47948201 Posted March 8, 2016 Share Posted March 8, 2016 (edited) For tougher DLC, if you don't have that hit bonus or extra attack, are you going to not be able to kill anything, or is it still viable to have 3-4 Galeforce users? (EDIT: In particular, I'm trying to clear up space on my team, and are these two a pair I want to keep or ditch? peri!soleil x selena!caeldori (sword and gale) hero(sword) [mercenary, ninja, cavalier, pegasus] gay aggressor galeforce luna amaterasu darting blow falcoknight(spear) [mercenary, pegasus, samurai] prodigy galeforce aggressor darting blow astra amaterasu Edited March 8, 2016 by 47948201 Quote Link to comment Share on other sites More sharing options...
Roflolxp54 Posted March 8, 2016 Share Posted March 8, 2016 (edited) Galeforce is only good if the unit using it has high mobility and can ORKO enemies without any assistance (cannot use Attack or Guard stance at all if you want Galeforce to activate). Your current setups make Galeforce a wasted skillslot. Edited March 8, 2016 by Roflolxp54 Quote Link to comment Share on other sites More sharing options...
Emblem Blade Posted March 8, 2016 Share Posted March 8, 2016 Galeforce is only good if the unit using it has high mobility and can ORKO enemies without any assistance (cannot use Attack or Guard stance at all if you want Galeforce to activate). Your current setups make Galeforce a wasted skillslot. Galeforce got nerfed heavily in Fates (for a decent reason). Shame though since it was a popular skill in Awakening. Quote Link to comment Share on other sites More sharing options...
Jedi Posted March 8, 2016 Share Posted March 8, 2016 Not only was it nerfed, it requires you to get to level 35 DF to even get it. Quote Link to comment Share on other sites More sharing options...
47948201 Posted March 8, 2016 Author Share Posted March 8, 2016 can ORKO enemies without any assistance So leaving other units to chip and making a Galeforce unit bounce off that enemy isn't worthwhile in Fates? Fair enough, thanks! Quote Link to comment Share on other sites More sharing options...
Emblem Blade Posted March 8, 2016 Share Posted March 8, 2016 Not only was it nerfed, it requires you to get to level 35 DF to even get it. Getting to the required level isn't that hard really. It's just the effectiveness of the skill that became the issue. In Awakening, you're supported partner could KO the target for you if you failed and Galeforce would still activate for you. In Fates, only the unit with Galeforce is allowed to defeat the target (no assistance on weakening or defeating said target) for Galeforce to trigger. At least the nerf prevents players from abusing the skill in Streetpass Battles in Fates as much as they could in Awakening. Quote Link to comment Share on other sites More sharing options...
twice Posted March 8, 2016 Share Posted March 8, 2016 As others have said, it has been nerfed a lot. I still find use for it though, just depends on the unit/what you're going for while having galeforce equipped. Quote Link to comment Share on other sites More sharing options...
Emblem Blade Posted March 8, 2016 Share Posted March 8, 2016 As others have said, it has been nerfed a lot. I still find use for it though, just depends on the unit/what you're going for while having galeforce equipped. The only way I see one using Galeforce is a Brave Weapon user with Luna and/or Aether equipped while they have a high enough Attack, Skill, Speed and Luck stats to guarantee enough damage, skill possibility and hit ratio. Because the part: "The user must defeat the enemy without outside help to activate Galeforce" makes some of the more common tactics become harder. Quote Link to comment Share on other sites More sharing options...
Tribute Posted March 8, 2016 Share Posted March 8, 2016 For tougher DLC, if you don't have that hit bonus or extra attack, are you going to not be able to kill anything, or is it still viable to have 3-4 Galeforce users? (EDIT: In particular, I'm trying to clear up space on my team, and are these two a pair I want to keep or ditch? peri!soleil x selena!caeldori (sword and gale) hero(sword) [mercenary, ninja, cavalier, pegasus] gay aggressor galeforce luna amaterasu darting blow falcoknight(spear) [mercenary, pegasus, samurai] prodigy galeforce aggressor darting blow astra amaterasu Quote Link to comment Share on other sites More sharing options...
