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Agro

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Posts posted by Agro

  1. On 5/24/2021 at 1:29 AM, FashionEmblem said:

    Wootz Steel is in limited supply, so you may not end up able to do so.

    Just wanted to chime in here - Wootz Steel is really not that limited. You get at least a few from Ignatz/Raphael's paralogue, and more from Byleth's if you hang around for just a little bit. Even more from Marianne's paralogue in Part 2, which is really when you'll start getting more Brave weapons. 

    On 5/24/2021 at 3:35 AM, vanguard333 said:

    As I said, I have yet to actually try a gauntlet Byleth since I usually just have him use swords.

    Gauntlet Byleth is super useful in earlygame! Especially for niche situations like ORKOing the Dark Mage in Chapter 3 so you can clear the fog.

  2. I think hybrid builds work really in late Part 1 and early Part 2, to a certain extent. Cavalier Hubert with Fiendish Blow and Frozen Lance is really fun and he will 1-shot just about everything that he looks at with a Magic Staff until the later CF chapters, at which point he can switch over to Dark Knight and provide battalion support through his monstrous Charm stat and Resonant Flames/Ice/Lightning whatever, as well as occasional Banshee and Dark Spikes. Same goes for Pegasus Knight Annette with Lightning Axe.

    I can see Dark Knight Sylvain running into some significant speed issues in the lategame, however, so what is he going to be able to do other than chip magic damage? The same goes for everyone else - they're not going to be able to ORKO anything so they just end up being kinda crappy at everything. I can see a good case for Holy Knight Bernadetta, although you already addressed the fact that she's likely sacrificing some good stuff to get to A Faith unless you're in NG+.

  3. Honestly, this is wild. I always felt like the support conversations were weirdly well-aligned to the narrative but I didn't realise there were so many variations in support conversations. Thanks for putting this together! I have always treasured the support system in 3H but now I love it even more (fite me 3Haters)

  4. Assuming Maddening mode...

    Caspar/Mercedes is absolute horseshit. Most of the other ones can be done without investing into the featured character - even Marianne is safe for a few turns if she just stays still in her paralogue, but Caspar and Mercedes will just get downright wrecked by everything around them. You can't even send wyverns over to come help, because that'll trigger reinforcements, and if Caspar and Mercedes move off the ledge, it triggers different reinforcements. You need both of them to meet at least one of several benchmarks so that they can kill the Giant Wolf and the Dark Mages coming at them. Really easy for this one to catch you off-guard and you're most likely going to nope out of it until Caspar can at least fly.

    Manuela and Hanneman's is actually pretty hard on Maddening - or, at least, keeping Manuela alive against the 7-move pegasus knights is. I always have to class change Manuela into pegasus knight just so she can sit out and survive.

    I always leave Hilda's and Cyril's for later so that I have the resources to deal with it. Stride + Warp = easy.

    Ferdinand/Lysithea's is also pretty dumb but at least it's easy to cheese.

  5. 1 hour ago, lenticular said:

    Remove the charm requirement for picking up the Dancer certification. For new players, it potentially means they miss out on having a dancer. For experienced players, it means either restricted choice of who to turn into a dancer or it means having to do a few tea times to prepare. As someone who doesn't enjoy tea time, I would be much happier if I never had to do it.

    Uh... you do realise you get a free Charm+5 from dance practice, right? Combined with stat ups... it's honestly pretty hard to not have a character with a Charm stat of 13 at that point...

  6. Mortal Savant mostly just needs a higher speed base to make it worth choosing over Gremory for females and not screw over males.

    GK: Haven't actually played Maddening with GK but I imagine the defense is not high enough to tank properly

    Wyvern Lord/Falcon Knight: Avo+10 and Alert Stance is busted af. This one absolutely should have gone to one of the foot classes. Nerfing move by 1 would give a strategic reason to pick Paladin over the fliers.

    Holy Knight: Why does this class even exist? At least give it Lancefaire so that physical units with good spell lists (looking at you, Bernadetta) are justified in choosing Holy Knight.

    War Master & Gremory are probably the most balanced Master classes.

    I would have loved to see Assassin and Hero as 6-move Master classes with both Bowfaire/Swordfaire and Swordfaire/Axefaire, and for Hero to not be gender-locked.

  7. 10 hours ago, Jotari said:

    By the time part 2 starts you already have Byleth as an enlightened one which is like a master class, and most of the units in your army, lords included, are reaching master class levels of promotion already (and there's not even that much of a difference between advance and master classes).

    The Advanced lord classes are fail-safes for newcomers/n00bs who didn't invest into their lords for whatever reason, or went with a weird build and ended up with a suboptimal lord.

  8. 5 hours ago, Jotari said:

    You know, honestly not in Three Houses. I find myself giving them a lot to my units, but more frequently than not the hit rates are risky enough that I usually want to use a combat art instead. Two hits means twice the chance to miss versus a single stronger attack, course missing that single stronger attack has a larger downside than missing one of two hits on a brave weapon, but most combat arts to give that critical boost to hit as well (by critical there I mean important and not like a crit rate, course lots of them do that too). In fact, given combat arts (and thus durability issues) and hit rates, Training Weapons tend to be my most frequently used weapons in Three Houses.

