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Shadow Mir

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Everything posted by Shadow Mir

  1. Funny, because I think most everything the Begnion senate did was just to show they are evil bastards (Hetzel and Oliver are the only ones of the lot that felt even remotely human). How else can you explain murdering the last apostle, then blaming, and engineering the genocide of, a bunch of pacifists??? Because I don't think I can explain that with gaining power or wealth (speaking of, they were only really in the war in part 3 for the sake of their ethnic cleansing, aka genocide). Also, once I look past the blood pact and the political power, Lekain just... doesn't have much else. The only reason Begnion didn't get ganged up on by like every other nation on Tellius was because of the blood pacts that kept Kilvas and Daein from defying them (of course, come part 4, this becomes moot). Valtome and Numida were not much better, with the former having no qualms about attacking Elincia despite her being willing to disarm herself - which Zelgius and the Laguz Alliance respected her willingness to do - and the latter being responsible for the situation in part 1, and the moment things go to shit in Daein, he disowns Jarod, blaming him for all the occupying army's misdeeds... which he does again when he runs into Micaiah near the end of the game. Of course, Micaiah calls him out on his bullshit. For that matter, most every other Daein character from part 1 has some choice words for him too. This said... Capture is useless in Conquest. It's not enough that I have to put up with a lackluster unit who has little going for him stat wise just to have access to it, but also that I need to set up a prison when at that point there's better choices for my Dragon Vein points, AND that they have to be convinced or bribed too. Overall, it's too much hoops to jump through for too little profit.
  2. Welcome to SF. Please remember to pet and feed Sommie, and wake that slugabed up. And ABC (always be careful) with your fliers. Else you'll lose them to archer fire, like I saw in one ironman run where the playert got Vanessa killed in her join chapter by an Achacha Archer (she also got hit by a Brigand, but that wouldn't have mattered). For that matter, I'd recommend checking enemies out constantly, so you aren't caught napping; this same guy lost Franz, who was equipped with a lance, to a Halberd hit (the weapon in question is effective against cavalry units). The more recent games have warnings for when enemies are using either high crit weapons or weapons that are effective against your unit, but still. Also, since you know Pokemon... Regieleki got banned in VERY short order, being the fastest QB from OU (fittingly, it's also the fastest mon alive). What's more, Shadow Rider Calyrex is now part of the Anything Goes family, as it was banned from Ubers.
  3. Bad: Binding Blade - On paper, the 1-2 range is a boon. In practice, however.... It's too inaccurate, and the lack of accuracy combined with the fact that enemies actually have stats makes me actively wonder what the point of using them is when any archers or mages that it allowed me to counter are probably going to need to be killed on player phase anyway. Three Houses - Possibly the worst game for javelins. They're stuck with a really poor weight/might ratio, and archers have extended range, meaning they are useless against them. Even mages aren't that afraid of them. Long story short, just use a bow instead. It's stronger, and has effective damage on fliers. The lack of power means it's probably better to use something stronger and/or lighter for enemy phase. EDIT: Crud. Jumped the gun. I'll have to edit in my thoughts on other games later.
  4. After seeing him fail to pull his weight in multiple runs, honestly. It's hard for me to believe he's gonna be an asset in Lunatic if he cannot last on frigging Hard... Doesn't help that capture is utter dog in Fates. In more ways than one. As a result, I've come to think Nina (among others) is better because she can actually hurt things.
  5. iono... I've had my fair share of frustrations with speed specialists not being able to kill anything quickly even when invested in. Not in this game, but others. Especially Fates; everyone and their grandpa insists Niles is "one of the best units in Conquest" and "a must use", but my only reaction is "...Huh?" when I see his performance (or rather, lack thereof) in battle. Doesn't help that every time I've tried to give him a chance, he was utter dog statistically. Anyway, I don't really have anything to say here... at least not yet.
  6. Hmm... this'll be interesting. Also, what IS going on with reddit...?? And what're ya gonna do in the first--never mind, that's already answered. Larcei is gonna have to do all the heavy lifting.
