Codename Shrimp Posted December 31, 2023 Author Share Posted December 31, 2023 (edited) @Eltosian Kadathi think your post is missing most of it's content @Newtype06 @Punished Dayni how's it looking? Quote That sounds obnoxious... Not that much honestly. It's kinda similar to the seal skills in Fates, you don't wanna EP them. Unless the unit is engaged already, then it's ok to do so if they can survive the PN attack, that is Edited December 31, 2023 by Shrimpy -Limited Edition- Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted January 1 Share Posted January 1 1 hour ago, Shrimpy -Limited Edition- said: @Eltosian Kadathi think your post is missing most of it's content @Newtype06 @Punished Dayni how's it looking? Yeah, that was an accident...which oddly enough I didn't notice til this message, I thought it was just a weird internet hiccup, as it managed to restore the post in the editor, which it usually doesn't after posting something. I edited it to make the cut less jarring, but here is the exciting gameplay to come... Spoiler Lets start with a little bit of preps, as I got two ring change ups, first I give my punch girl Eirika for some extra static damage on the punches. And the one I basically gave away before. I am still cycling through my 14 units. I should get back to using Louis... I didn't change this starting block much, before just jumping in with Breaking one of the near by foes I meant it mechanically, but I wont complain about an early kill. This was more what I meant to do. Then Ivy pops the actually armored one. I was hoping he would kill, but I have actions to waste at this point This is just the opening for low odd crit kills. I am baiting in from two directions here, but Everyone in range can take Griss's warp, which will let me chop through his health bar alone on that front Although that is a big chunk of damage. While Zelkov just had the avoid without any terrain needed to dodge all these axes coming at him. Although chain attacks build up a little chip on him. This is just the turn for actually useful low odd crits. Lets deal with the bossless front first, with these easy kills Zelkov served up to my units. After all those crits I was kind of hoping, but alas no dice. The odds were just too high 😛 Plus she setup another chain attack. It is a bit sad that I needed this tiny bit of extra Chain Attack chip to setup This breaking of the first health bar for Fogado, as he was 1 damage shy before. I open the next health bar with Merrin churning through most of it So Bunet can use the weakest Engage special for the kill. Sigh, we probably got this masochist off with this fight. I though I was so clever here, with so many units injured by Griss's magic, and him dropping this staff, I thought I could dance and trade to use it immediately, but alas, she lacks the ranks for it. I am not pushing all that much on the foggy front, but Alfred is drawing in the last scraps in the north there before we move on. getting a little chip in, but more importantly baiting in the whole group. And come player phase, I need some healing before we start Admittedly I would need to get very unlucky for her to need that health, but better safe than sorry And she gets the crit this time for the kill. Ivy pops another with magic And Fogado finishes off the one Alfred chipped For a really solid extra speed, extra defensive levelup. That clears out the space for Merrin to crush one mage, and thanks to a dual assist, she doesn't even have to risk the counter. And with a dance Fogado kills the last of them. With a fancy crit to avoid the counter too. This is minor, but thanks to the actual terrain here I can vuln off the chain attack damage with Zelkov's action while drawing in a few of the stragglers ahead of us. Although my line is an absolute mess. Although I have few troops around to clean things up. Fortunately it is just the lancers coming in, and two of them are nicely chipped for me So Rosado can finish one TeeHee kills the next one, as he doesn't have a real ranged attack, and the last of these is not chipped, and needs to be killed with ranged attacks to avoid Marni's range, plus I can now use his buff Although it wasn't necessary to get the kill I finally get to use that Fortify staff on these fellows. Perhaps a little wasteful, but I am rather low on basic heal staves, and there are a lot of injured troops in that radius there. And that is a nice little healing levelup there, picking up more of those combat stats on her too. Although Bunet was damaged enough that he needs another heal. We are still too spread out to start baiting in Marni, but luckily some of the range threats across the flames start moving on enemy phase So I have something to do with my returning troops, like Merrin slaughtering this sniper here And those are really not the stats she needs from a levelup. I can't complain all that much, she has had a long string of very violent levelups before. But she needs