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HM help


Lilmik11
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Most growth units, such as Edward, have a much more difficult time. BEXP is effectively 1/4 the amount in NM, so don't plan on any dumps. Don't be afraid to rely on strong units like Royals, Sothe, etc. Enemies are, of course, stronger. And there's no weapon triangle.

As for who to use, it's mostly up to you, but keep some strong powerhouses like Haar, Ike, Titania, and Volug around. If they were tough to use in NM, they'll be even harder to use here, but you can mostly use whoever you want and be fine.

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As stated BEXP is lessened and some 'over powered' units become a bit more clutch during HM playthroughs. I would also recommend that if you aren't using supports, skills and forges that now would be a good time to get accustomed to them. Certain support combinations: Earth x Earth is amazing for avoid; Water x Water/Fire is very useful for concrete durability and attack. Also decreasing the number of units you 'focus on' with each team would probably be a good decision as well. The DB could effectively raise 2-3 units (including prepromotes or laguz like Zihark, Volug etc), the CK could handle 1-2 and the (and certain bits of part 2) GM probably 5-8 depending on what types of levels you are looking at and how easy you want early game to be (where you have higher levels than normal) versus later in the game where you have less feasible characters. When you reach the later end of part 3 and the beginning of part 4 you gain laguz royals, 3rd tier units and other additional powerful units (compared to all the characters you never raised) that can help fill out most teams during the split. Really the lack of weapon triangles just makes concrete durability a little better than mehish avoid, makes axes more overpowered and removes a few tactical advantages.

Edited by NTNP
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As stated BEXP is lessened and some 'over powered' units become a bit more clutch during HM playthroughs. I would also recommend that if you aren't using supports, skills and forges that now would be a good time to get accustomed to them. Certain support combinations: Earth x Earth is amazing for avoid; Water x Water/Fire is very useful for concrete durability and attack. Also decreasing the number of units you 'focus on' with each team would probably be a good decision as well. The DB could effectively raise 2-3 units (including prepromotes or laguz like Zihark, Volug etc), the CK could handle 1-2 and the (and certain bits of part 2) GM probably 5-8 depending on what types of levels you are looking at and how easy you want early game to be (where you have higher levels than normal) versus later in the game where you have less feasible characters. When you reach the later end of part 3 and the beginning of part 4 you gain laguz royals, 3rd tier units and other additional powerful units (compared to all the characters you never raised) that can help fill out most teams during the split. Really the lack of weapon triangles just makes concrete durability a little better than mehish avoid, makes axes more overpowered and removes a few tactical advantages.

Thanks, but I'm not that stupid. You know, I already used forges and supports and skills, I'm not a n00b. I also know about royals and stuff.But still, thanks to you and Rfof :)

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