  7. How many "Doh, I Missed!" was that with everyone missing?
  8. He doesn't do that much damage starting out, meaning he needs to be actively fed if he wants to have any chance of passing her up. If I got a bad Soren, I'd drop him rather than make my team worse just for the sake of a support that's not even that great, and is slow to max out to boot.
  9. You're *sorely* mistaken. What difference is Basara's MARGINALLY higher bulk going to make? You think it makes a difference, so... The burden of proof falls on you, not me (thinking about it, I probably asked you this before... and you didn't say so much as a peep in response). Far as I'm concerned, making the likes of Oboro a Basara for a slight resistance boost when I already have hard counters to mages (Hinoka and Felicia say hi) is doing nothing but shooting myself in the foot (and no, the +5 magic doesn't help her in any meaningful fashion). Picking it for the sake of "resistance thresholds" is as big a joke as the Bolt Axe Berserker in chapter 14. Also, bringing up Paladin is just fluff when almost no one can have both it and Spear Master as class options. Getting back to the point: Why the hell should I buy into Basara being better than either of the other two classes you mention? You chose... Poorly. Chapter 9 has armored knights, as does chapter 12, where you get the hammer, 13, 14, 16, 19, and every chapter from 23 to endgame (Hint hint: Great Knights count as both armored units and cavalry units!) The Beast Killer has use in 15 (which just so happens to be right after when you get it), and the 23-endgame stretch too. The only Nohrian weapon that isn't that useful is the Wyrmslayer, which comes too late. And again, the Swordcatcher, Axe Splitter, and Pike-Ruin Club only being useful against one weapon type out of 6 is a negative (where I come from, I call that Crippling Overspecialization), whereas the Nohrian weapons are effective against their designated targets regardless of what they use; I don't have to worry about the enemy swapping to another weapon and rendering them completely ineffective. Oh, and FYI, you mentioning mage killers makes your already flimsy argument for Basara even weaker than it already is. Of which one is pretty much a joke character who won't last on the team unless you like torturing yourself, AND gets rendered obsolete after his join chapter to boot (that said, he's better off in Revelation... mainly because Hinoka doesn't join the chapter right after he does, and thus he isn't outclassed immediately). Speed pair ups have a significant cost (and in general, I mostly reserve pair up for when I think I'm really gonna need it as opposed to wasting unit slots on backpacks), the practice katana is weak, and the only shuriken user I actually find useful is Felicia. On Setsuna: She doesn't hold a candle to Takumi because he actually has this thing called good bases. One with good bases has an easier time getting rolling. Not only that, Setsuna puts all her eggs in the speed basket and sacrifices literally everything else. Speed is the most important stat in this series, BUT... She's pretty much proof that good speed alone doesn't absolve you of having shit stats everywhere else (sound familiar? That's what we call Crippling Overspecialization). Trying to argue she's better just because of better speed when she has nothing else to back it up is utterly laughable. Good luck trying to get her caught up when she not only has problems with damage, but she also misses her attacks quite often (which isn't helped by yumi hit rates generally being low). You. Are Gonna. Need It. Hell, I've constantly complained about the same thing with regard to Niles in Conquest. As if she wasn't already bad enough on Birthright, where she's an obvious bottom-feeder, she's even worse in Revelation. And it's already a Herculean labor to work with her in Birthright... Bold: Funny thing is, Thracia is where staves were at their most broken. I don't like the fact that they could miss when healing either (in fact, that's one of many reasons why I refuse to have anything to do with the game!), but that doesn't take away from how overpowered they are in that game. Also, I'd note that rods have 1-2 range, unlike staves. And yet you have no issue defending Setsuna, whose only good stat is speed... Hmm... seems that having only 1 good stat isn't as much of a problem as you seem to act like it is if you're defending her despite her literally having the same issue, no? Also, Hoshido Noble doesn't use clubs, last I checked. Funny. I've always felt that katanas are overall worse than Nohrian swords. +1 speed for -1 to defensive stats is such a bad trade-off. ANYWAY... Oboro and Scarlet are about the only tanky units that actually have potential in Birthright (and they can actually kill enemies without needing to hit them like 10 times, unlike a certain sky knight who serves under Sakura and a certain oni savage, both of whom struggle to kill, and thus struggle to stay relevant. Neither of them can cut it as anything beyond earlygame tanks that you drop once the actually good units come along, especially the latter. While she does have some playtime pre-split, the deck is stacked against her there, esp. in chapter 5 thanks to her having WTD against literally everything there, meaning she's pretty much relegated to being a pairup bot for Kaze there; speaking of which, that's another problem for her). On Hinata: To be honest, I'd consider it a problem if he needs that much attention just to function. Especially when there are others who only need a fraction of that investment.
