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Othin

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Everything posted by Othin

  1. Yeah, this is my point. I don't actually know a whole lot about FE12, but from what I understand, MU there is a completely irrelevant character story-wise who nonetheless gets treated like a main character in terms of dialogue focus. It's just bizarre.
  2. There is no limit. The way I see it, the game keeps track of past levels like this: Change Seal to unpromoted class: Add current levels to cumulative levels and then divide cumulative levels by 2 Change Seal to promoted class: Add current levels to cumulative levels, divide cumulative levels by 2, and add 20 Master Seal to promoted class: Erase all cumulative levels and add 20 So it doesn't even have unlimited ability to keep track of your levels for the purposes of Exp gain, from the looks of it. Meanwhile there are a lot of images of characters that have used grinding to reach all maxed stats. I haven't tried going that far, though.
  3. I mainly found myself using it in the Final so Shigen could run around the final boss killing the Opuses there and luring him into killing the rest with the splash damage. This cleared a path I needed, since the big four had already taken a lot of damage and couldn't risk taking more before they could quickly score the kill. But then my endgame strategies had to be a bit unconventional for the above mentioned reasons.
  4. Why not? It adds some nice options, within reason. And the character does have a default name, although I can't make any sense out of it. Is anything not breeding grounds for poorly-written fanfic? I can't say I'm familiar with the community, but it seems to me that certain people can always find bad things to write about anything.
  5. Yeah, that's the point. They activate at the same time, and they all stack with each other, even Rainbow Cry. FE1's SpotPass team has Prince Marth, not King Marth. You do seem to be getting characters from that team; you're just getting them in a bit of an odd order. Lunatic is crazy hard, especially at the beginning. Most enemies in Ch2 can one-round base level Sol if he's not in Double. Farthest I've played so far is through Ch4; it does seem to be getting easier, although the enemies regardless put up quite a fight and you have to carefully work around them.
  6. FE7's Tacticion was a foolish, irrelevant addition. FE12's MU was simply tacked on. FE13's MU, however, is actually properly built into the game story- and gameplay-wise, and provides a welcome opportunity for options. I see no issues.
  7. Kids inherit their parents' options. In the case of MU's kids, that's everything.
  8. But I want it. That 30 Crit looks amazing. So many ultimate weapons. Wonder how they plan on distributing them all. I doubt they'll all just be downloaded directly through SpotPass. Excalibur means we should see Aura for the FE1 set, Sol and Luna mean we should see Astra for the FE2 set, Ragnell means we should see Alondite for the FE9 set, and who knows what Sol Katti means. On an unrelated note, I'm getting very curious about the SpotPass teams. In King vs. King, we saw the three Archanea teams against the three Jugdral teams. In Red vs. Blue, we're seeing the two Elibe teams against the two Tellius teams. There should be two teams remaining, for the total of 12. One is Magvel's team, and logic says that the last should be Magvel's opponent. But who?
  9. Well, you could get a Skl stat higher than 50, hypothetically. But unless you're grinding, even making it to 40 is quite a feat.
  10. Well, it worked in Berwick Saga, but it was used in a completely different way there. Which just goes to show that there are other ways to implement the idea in ways that might suit other games. I know I don't miss limited support levels, or any other aspect of the GBA support system for that matter. I also support Rescue's removal with it having such a better replacement, and while I initially disliked the idea of the merged magic type, it works out incredibly well with the way it's being handled. And I definitely don't miss the unlimited skill/class swapping that plagued FE10/11/12.
  11. Oh shit, 50 Hit? I forgot about that. Although I think the fact that I forgot about it just goes to show how unconcerned Shigen is about Hit. I mean, I didn't use it a whole lot, but... immortality, man. Although Shramm and Sunflame pretty much give immortality while not being terrible otherwise, so they're probably better. I mean, my first TRS run ended with Vega and Rigel as the only two non-required surviving characters, so I think that says something about their and their weapons' longevity and effectiveness. Maerhen also survived but that was just because he was too terrible to even bring as bait so fuck him.
  12. Aren't we forgetting something? DULLAHAN
  13. Probably. Might also differ if you can't get as much of a bonus from the True Dragonstone.
  14. I still like my simple solution. Krom x Sumia for Mark and Cynthia with Speed Cry and Rainbow Cry, then they promote and get Movement Cry. Lightning Speed also helps, and probably has better synergy than a fifth Cry would. You can then round it out with Magic Cry or Defense Cry or something. Those can be hard to justify using on their own, but when their use is free on top of the Cries you're already constantly using, why not? This is correct. Krom is required in all main story chapters. No other characters are required. Main story maps in the second half of the game other than the Final hover between 13-15 deployment slots.
  15. Sorcerers are primarily Def-oriented, and magic attacks can hit very hard, as well as being common. Whatever is the case, +50 Avo against a given weapon type is pretty much immunity to it, and with how tough enemies are, that's quite valuable.
  16. Your conclusions sound accurate. I looked at the base stats with that formula in mind and they fit what I had been expecting.
  17. Probably intended for this purpose. It does take a lot of time, though.
  18. Looking at my file, Miriel with Falaflame and Magic +2 has a Mag stat of 15+7. Her range with Rescue is 11 squares. So yes, she's using the extended range. Liz with Tome Expect activated with Elthunder has 27+5 Mag. Her range with Physic is 16 squares. So she too uses the extended range.
  19. The only siege tome is Slime, which is indeed Dark Mage / Sorcerer only.
  20. It's worth noting that ranged staffs have no minimum range now. So if your E Staff user has a Mag stat of 7, their range with Rescue is going to be 1-3.
  21. His voice also encourages that classification.
  22. Libera should have been not terrible in reclass options and had Fighter instead of Mage. And then Donny should have had Cavalier instead of Fighter. Those characters are the two who really got screwed over by the reclass system.
  23. And Gharnef, and Hardin, and Alvis, and Julius, and Reidrick. Don't know about the FE2 guy. From what I understand, it doesn't work that way - they just tack on the skills to random characters, which isn't as interesting as I had hoped. Well, it seems the SpotPass maps are doing that with the mystery sixth character "Paris", so it's definitely possible that DLC will do something similar.
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