Dayni Posted May 17, 2017 Share Posted May 17, 2017 25 minutes ago, MrSmokestack said: Anything with Distant Counter is a great candidate for recieving Vantage, as well as Quick Riposte. Ryoma and Hector in particular are popular options since they have high base Atk to OHKO frail ranged and melee threats before they can move. Quick Riposte tends to be more useful for most DC units if you have to choose between it and Vantage, though; Hector is the exception since he rolls all three abilities into one. So definitely Hector then, it's a shame I didn't get Ryoma from Hero Fest, but might as well turn Hector into a monster.. Quote Link to comment Share on other sites More sharing options...
mcsilas Posted May 17, 2017 Share Posted May 17, 2017 Special mention goes to Nowi- many a streak has been ruined because I couldn't kill a Nowi fast enough and she always got to Vantage range (and she had her special up). Quick Riposte is probably better but on defense teams, Vantage Nowi can be pretty annoying especially if you don't have a Julia like me Quote Link to comment Share on other sites More sharing options...
ILikeKirbys Posted May 17, 2017 Share Posted May 17, 2017 Does Fortify RES stack with the Fortify RES 1 Sacred Seal? I mean, if I use Fortify RES 3 with the Seal, will my units get a +6 RES buff, or just the +4 from Fortify 3? Also, is +SPD/-HP a good boon/bane for Barst? Or Cain? Because I have those two as +SPD/-HP. Quote Link to comment Share on other sites More sharing options...
Ice Dragon Posted May 17, 2017 Share Posted May 17, 2017 2 hours ago, ILikeKirbys said: Does Fortify RES stack with the Fortify RES 1 Sacred Seal? I mean, if I use Fortify RES 3 with the Seal, will my units get a +6 RES buff, or just the +4 from Fortify 3? Out-of-battle buffs do not stack. Ever. Quote Link to comment Share on other sites More sharing options...
ILikeKirbys Posted May 17, 2017 Share Posted May 17, 2017 7 minutes ago, Ice Dragon said: Out-of-battle buffs do not stack. Ever. So I'd only get the +4 from Fortify RES 3 then? Alright. That's a little disappointing, but I'll find a use for it anyway. Thanks, mate. Although, would the Spur DEF 1 Sacred Seal would stack with Spur DEF 3 to give +6 DEF to adjacent allies? Because that would be pretty useful. Quote Link to comment Share on other sites More sharing options...
Ice Dragon Posted May 17, 2017 Share Posted May 17, 2017 3 minutes ago, ILikeKirbys said: Although, would the Spur DEF 1 Sacred Seal would stack with Spur DEF 3 to give +6 DEF to adjacent allies? Because that would be pretty useful. Yes, it does. Quote Link to comment Share on other sites More sharing options...
ILikeKirbys Posted May 17, 2017 Share Posted May 17, 2017 Just now, Ice Dragon said: Yes, it does. That's great! Gonna put it on my Robin now. +6 DEF should help no matter who I get in the Voting Gauntlet. Thanks again, mate. Quote Link to comment Share on other sites More sharing options...
BurgundyBirb Posted May 17, 2017 Share Posted May 17, 2017 What's a good special for +Spd Roy? I would assume Moonbow but i wanna be sure in case I waste a Palla. Quote Link to comment Share on other sites More sharing options...
Arcanite Posted May 17, 2017 Share Posted May 17, 2017 Just now, BurgundyBirb said: What's a good special for +Spd Roy? I would assume Moonbow but i wanna be sure in case I waste a Palla. If he isn't -Res, its either Moonbow, or Iceberg! Iceberg is one extra turn but neutral res iceberg does 14 damage! Quote Link to comment Share on other sites More sharing options...
BurgundyBirb Posted May 17, 2017 Share Posted May 17, 2017 (edited) 6 minutes ago, Arcanite said: If he isn't -Res, its either Moonbow, or Iceberg! Iceberg is one extra turn but neutral res iceberg does 14 damage! Mine is -HP, so Iceberg guarantees at least 14 damage. I guess that's better than just a chance at doing some damage with Moonbow...I'll go for Iceberg I guess, thanks! Plus Iceberg on Roy will probably look really cool Edited May 17, 2017 by BurgundyBirb Quote Link to comment Share on other sites More sharing options...
Chromatone Posted May 17, 2017 Share Posted May 17, 2017 (edited) So I pimped out my +2 Soren Today, yes he is bit worse Nino but I love him and has more bst with the merges. That new hone res Seal made me pull the trigger, pretty sweet free Blade tome buff. Soren+2 +Atk -Res Gronnblade+ , Darting Blow, Draconic Aura, Draw back. BUT WHAT B?! G Tome breaker is common but does it really do much against any one but Nino? It can be better for bating since im running Darting Blow. Fully buffed mounted G Blade users just OHKO him any way. Escape route could be clutch and desperation seems really situational. I need to decide to raise arena points... Edited May 17, 2017 by Chromatone Quote Link to comment Share on other sites More sharing options...
SatsumaFSoysoy Posted May 17, 2017 Share Posted May 17, 2017 Vantage or Wings of Mercy for Hector? Quote Link to comment Share on other sites More sharing options...
Vaximillian Posted May 17, 2017 Share Posted May 17, 2017 4 minutes ago, SatsumaFSoysoy said: Vantage or Wings of Mercy for Hector? Quote Link to comment Share on other sites More sharing options...