  10. Sure, but after the first time, I'd expect them to wise up and think "Hmm, maybe I should make it such that Eirika only faces one of the Fighters." Also, this was in an ironman, and I'd think it'd be rather humiliating to fail an ironman in the prologue... Oh, and by the way, both of the peeps I was watching failed. Again. One got Ephraim killed by a Gorgon's Shadowshot, and the other lost at Last Hope.
  11. Because it's better to play to my unit's strengths. Duh! I literally just said that in my last post. On range-lock: The only time that is really notable is with Radiant Dawn's laguz... who have far more going against them than being range-locked. Anyhow, some of the more recent Fire Emblem games have made it such that having 1-2 is not the be-all and end-all (like this one!). Hell, much as I hate the game, Binding Blade is one game where one of the best units is foot-locked AND range-locked, so not having 1-2 isn't an inherent death sentence for a class's or unit's viability; in fact, I generally would avoid using hand axes and javelins in that game because their lack of accuracy means that I actively question if countering archers and mages is worth it when I'm likely not killing them anyway. As far as this game goes, 1-2 range has been nerfed, which limits my options, with javelins and the like being unable to double, and magic and shurikens generally being weak. This means I cannot expect just anyone with 1-2 range to be a walking death zone in a fashion like in, say, Blazing Blade... with ONE exception, that being Ryoma. Who is only one unit. Regardless... If I'm in a situation where I'm about to face attack from melee enemies and ranged enemies, I'd consider it better to kill some enemies on enemy phase than chip a bunch of enemies but kill none of them. Your logic is wrong. 5 magic isn't gonna be much help when the unit in question already has a much lower magic score than their strength. This is exactly why I reclass Camilla out of Malig Knight into Wyvern Lord; I'd rather optimize her strengths. Regarding Azama: I wouldn't make Azama an Onmyoji because his stats are such that he wouldn't excel in it. Which is glaringly obvious from his growths; 50 str and 20 mag is as subtle as a jackhammer (and besides, pretty much make it obvious he's meant to be n a physical class anyway... like Great Master). And those are his base growths. Magic being the so-called "superior attacking stat" doesn't mean much on its own. Look at Radiant Dawn. Would you argue that mages are good there? I wouldn't, because while most enemies have lower resistance than defense, mages are stuck with weak weapons for the majority of the game (not to mention almost all of them are slow to the point they almost never double anything. Oh, and enemy resistance is actually high in that game). You call Birthright "Free Speed: The Game", but that, too, is wrong, EXCEPT for Corrin due to the Yato upgrades. You didn't read, did you. I literally told you why that's a big mistake. Having balanced stats only leads to being outclassed by specialists. Being able to do multiple things is nice... except when you are horribly outclassed at all of them. And I already stated my problem with Blacksmith: the units that can get into it all have issues. I'd think most, if not all, of them would be lower tiers on a tier list. What's more... what in the name of Anankos are these "ruin weapons" you speak of??? Unless you mean the Swordcatcher, Axe Splitter, and Pike-Ruin Club (which I really think you are overhyping; them only being good against ONE weapon type out of 6 doesn't sound like an excellent weapon, but rather a highly situational one)... except whoops, you end up getting the Nohrian slayer weapons, which are overall better and aren't dependent on the enemy using a specific weapon, anyway (and of the Hoshidan anti-weapons, only the Pike-Ruin Club is respectably strong). And since you still seem to fail to understand this: ORKO != OHKO. The latter doesn't take a counter. On Rend Heaven: It has a higher activation chance than most other such skills... except the stat it uses is dependent on the weapon you're using. That's not reliable, especially since there's always the chance that it's a dud (because most enemy units have 0 in one of the two stats it can use, or if not, what they have might as well be zero). On Seal Speed: What do you think the Nohrian army is made of, slugs? All you "literally showed me" is that you are really, really, REALLY narrow-minded and petty. You constantly contradict yourself, too (and yet you have the gall to accuse me of contradicting myself); you bash Hoshido Noble for not having the magic to make good use of the Levin Sword, then turn around and mention you can't get it in Birthright anyway (which would make the former point moot). Honestly, though, I think you overhype the magic weapons. They're very, very limited in who can use them. FYI, the healing formula for staves is Mag/3; this means one would need 30 magic to add 10 points of healing to what the staff itself would heal. That's not a lot... On Hoshido Noble: You underestimate how useful dragonstones really are; has it never occurred to you that when most of what you're working with is glass cannons and fragile units, someone who can actually take hits and hit back hard is appreciated because most of the few Hoshidans who can actually take hits hit like wet noodles? Also, I'd hard disagree on it being the worst lord class in the series.