the healing because of the dragon in the distance. And I give it the choice of trying for Timmera instead (while we are still getting my troops back in position). And it actually missed Merrin. Honestly a bit of a lucky break as It lets her chip it (and poison debuff it) come player phase. There is also a sniper in Fogado's longbow range, which he starts chipping at. Really I just needed a moment to figure out what to do one the dragon front And by having Bunet wait in range to add a chain attack, that is just enough for Rosado to finishe it off. Which lets me waste my dance just finishing off the sniper. You could have gotten that the first time so I didn't need the dance...Oh well, its not that big of deal. There is one last foe to deal with, and TeeHee does so with aplomb, and can more importantly canter back out of the fire... But I think my troops are close enough together to finally bait in Marni. Yeah, that Roy on her really makes it even more of a nuisance to take her down. Looking at the numbers, I really need a turn to pull my stragglers together, so I pull Alfred back, and use the fog to extinguish some flames, and hold off the group Ivy gets a speed levelup from healing And Seadall gets an excellent defensive levelup (what else do you want in a dancer ?) This might be a little premature, but I want a little extra chip on the armors coming in, and I am expecting to need a lot of attacks to finish off Marni... But we are all ready to deal with her. Frustratingly he is still shy of debuffing Marni But the other armors are getting some damage and debuffs on them And more strength is exactly the kind of thing I want on him. Huh, that makes things a lot easier than I was expecting. Its a shame the Roy death block is in effect. Alfred can then finish her first health bar, thanks to TeeHee's damage buff I have a bit of a plan here. I should have been more careful with Ivy's positioning, as she is just out of Seadall's range, but where she is, it will be difficult to use the goddess dance on her as effectively as I would like, but he can finish this one here, canter back And get a solid defensive levelup that I can't even pretend to complain about Back to the tactical situation, Seadall can now dance TeeHee, and be in range of the Goddess dance here. Although I really bungle thing with how I canter him Before I get any further, I use the fog machine to create enough difficult to deal with terrain that I can mostly hold off Mauvier's assault group, and have a better sense of where they will actually threaten next turn. Now Ivy can drop Marni back to 1 HP again, but without TeeHee where they were, I can't really damage Marni, so I need a slightly different plane here. I start by letting Rosado get this kill on the end And another defensive levelup. I was hoping for something a bit more offensive, but in an ironman defenses are good. Now Bunet can get some Hammer chip in on the remaining Armor And Timerra can get some chain attack chip while switching Bunet over to a 1-2 range weapon, so he can Give Alfred the chain attack kill here, while avoiding Mauvier's magic range. I can't even argue with her all that much as I really had to cheese the damage onto her. That is a rather sucky levelup though. Sadly, I think I need Ivy to kill the Armor here, which makes the chip I did on it kind of useless. Not for the damage per se, but because Mauvier is threatening the spaces I would use to kill it, Which Veyle though? Back to the point I was making, Ivy tanks it rather well with her high resistance, and can damage him in return. His other forces open with a whiff fest The rest of them get hit by both Zelkov's hits though. I open with this buff for a very important reason. It lets Framme double Mauvier, and utterly decimate the man. I was real worried about how difficult Nosferatu would make him, but she both breaks him And after a dance, simply kill him all on her own. You could have joined us...Not yet? Oh well. She really earned this murderous levelup. Time to clean up the left overs The undamaged one is swept away by a single Poleaxe hit I will gladly take that levelup on Panette. I let Timerra finish the last of them For another basically double speed levelup. All the while my fog machine was pulling ahead To bait in the wyrm... But that makes everyone except for Zephia to start charging down at us. And I pull back very slightly to Deal with the horses here, first with a breaking chip here And Timerra follows Bunet's lead, but with more damage due to doubling So Fogado finished one of the chipped, TeeHee finishes the other And Merrin then uses the buff to get in some solid chip (and debuff) on the Wyrm And thanks to a dual assist, Ivy can exactly finish it with the buff and debuffs here She even crits to avoid the counter. That leaves one more to chip down With Panette finishing it. And with a dance Zelkov can fog machine the deadly hoard bearing down on us. Probably both. As good as