47948201 Posted March 8, 2016 Author Share Posted March 8, 2016 Yeah I did some paraphrasing in my planning document, like saying Pegasus instead of Sky Knight and abbreviating stats for rallies and uh that '3' Quote Link to comment Share on other sites More sharing options...
Gaia Posted March 8, 2016 Share Posted March 8, 2016 It's pretty much been replaced by replicate as the "act twice" skill for this game. Quote Link to comment Share on other sites More sharing options...
Suzuranao Posted March 8, 2016 Share Posted March 8, 2016 (edited) I haven't recruited Soleil yet so i don't know how viable it would be but Leo can pull off galeforce effortlessly because of the ridiculousness that is Brynhildr. Galeforce is really good for hit and run situations, with ppl who have high Mag at least. Unless it's Leo or Magic!MU I don't see anyone else pulling this off and not having to run back to safety after defeating someone. Elise/Nyx!Soleil might have enough mag to pull that properly though I cry because of her defense. Sakura!Caeldori might work for physical galeforce imo (i haven't recruited Soleil and i haven't used a Dark Wing on Caeldori yet so this is pure speculation) You might want skills that add crit rate for safety, as well as Tome/Lancefaerie depending which one you're using. Darting Blow is good if they don't usually have enough to oneshot someone, Aggressor and Luna seem good options though. Since Peri!Soleil and Selena!Caeldori don't have that much magic though, brave or forged steel/killer weapons might be for the best. now i'm curious about finding a gf build appropiate for all characters Edited March 8, 2016 by Accurateanatomynerd Quote Link to comment Share on other sites More sharing options...
47948201 Posted March 8, 2016 Author Share Posted March 8, 2016 (edited) Yeah I moved my Galeforcer to a magical unit: nyx!ophelia x camilla!rhajat (mag damage+fly) mg sorceror(tomes) [dark mage, samurai, outlaw, diviner] booooks astra warp tomefaire aggressor lifetaker malig kn(scroll, staff (EDIT: lol can you tell I changed this recently)) [wyvern, diviner, oni, dark mage] vendetta tomefaire death blow savage blow aggressor galeforce As well as, uh, this monstrous combo: beruka!velouria x kagerou!selkie (one team kill) bs/ax berserker(axe) [wyvern, wolf, fighter, diviner] scavenge axefaire galeforce aggressor lunge trample ninetails(beaststone) [kitsune, diviner, ninja, fighter] play grisly wound poison strike savage blow (malig kn) locktouch replicate EDIT: looking at it, Selkie would make a good ninja--more range options, and she can debuff on top of that ridiculous chip. Edited March 8, 2016 by 47948201 Quote Link to comment Share on other sites More sharing options...
Suzuranao Posted March 8, 2016 Share Posted March 8, 2016 Yeah I moved my Galeforcer to a magical unit: nyx!ophelia x camilla!rhajat (mag damage+fly) mg Hayato can't marry Camilla tho, and since you are using Nyx already for Ophelia, the other one left for mag!Rhajat would be Orochi (and possibly sakura) You could do Elise!Ophelia and Nyx!Rhajat for more magic. Orochi can pass on Spendthrift for 10+ dmg if you have someone with profiteer though (or the merchant class basically too). Life and Death coupled with spendthrift is also really really good, if somewhat expensive, and Ophelia gets it naturally from inheritance of mater of arms, while I think Rhajat can A+ Selkie for it. Quote Link to comment Share on other sites More sharing options...
47948201 Posted March 8, 2016 Author Share Posted March 8, 2016 Oh, he can't? Well that's pretty unfortunate, I just assumed any male/female pairing would be viable even in the third route, but I guess it makes sense that that doesn't work... Oh, right, A+ is a thing, can Rhajat still get an A+ that lets her go Malign Knight? For all its nerfs, a flying Galeforce unit still sounds very useful. Quote Link to comment Share on other sites More sharing options...