  12. News Flash: It's not just about Hinata. Rinkah and Hayato are rather bad in Birthright too (however, the latter is much better in Revelation). High magic is a luxury when you use staves, as most of the healing comes from the staff being used. On the other hand, it's not a luxury if you're an offensive unit. So I don't give a crap that HN has lower magic than either, as Corrin is generally physically oriented, unless you're using a magic boon. Of course, if I was doing that, I'd pick a class that actually specializes in magic rather than trying to go the hybrid route. That being said, I don't pick a magic boon for Corrin because... the Yato's upgrades boost stats, which discourages me from reclassing Corrin out of their default class for long, if at all (and magic is NOT one of the stats boosted). And once again, it's not Hinata, it's all the units that have Oni Savage access except the one who is Revelation exclusive. Running an Oni Chieftain is a hard sell when all the units that can access it have severe problems. Against what, level 1 armored knights? By the time you're promoting, enemies will actually have resistance. This isn't (insert FE game where most enemies have low resistance here). 16 magic attack does not look so impressive when you're hitting for like 5 damage, now does it??? Also, having mixed bulk doesn't mean much when most of the time you see all-physical or all-magical formations. According to who, you, yourself, and you? Because you are the absolute last person I'd take advice from. I haven't seen that recommended since what, 2016? Also, lol at getting all the useful classes through friendship seals. You expect me to waste time building supports with everyone of the same gender as Corrin? That's a laugh. Spoiler alert: Being balanced is not a good thing. It just means you're outclassed by specialists. Unless you're like, Arceus, who has balanced stats while ALSO having high stats, it's always better to specialize. For example, no one in the know would try to argue Glalie (which has balanced stats) is a better ice type than Weavile (which is a speedy glass cannon sweeper that is meant to blow holes in enemy teams). Also, LOL at Basara being better because it has "higher stats where it matters" as though magic and resistance are important. If I'm promoting a Spear Fighter, it's not even a contest: Spear Master is just better. Asserting that Basara has better skills is also laughable. I'd rather have Seal Speed and Lancefaire than a wonky proc that is dependent on the enemy's offensive stats (which most classes have next to nothing in either one of) and lolquixotic (by the way, that only gives +15 to skill activation rates). Oh, and it seems you forgot the part where Salvage Blow is unreliable, and IF it procs, which is a big if (Spoiler Alert: Not even Midori can make Salvage Blow reliable), the weapon you get is dependent on the class of the defeated enemy unit. So no, you're not getting "lots of forging materials" with Salvage Blow. Going Basara for Diviners makes as much sense as picking knives over staves, to be blunt. lol Most of the stats Basara wins in are narrow wins and in unimportant stats; when is 1 magic gonna matter? Or 3 resistance, knowing that Corrin is generally going to have crappy resistance anyways? And lances, which work much better for her than tomes given her strength is far, FAR higher than her magic. Malig Knight's higher resistance doesn't help much when she is disadvantaged against mages in that class anyhow (axes have WTD, and they laugh at her low-level parlor tricks), and the other stuff that magic can counter is either stuff that one would do well to keep her well away from (bows) or has WTA over it (ninjas). Also, her personal is a support skill, and Rally Defence synergizes with it. Gunter is an excellent support unit.... for Corrin and Corrin alone, that is. That's not enough to justify benching someone else who can support Corrin, as well as others if needed. bruh The problem is that I have to use a lackluster unit, build a prison when there's better uses for my Dragon Vein points, AND persuade them several times... That's a lot of hoops to jump through for not a lot of profit. I mean, Haitaka is useful in chapter 10... on paper. In practice, there is a good chance I've already cleared it by the time I can get him. Also, FYI, the wyvern lords you're talking about don't show up until turn 10 and 16... and odds are the chapter is over by then because there is no incentive to stall that long.
