll have strong enough rates to gain both strength and hit in the class. As for enchanter, assuming like the dancer you'll almost never attack, anyone who gains defensive stats the best is good. Bunet or Boucheron would be fine, framme losing staff access is a little sus to me so I wouldn't do it unless I'm planning to have multiple staff users.
  2. Enchanter seems like a pretty cool concept. I like an arts user that has ranged fallback with knives and it seems like a perfect lucina tech since you'll want to be near allies anyway, so free dagger chain attacks will be pretty nice. I can see this working well for fogado especially. As for the cannoneer, I've stated this on reddit but the main thing is; is the cannon more viable than having a sage with thoron. If the answer is yes, then it's pretty easy to slot in. Having it be dexed based but hit res (theoretically) could be interesting aswell. Units like Boucheron or clanne or even bunet might have a niche now, but high dex tends to go with high speed so making the sacrifice between having a speedy unit or a long range debuffer will be a cool new add on to a run.
  3. Any physical class will do for them. Kagetsus probably best on a wyvern with access to spears and ya warrior is pretty great as well. Panettes probably best with warrior, though I found paladin to be pretty good as well on the account of mobility.
  4. They do mag + strength รท2 and are counted as a physical attack.
  5. So I'm not sure if you watch faergast but if you do, then you'll probably know this bun you can run either Pannete, alcryst or zelkov. If you have max support on them (A in their cases) that support bonus will give you 20 Hit each. So in theory running all 3 and having them next to ivy can generate +60 Hit. Here's the video that explains it but the tldr is that supports are separated into 4 groups that give base bonuses to hit dodge and avoid. All the three I mentioned are in the Hit category meaning any unit their supported with and if they're fighting next to eachother will get +20 Hit on A level supports. The video explaining this:
  6. So on a second hard classic run and just recieved every available unit Best: lyn. Lyn is just a busted emblem and makes any unit ridiculously good. She's made my paladin byleth a solo squander and I know if I gave her to anyone else she'd do the same for them. Best unit: merrin has been really clutch. Easily the best falcon knight Levin sword user behind chloe, she's far more ready to go and can basically solo hold an area. Disappointed: zelkov. Man just isn't hitting the same level yunaka did on my first run. He seems more suited for a different class but who knows.
  7. Went for soren on a hard run around ch 15. Map was fine, just pay attention to your positioning and don't be afraid to end on smog. His skills make mages overall tankier with damage reduction on tomes and having plus to both mag and res combined. He also has cool debucfing abilities and unique support staffs. He also has unique magic effects that can add variety to your casters. Probably better than celica or eirika as a magic option for mages (eirika still better for magic weapom users). Don't know if he beats lyn byleth or lucina for them though. And I still think you're best shot is to go olwen S for your mags, but maybe once we have the new classes it'll be better. He also would be very good for mage knights and I think his supportive elements do have him going over the edge. Better used than just an skill tree we have to bond with (sorry leif)
  8. The trick is to only send a few units up into the temple to clear the mobs there. Park the majority of your army at the reinforcement spawn point (the entrance to the temple). The mobs are not infinite but are cycled out to a max of the amount of unit types (backup, armored, mounted, flyer, mystic, covert, with weapon types). An armor, archer and thief are enough to deal with the inner temple.
  9. So will it be like tiki where the map scales with level? And have the inherited skills/ profficencies been leaked yet. I have a complete save and a 2nd playthrough going on atm (I wanted to use every character so I planned 3 runs before dlc released) so I guess I'll know if it's worth going for earlier or later. Also with how fast these releases are coming, I'm guessing wave 4 is coming summer. I have a feeling IS doesn't want to overlap engages dlc with anything they plan for the advance wars reboot.
  10. Etie x M Alear. I like their overall interactions, and it's a unique one in the alear supports where it's him intrigued by someone else rather than the other way around. Also while I didn't get to A rank in time, the louis x ivy supports were interesting and made want to see their end result.
  11. That also would only be optimal if your consistently feeding the unit xp, or else constantly switching to another class while leveling in previous classes would just stunt the exp growth of said unit. An example I use is kagetsu. I found his most high end build to be wyvern rider with maxed out killing edge with lyn emblem. He hits around over 50% crit on most mobs. Add in alacrity, he basically crit every opponent, making him an amazing 1v1 independent unit. To do that build, I just need to second seal him to wyvern, while grabbing axe profficency. Optimal time to do this is later into the game, because he's so plug and play that I can wait on getting him exp and use him when the deployment slot gets to 14 around ch 23. That means I don't need to level him way until then, where because he'd be lower level than most mobs he'd gain good exp.
  12. A quarter of the roster come pre promoted making it possible. Assuming you will not advance zelkov/yunaka you only need 20 master seals. Now if you do multiple class changes on base that's different, but most ppl have matched out that going early promote is generally better
  13. Ya with this my own experience and the video varsona posted, erika is a must have to make Arts work
  14. I generally feel martial master is the class that needs the most tlc to be effective. Good engraving, early class upgrade to get better odds of stat boosts, refinements up the ass, and access to the erika skill lunar brace so it can threaten armor. It does get interesting benefits though. One it's a healer class that can actually stick closer to Frontline. This is valuable as physics, the only ranged healing staff is limited stock on shop while heal and mend are unlimited. Having access to healing at any moment is valuable. Also they are probably the best obstruct user since they'll be closer to the front which is where you'd have positioned your Frontline anyway. Also the early brave option is useful with alears skill early and by the time you get the brave version of the arts class, you'd hopefully have enough resources for refinement. It also just makes certain units better. Mixed growth units often tend to just be middling versions of more attuned units that use either offensive stat better. With arts at least they get am interesting niche. Chloe, celine, framme, mauvier all have a case for going this class rather than going into a physical or magical class.
