darkkfan Posted January 19, 2013 Share Posted January 19, 2013 I am probably missing something, but it seems like MU isn't really that great in this game. I mean, I know he joins early, but his stats seem average at best since he is split between Magic and Strength as a Strategist (he only gets to around 25 each on average at 20/20). So I am wondering if MU is worth using, or if he is as broken as in FE12. Because it seems to me statwise that he falls behind units with a specialty in physical attacks that join around the same time (such as Vake). I realize that 25 MAG and 25 STR is a higher total than 40 STR, but wouldn't the unit with just 40 STR or with just 30 MAG be better than a MU who is forced to choose between the two and has reduced damage in either case? I realize that Rainbow cry is broken, but are you essentially just putting up with MU for the first 50-60% of the game just so he can eventually get Rainbow Cry? I'm not trying to make the case that MU is bad, I just don't seem to see why he is so special or as broken as FE12's MU. Quote Link to comment Share on other sites More sharing options...
Lanko Posted January 19, 2013 Share Posted January 19, 2013 I think it was the MU on FE12 that was completely broken. MU on FE13 seems balanced at start, and considering he can reclass to everything and get all skills, he might get broken at long term for this advantage, but thankfully he doesn't seem to be a stomping powerhouse early. Quote Link to comment Share on other sites More sharing options...
Othin Posted January 19, 2013 Share Posted January 19, 2013 (edited) War Knowledge. Fucking ridiculous. Or Veteran or whatever the hell it's really called. Edited January 19, 2013 by Othin Quote Link to comment Share on other sites More sharing options...
pichupal Posted January 19, 2013 Share Posted January 19, 2013 (edited) From what I understand, it's relatively good growths, although maybe not the best, combined with War Knowledge/Veteran making quick leveling when doubled and the best avaliablity duh. So he's great in most difficulties, but gets even better as the difficulty increases. EDIT: Ninja'd. Edited January 19, 2013 by pichupal Quote Link to comment Share on other sites More sharing options...
Lakmé Posted January 19, 2013 Share Posted January 19, 2013 - Veteran skill to grow quickly - Uses magic while having decent defence That's still enough to be more than good, imo. Quote Link to comment Share on other sites More sharing options...
darkkfan Posted January 19, 2013 Author Share Posted January 19, 2013 From what I understand, it's relatively good growths, although maybe not the best, combined with War Knowledge/Veteran making quick leveling when doubled and the best avaliablity duh. So he's great in most difficulties, but gets even better as the difficulty increases. EDIT: Ninja'd. Why is war knowledge so great? Doesn't it just increase the exp by 50% when doubled. And don't you only get like 5-10 exp when doubled too? Unless it applies to when someone is doubled with MU and MU is the active unit, too, in which case I can kind of understand it. I guess the ability to develop into a competent magic user like a sorcerer is useful since there really aren't many of those in this game (Miriel and Mariabel seem terrible), but it still seems like MU is week in his strategist class. Quote Link to comment Share on other sites More sharing options...
Paperblade Posted January 19, 2013 Share Posted January 19, 2013 Yes, Veteran applies when he's the active unit. In fact, I don't think it does when he's the supporting unit. Quote Link to comment Share on other sites More sharing options...
Tarquin Posted January 19, 2013 Share Posted January 19, 2013 (edited) Why is war knowledge so great? Doesn't it just increase the exp by 50% when doubled. And don't you only get like 5-10 exp when doubled too? Unless it applies to when someone is doubled with MU and MU is the active unit, too, in which case I can kind of understand it. Veteran grants 1.5x EXP when Avatar is the active unit as well. Playing the demo, when Avatar is being doubled with Frederick, he gets 45 EXP a kill, while Chrom gets 30. (I may be misremembering those exact numbers, but I'm certain Avatar gets more.) Edit: Ninjas everywhere. XD Edited January 19, 2013 by Tarquin Quote Link to comment Share on other sites More sharing options...
Terper Posted January 20, 2013 Share Posted January 20, 2013 (edited) So yeah, Chrom/other characters need 3 kills to get to 90 exp, Avatar needs 2. That shit adds up hella fast. Edited January 20, 2013 by Terper Quote Link to comment Share on other sites More sharing options...
Othin Posted January 20, 2013 Share Posted January 20, 2013 Typically, any solid fighters are getting Double support. And Avatar, as a mage able to take the front lines, is certainly one of those from the start. So you're getting x1.5 Exp for pretty much the entire game, which is ridiculous. Quote Link to comment Share on other sites More sharing options...
CinderSkye Posted January 20, 2013 Share Posted January 20, 2013 (edited) I'm trying to figure out what stat to have as a caster MU's lowest. Str, despite the skill that lets her add Str to Mag and vice-versa? I do kinda want to use both Swords and Magic since I like the Grandmaster class, but if I have to choose just one, it'd be magic... Edited January 20, 2013 by CinderSkye Quote Link to comment Share on other sites More sharing options...
Lord Raven Posted January 20, 2013 Share Posted January 20, 2013 I always liked -Skl or -Lck Quote Link to comment Share on other sites More sharing options...
riariadne Posted January 20, 2013 Share Posted January 20, 2013 I don't like -Luck because it's not fun to get spontaneously annihilated by random critical hits that you're making worse for yourself This applies more on the higher difficulties but Gamble is seriously fucking annoying Quote Link to comment Share on other sites More sharing options...