  13. I use Rescue to bring Corrin and their pair up partner back to safety, then charge with everyone because once you spot Mikoto, the guards are a non-factor.
  14. bruh All the power in the world means nothing if you can't land a hit. While Berserkers have a crit bonus, that means little because I tend to not rely on crits anyway. The thing is, Berserkers here are unreliable glass cannons that are really volatile and risky to use. I don't need or want that on a team. It doesn't help that the characters who start as Fighters are among the worst in the game... On Hoshido Noble: I'd consider it far batter than Basara and Oni Chieftain. It's also got very poor distribution, as only 6 characters have access to it, with one of those being Revelation exclusive, and the rest (Rinkah, Hayato, Hinata, Rhajat, Hisame) not exactly being good... Oh wow, 5 magic. That is gonna make enemies sooo scared... But honestly, I can only see going Basara for Bolt Naginata to be a meme at best, as far as Oboro and Shiro are concerned (and maybe even in general). Also, is Basara's bulk advantage really significant enough to matter??? My gut is saying no. Only if you picked a female Corrin with Samurai talent. Which I don't, because I think there's better out there. Talent-wise. And because I don't care enough for the male portion of the cast to want to have a female Corrin. Otherwise, he can only get it from Hana, and there's a good chance that she marries someone else before he joins if your Corrin is male (of course, at that point, running Jakob would likely be a tough sell). Long story short, I look down on it because it forces a very, very specific style of play. I've gotten by on Birthright without him, which means his supposed "hard carrying Hoshido" isn't needed. Anyway, I frown on "oneshot or die", because it's too risky. Still better than the Master of None that is Basara. I have better things to do with my units than to make them a half-assed magic knight that doesn't bring anything of note to the table. Sounds like you are more into "Attack! Attack! Attack!" than actual tactical thinking. Charging in like a boar only gets you so far before it starts handing you your ass. Anyhow, I can see the value of support skills, unlike you. RE: Savage Blow, it mostly barely helps unless I put my unit in a perilous position for a few points of chip damage. That doesn't exactly scream "good". Oboro is not the only potential Basara, yes, but I'd consider Basara as a class to be mediocre at best even for Diviners. Outside of specific Corrin builds, no one excels as one. And I'd disagree on Basara being better for Corrin anyway (and especially on Hoshido Noble being the worst promoted class in the game, for that matter, because Basara exists). I'm not denying that, but that doesn't change the fact that I look down on Malig Knight for being a half-assed magic knight class next to no one excels in. Camilla is better as a Wyvern Lord, whereas justifying Gunter's use is a tough sell at the point he comes back. What gave you the idea I was dissing effective weaponry? I know they can be useful, but that's dependent on them having good base might in the first place. Look at the Kris Knife. Its pathetic 3 base might means that even against the enemies it's meant to be used on, it is still weak... which isn't helped by said enemies having good defense. Oh, and FYI, you don't get a swordcatcher in Conquest under normal circumstances (and even if you did, the the weapon it's meant to hit is the one that's mostly used by enemies in fast classes). And there you go again, pushing a very, very specific playstyle that not everyone is willing to do (female Corrin with Samurai talent). I don't do it that early; in general, I find the sweet spot for playing paralogues is around chapters 14 to 18, as that's when my units are starting to get promotions while the enemies are still unpromoted. And I meant exactly what I said when I said it's a Powerup Letdown - ergo, that it looks like a good powerup if and ONLY if you look at the surface, but the moment you stop settling for superficial thinking, the problems become apparent. You mention that doing it later means having better and higher level captures, but I don't bother with capture, not just because I hate Niles's guts, but also because capture is one of the most poorly designed aspects of Fates. That's Shiro you're talking about; Siegbert is already under your control (that said, he's another reason I refuse to wait until after clearing chapter 18). The issue with his paralogue is the infinite reinforcements and the truckload of forests. I never played it after enemies promote, and I don't intend to, ever. Also, I fail to see how Sophie's paralogue has "fantastic" captures when the one notable capture is a unit that is outclassed by one I get just by playing the goddamn story.