    My point was that most of the complaints levelled at Wyvern Lord's combat are pretty easily fixed with Brave Axe+. Between Str +2, Death Blow and Axefaire you're already stacking an extra 26 damage in one battle without taking a counterattack, and that's not even including battalion bonuses and the unit's stat. Even units like Gilbert become suddenly useful by turning into flying Brave Axe wielders. Your character does not need a single point of speed to do this.

    Sure, they're heavy, but that's what Canto and Trade is for.

    Also, you won't get hit on EP if all the enemies are dead.

  9. I usually have my units certify for both, then switch them between classes depending on the map. Sometimes it's fun to have Byleth run Gautier Knights and Alert Stance, or Enlightened One and Ordelia Sorcery Co/Nosferatu/Caduceus Staff.

    As for WL lacking in killing power, the obvious answer here is to make use of the 2-3 Brave Axes the game throws at you. As long as you can whack things and run away in one turn, WL doesn't want for power at all.

  10. 13 minutes ago, Shadow Mir said:

    I ask again, how many of them are good? Because even with whatever benefits it offers, I'm not okay with settling for a wyvern lord that has to use a low-end flying battalion.

    They're fine. Most of them grant at least +4 to Attack. Underwhelming Prt/Rsl boosts (but it's Maddening, so who cares, everyone's dying on one enemy phase attack anyway) and no accuracy boost, but that's easily fixed with Hit +20.

  11. I'd argue that the ambush spawns that happen in The Face Beneath (Caspar and Mercedes' paralogue) are pretty bullshit too. If Mercedes and Caspar are uninvested this chapter is practically impossible since the Snipers will murder either of them unless they advance far enough, but if they advance too far the Dark Mages and the Giant Wolf will also murder them.

    FE3H's Hard difficulty holds up OK if you're playing blind. I remember genuinely struggling with the later chapters of CF because I hadn't invested into Authority at all so my fliers had no battalions, my Bernadetta was still a Pegasus Knight as I hadn't made enough effort to get her into anything else, and I didn't realise that you could purchase gifts at the markets to increase motivation for characters - I was just relying on flowers for that before. 

    Maddening is definitely pretty tough. I think most players (myself included) are experienced enough to use Warp strats, etc. especially in the later chapters which leads to the experience of thinking that they're easy.

  12. When did I mention anything about hybrid classes?

    Camilla just gains a few points of speed and lance access by switching classes, which doesn't do much to change her function other than give her some more accuracy in very specific spots. You're still probably going to keep her using axes even as a Wyvern Lord because she's so much more powerful with those than swords.

  13. Wyvern Elise is actually really fun and having a second flier in the early-game opens up a lot of strategic opportunities

    I also think Camilla doesn't gain a huge amount by being reclassed to Wyvern Lord, and certainly not as much as what Elise gains by becoming a flying class

  14. 10 hours ago, Tenma said:

    With Caspar, he was supposed to be the "tanky" unit for Black Eagles (and I'm using tanky very lightly here), but compared to Dedue and Raphael, he was supposed to be the "fast" tank. If that was supposed to be his concept, they need to bump up his base speed to at least 8 (but definitely not as fast as the speed sistahs) and growth to at least 50%. I love Caspar, and they did him really dirty LOL.

    Disagree - Edelgard is clearly the designated tank of BE. She's even in an armored class, canonically. Caspar is... I don't know what Caspar is. The designated Brawler, but he's not slow as shit?

    Manuela and Hanneman would be instantly improved by raising their Authority ranks to at least C. They should come as Warlock and Bishop, respectively, with appropriate weapon ranks, just like Catherine and Shamir, who are mostly good because of their insane starting skill ranks. They're meant to be like pre-promotes! Why aren't they plug-n-play units?

    Flayn really just needs Physic, quicker Frozen Lance, and I'd advocate for some buffed bases as well, particularly Speed and Magic. 

    Lorenz might have been fun with a personal gimmick that allowed him to use magic as a Cavalier. Also, not locking the only magic lance to CF would have been nice for this guy.

     

  15. It's too late to rate, but Constance for me was an easy 8/10. Rescue is really nice for increased strategic options and helps her to keep up her EXP gains; Bolting is a free enemy-delete button that you get SIX of per map as a Gremory as long as she has a good battalion and a Magic Staff equipped. She has a crappy early game which is what keeps me from rating her higher, though.

  16. Honestly, just play the game blind from Hard and enjoy the experience - don't use any recruitment guides, etc. Don't look up who gets Warp and who doesn't, and so on. There will still be some level of challenge and you won't be constantly trying to reach certain stat/class benchmarks for future maps. You'll actually miss quite a lot of content this way on your first playthrough - worry about that on your second. With so many new mechanics you'll spend quite a bit of time making suboptimal choices which will make the game naturally more challenging. Hopefully no one has spoiled the story for you - the first run-through is actually a really nice experience.

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