this game can be about battle quotes, as Ivy's retainer, I could imagine Zelkov having something to say about the shambling corpse of his king. Also Zelkov actually gets an enemy phase kill here... But we have a lot to deal with come player phase. With them splitting up like that I fog machine to delay dealing with what is ahead of us, so Ivy can kill this armor But she will have to take an enemy phase hit when doing so A very important thing to note here is that Zelkov is very deliberately in 2 range of Veyle As otherwise she would be in range to ignore all his avoid, and smash him with Lodestar Rush. Instead Zelkov gets off some chain chip in. And while Ivy takes some damage, she one rounds her attacker. And levels off the kill for some more speed, and strengthening that resistance. The fog machine is so good at controlling the battle field, giving me even more chip and debuff on Hyacinth over here. But it is time to start clearing some of our foes away, first off with Ivy one rounding armor...but this is a bit of a tell that I don't think I can finish things off here, as I want to see the battle quote... Now thanks to baiting Veyle into 2 range, that lets Framme break her while killing a health bar But that does trigger the purple health stone buff. We see so little of Lumera, it is really hard to say. At least the Divinely awakened Emblems are way better than the Fell awakened ones. You only realize this now TeeHee? While she is broken, I decide to see the battle convo between these two. I couldn't help myself, going for the battle convos are always so enticing. Honestly, the smoke rather takes away from the gentle beauty of the sunset and flames. Only because you wasted enough time burning things down for us to catch up. It really was a stupid move overall, as you could have caused much worse damage to Firene if you had rushed the castle to kidnap/kill the Queen. Huh, that is an interesting point. The more accurate facsimiles of life are more unsettling in very different ways... That is strangely sweet of her, to make TeeHee's greatest fears lessened when he fights them. Once the misunderstanding was cleared up, I think she kind of understood. These villains really don't understand the other Veyle do they. Time for Zelkov to show off the other way Corrin controls the battlefield. Not only does this hit three foes at once, but all of them are now stuck in place, so if any of these bosses survive the turn, the people they can target is now highly limited. So Merrin can wipe out one of the mobile generics Alfred deals massive effective damage while breaking the other So Timerra can finish it. That just leaves the immoble ones, and the distance Zephia. Bunet then finishes off Veyle, but this is blatantly a mistake, and I don't notice until it is almost too late... Does that end up being true for TeeHee?...hmmm...it just might, I will have to double check. And Bunet gets a fabulous levelup from the kill though. And it is only after this kill that I realize how much of a mistake I have made. As I put Bunet exactly in Zephia's 2 range. Despite how late into the turn this is, I do actually have an out for it, as I have two major units I haven't used yet The first is Fogado, who is going to need to Engage to save the day, so he might as well get some chip in, This is going to be a little tricky, as Hyacinth still has more than a healthbar to get through as well, but here is a good start. The other was I hadn't used my dance yet, so I can have Fogado call the doubles into Zephia's Overrun range, so she will be baited into that instead of the two range kill... And since I have the actions for it, I might as well get this chip in here as well before I end the turn. Phew, what a mess I have made of this last turn. Well enemy phase starts out funny at least, as Hyacinth wastes his attack on a double That limits Zephia's Override into hitting only two units instead of four. I just can't help myself. That is right, she missed her father's death in the Cathedral... Does she mean reincarnation, or implying this is a different life for Hyacinth? And Sombron would probably take the opportunity to taste her royal blood, so the two would have to be corrupted together. How sweet. That is a refreshingly logical sentiment, for such an emotional moment, and very counter to how Hortensia spoke just a few chapters ago. It really is a rare boon, to have a second change to say goodbye to a loved one. And this is such a defiant assurance of her capabilities. And so Hyacinth gets...some kind of buff I am sure. How deluded this sad corpse is. Timerra can only reach Hyacinth, so she might as well setup another layer of chain attacks while chipping. Similarly Merrin can only reach him as well thanks to the fire restricting movement, although she really doesn't do well against him, but it is enough, even with missing a chain attack, For Zelkov to exactly finish it off. I was tempted to use his attack to show off