  15. The -5 Cev is another issue, yes, but you're *dead* wrong about the higher HP making up for the poor defenses. Look at Charlotte. She has rather high HP, so she can take hits, right? WRONG!! She also has poor defenses, which means that her high HP disappears faster than a puff of smoke. Very funny, given you whine about axes earlier, but then turn around and say Blacksmith gets "functional" weapons... Which is it?!!? Also, you bash Hero for supposedly having middling everything, then turn around and sing Basara's praises later despite it being guilty of the exact same thing. What the hell. On Salvage Blow: The problem is that it's not reliable; the chance of it working is based on the luck stat. Not only that, it only works when initiating combat and defeating the enemy. This only works if you're one-shotting the enemy before they get to attack, else it's not helping much, as you're prolly dying to their attack anyway... also, some of the damage reduction skills are ALSO level 15 skills. What, you expect to combine Armored Blow, Warding Blow, and Life and Death all on the same set? lol, good luck with that when the game is over by then. lol Saying Basara has "super good" bases when it's the exact opposite; they're a Master of None bases wise (and in general, for that matter). On Certin/Death Blow: Aside from being excessive, I'd still say Setsuna and Mozu wouldn't be worth bothering with if that were the case. Disagree - I don't consider the Basara or Malig Knight skills better (except Trample, but that's a level 15 skill). Also, it's not like going Basara is gonna make the Bolt Naginata good on someone like Oboro... and on the few characters that do have the magic to make it work, there are better options for lance classes. Anyway, Seal Speed is much more useful than you're letting on... SOMEONE has blatantly unrealistic expectations... one-shotting enemies with a weapon that only has 7 base might is a clear case of your mouth writing checks you can't cash. Anyway, I'd rather have Rally Defense than Savage Blow, which is much more useful for the enemy. I can't speak for Genealogy, but the real problem with SD is that bosses healed 20% of their health. I wouldn't exactly call it "free" when you make the chapters themselves much harder... especially when the offspring seals are a Powerup Letdown in the first place - emphasis on "letdown". You want frustrating? Go play Binding Blade, THEN we'll talk. I'd consider the challenge in this game far more legitimate in comparison, with some exceptions. ...also,you forgot Siegbert. Not that I blame you, since there's pretty much no way he's gonna outclass Xander.
  16. Because the reward doesn't really increase, but the risk does. It doesn't help that some kids' paralogues are flat-out poorly designed for lategame play (you like trying to get to Ignatius lategame? How about Shiro? Or Siegbert?)... also, I find that the results of using Offspring Seals are hardly worth the wait in practice.
  17. Offspring Seals are a trap and a ripoff, to be blunt. Defender is better than Sol, among other skills. FYI, Inevitable End is only a thing on Lunatic, and even then, you don't see it until very late in the game. Sol is useless anyhow, to be blunt. A 20-30% chance to drain half the damage dealt isn't really worthy of a skill slot. And anyone who has the durability to make use of it doesn't really need it. Berserker is even worse; high HP does jackshit to make up for poor defenses, and being axe-locked isn't something I'd want to be in Fates. Oh, and if you want to complain about class designs, Berserker is one of the worst there, too. Blacksmith isn't that great, and its distribution is poor too; only six characters have access to it. Salvage Blow is not very good, either: a chance to get an iron weapon isn't that useful at that stage of the game when my units have graduated to steel, and it'd be even more useless in Conquest, as it gives Hoshidan weapons. Life and Death pigeonholes the user into being a glass cannon, as the +10 to damage taken seriously compromises their bulk. Too many classes is the one thing I might agree with you on; Oni Chieftain, Basara and Malig Knight stand out like sore thumbs in that regard.