SatsumaFSoysoy Posted May 17, 2017 Share Posted May 17, 2017 Just now, Vaximillian said: So, Wings of Mercy so he can fly all the way to your house and give it to you good? Quote Link to comment Share on other sites More sharing options...
Vaximillian Posted May 17, 2017 Share Posted May 17, 2017 Just now, SatsumaFSoysoy said: So, Wings of Mercy so he can fly all the way to your house and give it to you good? Wings on Hector are more jerkass-y than Vantage because I one-shot him with buffed Lilina. So if you want him to be a jerkass, then Wings. If you want to be a jerkass, then Vantage. Quote Link to comment Share on other sites More sharing options...
SatsumaFSoysoy Posted May 17, 2017 Share Posted May 17, 2017 7 minutes ago, Vaximillian said: Wings on Hector are more jerkass-y than Vantage because I one-shot him with buffed Lilina. So if you want him to be a jerkass, then Wings. If you want to be a jerkass, then Vantage. I see, I'll go with Wings then. I'll send you a FE plushie soon, but it may or may not be damaged. Make sure your windows are open. Medical insurance is good too. Quote Link to comment Share on other sites More sharing options...
salinea Posted May 17, 2017 Share Posted May 17, 2017 (edited) Two questions: - I just got two Linde, one is +Speed/-Def, the other +Att/-Res. Which one is best to keep? - So Roy is a bonus character at the arena this season, and I happen to have a 5* Roy (+Res/-HP) so now I'm considering how to use him again. At one point I had some plans of giving him Nooday, +Def and Threaten Speed for tank-who-debuffs kind of build; but the more I thought about it, the less it seemed any good so I didn't do anything in the end. Does anyone have suggestion of a good build for Roy? Edited May 17, 2017 by salinea Quote Link to comment Share on other sites More sharing options...
Ice Dragon Posted May 17, 2017 Share Posted May 17, 2017 2 minutes ago, salinea said: Two questions: - I just got two Linde, one is +Speed/-Def, the other +Att/-Res. Which one is best to keep? +Spd hands down. Quote Link to comment Share on other sites More sharing options...
Chromatone Posted May 17, 2017 Share Posted May 17, 2017 Sooo we can talk about Hector B slot but not Nno/Soren? Quote Link to comment Share on other sites More sharing options...
Tybrosion Posted May 17, 2017 Share Posted May 17, 2017 (edited) So my latest pull has left me with two quandaries that I could use some insight on. 1. I now have two copies of Boey, the first being +SPD, -DEF and the second being +ATK, -SPD. I'm more inclined to go with #2 at the moment but any advice would be appreciated. 2. What would be the best use of the Boey that I don't choose to go with? Would it be better to have someone inherit one of his unique skills (Gronnowl, Earth Boost) or to just merge him into the one that I do go with? While I had thought about potentially having my Soren run Gronnraven+ with TA3, I'm now a bit interested in trying out Gronnowl on him but I'm open to any ideas. Edited May 17, 2017 by Tybrosion Quote Link to comment Share on other sites More sharing options...
salinea Posted May 17, 2017 Share Posted May 17, 2017 1 hour ago, Ice Dragon said: +Spd hands down. Thanks! Quote Link to comment Share on other sites More sharing options...
Jonnas Posted May 17, 2017 Share Posted May 17, 2017 I have two Roys right now, one with +Res/-Def and one with +Spd/-Atk. I understand neither is ideal, but which of those natures is preferable? Quote Link to comment Share on other sites More sharing options...
Ice Dragon Posted May 18, 2017 Share Posted May 18, 2017 Random question that I'd like to get a second opinion on: Is there any reason to run Drag Back over Hit and Run or vice versa? As far as I can tell, the only difference between the two is the case where you fail to kill the target. Drag Back fails if the target is unable to move onto your tile, but Hit and Run doesn't have the advantage of pulling the target closer to your other units. Is there any preference between the two, assuming you have access to both? Quote Link to comment Share on other sites More sharing options...
MrSmokestack Posted May 18, 2017 Share Posted May 18, 2017 2 minutes ago, Ice Dragon said: Random question that I'd like to get a second opinion on: Is there any reason to run Drag Back over Hit and Run or vice versa? As far as I can tell, the only difference between the two is the case where you fail to kill the target. Drag Back fails if the target is unable to move onto your tile, but Hit and Run doesn't have the advantage of pulling the target closer to your other units. Is there any preference between the two, assuming you have access to both? Drag Back might be more preferable for infantry units while flying units want Hit and Run. Since Drag Back can sometimes just not work you will want to put it on units that will always get it off regardless of the target, save pulling a cavalry onto a forest tile. It's a bit map dependent though. Assuming there are no obstacles at all, Drag Back is better by a substantial margin. Quote Link to comment Share on other sites More sharing options...
eclipse Posted May 18, 2017 Share Posted May 18, 2017 19 minutes ago, Ice Dragon said: Random question that I'd like to get a second opinion on: Is there any reason to run Drag Back over Hit and Run or vice versa? As far as I can tell, the only difference between the two is the case where you fail to kill the target. Drag Back fails if the target is unable to move onto your tile, but Hit and Run doesn't have the advantage of pulling the target closer to your other units. Is there any preference between the two, assuming you have access to both? I use Drag Back on units that have no business being on the front lines, like Olivia. I use it to grab an enemy, and pull them towards my team. Quote Link to comment Share on other sites More sharing options...
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