that Sigurd's immunity to freeze, also makes it immune to the engaged debuff Corrin applies that drops move to 0, but I couldn't pass up the perfect damage here. Plus taking down Zephia is going to be tricky, having already used the action of a lot of good units already. Now I So Hyacinth only sees the truth at the eve of his double death. Even Hyacinth had a moment of clarity to say his loving farewells to his daughters. It is a bit of cliche that they regain their mind in their final moments to say goodbye, but it does lead to a touching moment here anyway. Although given the state we find it in... In retrospect I made a small mistake here. I should have just immediately moved Bunet in to give every attack against her for the turn some extra chain attack chip, but after this break, but this one damage hit Managed to trigger three dual assist. I do take advantage of the break to setup one of my chain attacks at least for better consistency on that bonus damage. Although I am getting rather luck with the dual assists, it really wasn't necessary for Fogado to safely finish with a longbow. He really is racking up the speed, but I would love to get some more strength along with it. Alright we just have one more health bar to get through But she is frustratingly tanky, as I pull the Wyrmslayer out of the convoy for a tiny bit of bonus damage on her, and TeeHee canters back to better setup the next two attacks with the bonus damage from their personal. Funnily enough her punches do more than Eirika's super...I hope I have enough attack left to kill her at this rate. I have Rosado engage to make it impossible for a crit death, and the break here should give Bunet a chance to finish things... If both attacks didn't manage to miss...I still have Seadall's dance left to fix this And of the people he can reach, Fogado has the best odds. I do have Bunet to try for the kill, if enough of this misses like Rosado... But he gets enough hit. That was uncomfortably close in the end there. I would have been tempted to give it to Framme personally, but I can't argue to much with this, Ivy was certainly instrumental as well. That is rather fitting, as he was the only thing we managed to actually kill. This must be what the enemies feel like when the player is on Casual mode... And now it is time for the comeuppance our foes must face for their cruelty to our Veyle Although I do wonder how they all missed the bright purple eyes of hers staring at them...or the change in voice. I rarely play the game with sound, but I did see this scene with it, and the difference in good/evil Veyles voice made it obvious who was in control, even before they revealed the eyes. The path this ring takes in the air when thrown... Don't kid yourself girl, we have already forgiven you, heck this you didn't even do anything that needs forgiveness. I am not made of stone, that face, and vocal line, are so utterly charming. It is odd that they cut to black before Zephia utterly bitch slaps Veyles face. Was animating that too costly? You literally just tried to do that with the theatrics on the shore... It is funny that they entrust the guarding of the rings to the other traitor here. By Lumera, it is good to have the Jugdral Emblems back. So many units would love that Canter on them, and I am a big fan of both of them, even if Leif is objectively one of the weakest emblems. It is odd how high a position they gave that pawn But I guess she is mostly a surrogate for Sombron in her manipulated state. You are Sombron be damned right we are going to rescue her Diamant. Hopefully I don't end up needing her, but with a endgame deployement sized team in rotation, she is a vital replacement if things start going wrong late game. ...Fair enough, we do have a bit to do before we give chase. Going immediately from 50-50 to a 2-1 advantage is a significant shift here. Although you are kind of getting ahead of yourself with that statement. And that covers the main story, but there were a few interesting things to see from the post-battle movements The balls on this man for saying that directly to the face of his own god. Framme is asking the questions many do when the rewind mechanics are a part of the plot... That is an interesting little way to reveal Bunet's hometown there. I can't remember how many times I have highlighted it, but it is rather common for people to mention when they are close to their home towns, but I like how they made me piece this one together here. Her last meeting with her father, when he is knowingly, and blatantly sending her off to die, was not a great final moment to remember your father. Having another chance to say goodbye, to get their final feeling across, knowing his death is imminent, even if they had to violently clash to do so; I get it, that does help add a sense of closure to his death for her. And like that I reached the checkpoint... Quote Link to comment Share on other sites More sharing options...