  15. Ive been pleasantly suprised with erika on a martial master. Someone stated it before either in another forum page or reddit and it turns out extra damage on a weapon which at max can attack 4 times is very good. It turned framme to a fringe healer that had utility to break mages into an actual offensive weapon. Add in yunaka with corrin for both poison and draconian hex and she can even be a threat to armor knights. Panette as a paladin tends to have the issue of getting run over by a swarm of enemies before she can get in to a boss. This is mainly due to the fact her crit weapon tends to ohko anyone who would initiate dps on her, leaving her vulnerable to a large mass of units coming in on her one at a time. Now vantage can fix that but at the time I was poor on the sp side since I was saving up for wrath. A huge saving grace was the house lord emblem which allowed me to have the shielding combat art. It was very affective in keeping her alive long enough to get support from my rear gaurd. Now though I've caved and just put ike on palette but it's doing wonders for my wyvern lord kagetsu. No mage nor archer can one round him now when I have that combat art. Also on another playthrough, roy seems to be the key to turning alear into a real offensive option. The plus strength adds up and holdout can be clutch. While I think lucina is overall more optimal due to the ridiculous port of bond shield, if you want a dps alear get the boi
  16. At ch 18 at this point so only about 2-3 characters left to gain so unless theirs some late game duds I feel like I can say this with confidence. Best overall: It would be diamant or etie. Diamant takes limited to no investment (just stick lyn on him and save your sp for vantage +wrath). Good player phase with versatile options. He's probably the best user of a tomahawk due to his personal and with the clone ability + sol, he can one man tank for days. Etie on the other hand has a very solid curve. From chip damage archer to best range option in the form of warrior etie, she's a unit worthy of your first master seal. Best with investment: Ivy or louis. In my opinion dire thunder and Canter on a flier is a crime against humanity. With dance and byleth she can one round anyone not designed to res tank. Again, requires the very specific S rank skill, but once you have it a lot of the mid game maps become trivial. Sigurd + Louis on the otherhand is the monster of the early game, but it can still be very viable late game. Add in skills like pair up and lifesphere and the only fear you have is magic weapons and mages. Best insert: the best units that I can just plug in. Absolutely no investment, I just need a body has to go to pandreo. Good magic, has access to good staves (which with my comp is actually very useful) and has a great res. He often is inserted when I face a certain no chill, see the kill hound with a pain desire. Disappointed me: griffon knight lapis and chloe. Her middling strength really made it rough to keep using her. She also tended to not be fast enough to double and her avoid while good, meant nothing if she didn't dish out decent dmg. As for the other flyer, I got really strength screwed in the two runs I tried to main roster her. I'm at the point where if I should just build her martial master on another playthrough. Worst: Buret. Man can't hit anything with an axe and only did middling dmg with his sword. The minute I could de equip him, just gave it to diamant. Also, he seems ike the least interesting character written wise. Man only references cooking.
  17. Man I really hope the found files about the dlc class are for generic promotable classes and not unique character classes.
  18. Anyone try ike with a mage. I tend to find that even with the best setup mages don't have enough avoid without being on a terrain tile with corrin. So ike would make a great fix
  19. Ahh ok. Then I guess it's back to the drawing board for seadall again. I know it isn't a huge problem due to him just needing to dance being good enough; but finding him a ring that gives him a useful niche is tough. Luckily he comes with enough sp to at least get canter once you get sigurd back.
  20. I haven't been able to test it yet but celica with seadall might actually be great tech. It would allow him reposition once and I believe you don't actually have to cast it on a foe to warp. Celica in herself might not be a good enough emblem though due to mages in the late game not wanting to take such a risk making a hail Mary warp.
  21. That's exactly why. A lot of early speculation was that clanne would do far better in a physical class while having a magic weapon for coverage. He's got decent bulk with great speed and dex. He also comes with sword profficency if I remember; and if not celica gives it early enough to make it worth. Thus making swordmaster accessible with no real sacrifices and limited to no competition. Kagetsu overall is better on a wyvern (they only lose one point of max dex while maintaining better overall stats and kagetsus 50 dex rate almost always guarantees a dex per level.) Diamant and alear are better in their unique (or griffon rider for alear) and lapis is really the only competitive overlap. On the mage side, theirs way more overlap that makes his unique capabilities lesser. Need a crit focused caster that has chances to double. Hortessia naturally and Anna optimally do it better. Need a nuke to one shot. Citrinne, Lindon are right there. Need a mage not made of thin paper. Ivy, Jean, pandreo all suffice. Clanne in magic gets the job done but competes with everyone else. He only clears celine in overall, except her unique class has staff options and if that's not good enough; martial master celine is something people are theorycrafting now.
  22. So what's the concensus on clanne. I'm stuck between mage knight or swordmaster for the Boi but I'm wondering if someone found something even better for the Boi
  23. Canter on range is a near must have. Getting them to move in and out of distance is great. Dagger units especially are very good with this. Yunaka doubled her life span on my main roster due to canter, as did etie. Alacrity + speed taker is probably better on high crit or strength builds rather than dodge tanks Life sphere early is high underrated. Having an ability to heal or remove status is actually pretty nice. I love it on loius especially as it makes his survivability very high.
  24. I find that by the late game their middling dps inst enough. When your handling 3 plus double Health bar bosses and a long range magic nukenin the formnof wyrms, I need a little more dps. Also their best asset, the fog produced by corrin, can only stay on one side
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