  18. I can't say anything on how hard Cold Steel is or isn't, but... I cannot for the life of me rationalize someone who apparently cleared Engage maddening then proceeding to get a game over in the prologue of Sacred Stones... Twice... IN A ROW. Oh, and this same dude made worse financial decisions than Zhongli. Like buying a freaking slim sword, which there is no reason to buy, like, ever. And forgetting that gems are meant to be sold until like near chapter 14's end. Also, Last Respects is now banned, and Marshadow has been dethroned. It's no longer the fastest QB from OU. Regieleki is.
  19. To be blunt... It sounds as worth it as the Dragonspine Spear in Genshin - jumping through a shitload of hoops only to get something that was hardly worth the time and resource investment when I can get something that does its job better with less investment. *Especially* on Conquest, where I get fucking Xander as well as Benny, the (physical) tanks to end all tanks. Also, shuriken in general are weak without forging; the strongest shuriken that doesn't have any big downsides or isn't extremely limited in terms of who can use it is only 7 might. And again, only a fool would bank on a 20-30% chance of draining half the damage dealt that might proc at the wrong time or worse, not even proc at all. I've seen more than enough Sol Master Ninjas become corpses to know that you're better off not relying on dumb luck - Emphasis on *dumb*. Oh, I have seen him in action, all right. And I have *not* been impressed. At all. Which is a shame, as he went from being good in Awakening (even if getting the best out of him wasn't that intuitive) to the king of mediocre. Anyways... Siegbert is the worst child unit in Fates. I'm not sure about what the consensus on who the worst child unit in Fates is, but honestly, for how much of a pain in the arse his paralogue is, I'd have expected him to be better than what he ends up being. It's not just the fact that he's practically doomed to be in Xander's shadow either (which especially stings considering that to get him, I'd have to have used Xander a lot ANYWAY). It's also that Sophie is better (even compared to her father, who I find to be overhyped and mediocre), easier to get (because her paralogue is only a defeat boss instead of a rout with extra conditions, and especially considering that Xander joins only a couple chapters before enemies in paralogues start promoting - and I'ma be honest, post-promotion Siegbert paralogue is a hell I'd not wish on anyone), and can be gotten much earlier.
  20. Odin is overrated. Because honestly, his stat spread focusing on HP, skill and luck is something that I hesitate to call anything besides lackluster. That would doom him to be a lesser unit in pretty much any FE game, and to be blunt, I fail to see why Fates is any different. Also, it seems that every character discussion video thinks Sol is worth it, but again, I think they overrate it to Valla and back. Why in the seven hells would I consider a 20-30% chance to drain half the damage I do to be a worthy uss of a skill slot? And more to the point, why the fuck would I use a Sol Master Ninja over, well, an actual tank that doesn't need to gamble to hold a line???
  21. That's an error. I've gotten him back, and he has nothing on him because he drops the weapon he had on him.
  22. Bruh This sounds so ass backwards I don't know where to start. You know what else is a slow march to victory? Chapters 7 and 8 of Revelation. Except there I have to rely very heavily on Corrin because most of what else I have can't take many hits. A slow march to victory sounds much better than having to rely heavily on one unit because everyone else starts at a low power level compared to the enemies, let alone having to deal with gimmicks that slow things down further. Zofia Castle doesn't have me with anything fancy, but I don't need anything fancy to clear it. On the flipside, if I need something like Hunter's Volley to make the likes of Grieth's Citadel not look so painful... that shows, well, that it is.
  23. But then why should Zofia Castle get the nod over, say, Grieth's Citadel, which has the same crap, but you also have a cantor for added aggravation?
  24. Is it? Imho, it pales in comparison to Grieth's Citadel or Nuibaba's Abode. Dolth Keep is prolly harder too.
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