Roflolxp54 Posted March 8, 2016 Share Posted March 8, 2016 (edited) I can see Galeforce and Warp, each on a different unit working pretty well together. The first unit would use Galeforce to dig deep into enemy lines or otherwise travel some long distance, and then the second unit (or a pair of units with Warp on at least the lead unit) would bus right over using Warp. Edited March 8, 2016 by Roflolxp54 Quote Link to comment Share on other sites More sharing options...
Maritisa Posted March 8, 2016 Share Posted March 8, 2016 I can see Galeforce and Warp, each on a different unit working pretty well together. The first unit would use Galeforce to dig deep into enemy lines or otherwise travel some long distance, and then the second unit (or a pair of units with Warp on at least the lead unit) would bus right over using Warp. Especially if you use Pass on the first unit. Also, it's worth noting that I'm pretty sure, if not certain, that Galeforce's only requirement is that you can't be in attack or guard stance and have to do it alone, but you don't need to ORKO the enemy, just kill them, even if they've been weakened. You just need to be standing away from anyone in order to do so, so you don't get put in Attack Stance. Somebody more familiar with the skill correct me if I'm wrong. Quote Link to comment Share on other sites More sharing options...
47948201 Posted March 8, 2016 Author Share Posted March 8, 2016 Gosh yeah if it only worked if you ORKO'd the enemy it would be pretty much useless, I figured the first reply was just saying that was the way to use it more efficiently. Quote Link to comment Share on other sites More sharing options...
Miatt Posted March 8, 2016 Share Posted March 8, 2016 The skill of the puppeteer is the real galeforce. You can attack twice without restrictions. Quote Link to comment Share on other sites More sharing options...
astrophys Posted March 8, 2016 Share Posted March 8, 2016 Galeforce's utility, beyond the attacking twice, was the option to retreat as well. Puppets let you potentially keep one out of range, but if one can be damaged both can because they share HP. You cannot use Replicate to retreat out from the enemy lines. So Replicate is perhaps more offensive, as you can always get your two actions, but less defensive, as its not conducive to attack-and-retreat skirmishing. Quote Link to comment Share on other sites More sharing options...
Karis Posted March 8, 2016 Share Posted March 8, 2016 To be honest, both Galeforce and Replicate aren't as good as they should be. Galeforce's nerf was needed, and it really is a niche skill now depending on the units you have that can operate alone. Replicate as stated above, is more offensive since it is easier to kill the unit replicated. While I would say it's kinda better than Galeforce, it does have a good number of restrictions both in battle and out. Quote Link to comment Share on other sites More sharing options...
Thane Posted March 8, 2016 Share Posted March 8, 2016 I'm not sure I would've beaten Conquest without Galeforce, since it let me continously kite large groups of units, most notably chapter 26 and the very last map. Quote Link to comment Share on other sites More sharing options...
Shadow Knight Posted March 8, 2016 Share Posted March 8, 2016 It can still be useful for setting up the pain train (Getting ready for a chain attack stance wipe) but it has been nerfed a great degree. The unit in question has to be powerful and considering the RNG in this game you better be sure that the unit is going to kill. Quote Link to comment Share on other sites More sharing options...
Emblem Blade Posted March 8, 2016 Share Posted March 8, 2016 It can still be useful for setting up the pain train (Getting ready for a chain attack stance wipe) but it has been nerfed a great degree. The unit in question has to be powerful and considering the RNG in this game you better be sure that the unit is going to kill. I've had units miss their attacks at percentages around 70-90% and seen enemies hit my own units near percentages around 15-20%. Also, it's hard to predict if an enemy is going to critical-hit and/or skill your poor character out of the battle or send their HP close to that zone (if they are able to do a critical-hit on your units) before you can even get some very useful skills to trigger (Galeforce, Lifetaker, etc.). Quote Link to comment Share on other sites More sharing options...
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