Tarquin Posted January 20, 2013 Share Posted January 20, 2013 If you're going for a full mageknight build, HP, Speed, and Defense are the only stats that don't also lower either strength or magic. I'd go with -HP, personally - you take a slight hit to defense and resistance, but less than if you chose defense. Picking speed as your worst stat... is a really bad idea, I would think. Quote Link to comment Share on other sites More sharing options...
Othin Posted January 20, 2013 Share Posted January 20, 2013 For a Mage Avatar, a full HP/Spd/Def penalty is going to hurt way more than a partial Str penalty when you only partially use Str to begin with. Quote Link to comment Share on other sites More sharing options...
Tarquin Posted January 20, 2013 Share Posted January 20, 2013 If s/he wanted to use both swords and magic equally (not just occasionally add STR to magic attacks), I felt like HP was best. But hell, I'm no expert. Quote Link to comment Share on other sites More sharing options...
Eberict Posted January 20, 2013 Share Posted January 20, 2013 So for a Grandmaster, putting -HP wouldn't be a total disaster? For me, it's between -HP and -Res and I can never decide. I want +Mag so my magic is strong and supplemented by my sword. Not pure Mage at all. Quote Link to comment Share on other sites More sharing options...
Othin Posted January 20, 2013 Share Posted January 20, 2013 I would be impressed by anyone who has their Avatar use swords and magic equally. Hell, I'd be impressed by anyone who has their Avatar use swords, period. Quote Link to comment Share on other sites More sharing options...
Gone2Ground Posted January 20, 2013 Share Posted January 20, 2013 I would be impressed by anyone who has their Avatar use swords and magic equally. Hell, I'd be impressed by anyone who has their Avatar use swords, period. CHALLENGE ACCEPTED Quote Link to comment Share on other sites More sharing options...
Tarquin Posted January 20, 2013 Share Posted January 20, 2013 So for a Grandmaster, putting -HP wouldn't be a total disaster? For me, it's between -HP and -Res and I can never decide. I want +Mag so my magic is strong and supplemented by my sword. Not pure Mage at all. Looking at the maximum stats calculator for a Grandmaster, unless I'm missing something, picking HP as your flaw doesn't even affect your max HP. Like, at all. It's always 80. Your growth rate is lowered from 80% to 65%, which, even in a game without infinite level ups is still pretty damn good. Aside from maybe some mild difficulty early on, I don't see why -HP would be so bad. Quote Link to comment Share on other sites More sharing options...
Eberict Posted January 20, 2013 Share Posted January 20, 2013 CHALLENGE ACCEPTED Myrmidon Tactician, go! Looking at the maximum stats calculator for a Grandmaster, unless I'm missing something, picking HP as your flaw doesn't even affect your max HP. Like, at all. It's always 80. Your growth rate is lowered from 80% to 65%, which, even in a game without infinite level ups is still pretty damn good. Aside from maybe some mild difficulty early on, I don't see why -HP would be so bad. I will definitely do it, then. A little more risk sounds like fun anyway, :) Quote Link to comment Share on other sites More sharing options...
Othin Posted January 20, 2013 Share Posted January 20, 2013 Looking at the maximum stats calculator for a Grandmaster, unless I'm missing something, picking HP as your flaw doesn't even affect your max HP. Like, at all. It's always 80. Your growth rate is lowered from 80% to 65%, which, even in a game without infinite level ups is still pretty damn good. Aside from maybe some mild difficulty early on, I don't see why -HP would be so bad. It's not like it's free cap points, though; it comes out of other stats instead. Quote Link to comment Share on other sites More sharing options...
Gone2Ground Posted January 20, 2013 Share Posted January 20, 2013 Myrmidon Tactician, go! NO STAY TACTICIAN PROMOTE TO GRANDMASTER NEVER USE MAGIC. FIRST PLAYTHROUGH CLASSIC HARD MODE ...huh Didn't know I was a masochist. Quote Link to comment Share on other sites More sharing options...
Tarquin Posted January 20, 2013 Share Posted January 20, 2013 It's not like it's free cap points, though; it comes out of other stats instead. Yes, you lose a total of 1 point each in Str/Mag/Lck/Def/Res - which is made up for by your asset, and is still less of a hit to Str and Mag than another flaw would bring. I'm not trying to argue that it's without consequence. I'm not trying to argue, period. Just giving my humble opinion. Why don't you done tell of your recommendation for an equal STR/MAG Avatar, instead of simply criticizing mine. :) Quote Link to comment Share on other sites More sharing options...
Othin Posted January 20, 2013 Share Posted January 20, 2013 Yes, you lose a total of 1 point each in Str/Mag/Lck/Def/Res - which is made up for by your asset, and is still less of a hit to Str and Mag than another flaw would bring. I'm not trying to argue that it's without consequence. I'm not trying to argue, period. Just giving my humble opinion. Why don't you done tell of your recommendation for an equal STR/MAG Avatar, instead of simply criticizing mine. :) My goal here right now is to point out pertinent facts in hopes of avoiding any confusion by third parties. Quote Link to comment Share on other sites More sharing options...
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