Codename Shrimp Posted January 1 Author Share Posted January 1 4 hours ago, Eltosian Kadath said: +Flashy fists for pew pew pew i love that combination lol 4 hours ago, Eltosian Kadath said: i would've sent her Griss' way 4 hours ago, Eltosian Kadath said: There's one big difference between hard and maddening, and it's concerning Zephia will leave it as a surprise 😉 Quote Link to comment Share on other sites More sharing options...
Dayni Posted January 26 Share Posted January 26 *Cans shift about, groans in increasing discomfort as the realisation of all the forgetfulness dawns I knew life was going to complicate matters the last few weeks, month really (the Christmas period was going to mean I wasn't going to get on this, not to mention I was out of the country for last week and a bit before that), but I didn't realise just how much I'd throw this aside due to it. And I know I'm going to be busier in the coming months. I think I have to call it. I'll probably be off the forums for the next while too, but I think I have one parting teehee at least. I apologise to everyone for delaying matters. Quote Link to comment Share on other sites More sharing options...
Codename Shrimp Posted January 27 Author Share Posted January 27 All good! RL is more important! @Eltosian Kadathshould we continue by ourselves since Dayni is not gonna be available and we've had no response from06? Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted January 31 Share Posted January 31 I am thinking of waiting til the weekend to see if @Newtype06 pops out of the woodwork with an update, but I guess we should move on if not. This thing has been on hold for a while. Quote Link to comment Share on other sites More sharing options...
Venger_06 Posted February 4 Share Posted February 4 Uh, guys...? I'm sorry for disappearing, these last few months have been difficult for me and I had no motivation to do anything. ALPHA SAPPHIRE - GYM 6 Spoiler Surfing to the other side of route 118 we meet Steven and Latios, who takes us to a mysterious island... There, we find an injured Latias and members of Team Aqua wanting her power. We defeat them easily, Latias joins the team and we get a Mega Bracelet. Before moving on to route 119 we find a 5% chance Kecleon on the grass. Kelly is her name. We battle our way through the weather institute, overrun by Aqua grunts, meeting Shelly in the process. Too relatable Thanks for the information. After we cross the bridge outside Brendan appears and challenges us. I'm far stronger than you, you little shit But I accept the present. Reaching Fortree, we have to defeat route 120's Kecleon in order to access the Gym. If we only I could use her... Safy... After all this, it's smooth sailing. Bravo genocides Fortree's bird population and we get the 6th badge. Winona's Altaria can be scary, but nothing Ikaros, Bravo and Rocky can't take together. Checkpoint reached. On 1/26/2024 at 4:27 PM, Punished Dayni said: *Cans shift about, groans in increasing discomfort as the realisation of all the forgetfulness dawns I knew life was going to complicate matters the last few weeks, month really (the Christmas period was going to mean I wasn't going to get on this, not to mention I was out of the country for last week and a bit before that), but I didn't realise just how much I'd throw this aside due to it. And I know I'm going to be busier in the coming months. I think I have to call it. I'll probably be off the forums for the next while too, but I think I have one parting teehee at least. I apologise to everyone for delaying matters. Does that mean I can use my Mudkip and Gyarados again???? Take care, buddy. Quote Link to comment Share on other sites More sharing options...
Codename Shrimp Posted February 4 Author Share Posted February 4 Joooooooooo Welcome back! Eltosian was wise in suggesting to wait until the weekend 😄 Quote Link to comment Share on other sites More sharing options...
Codename Shrimp Posted February 4 Author Share Posted February 4 Welcome to ch.17! But before we start let's do a secret Marth promotion! ...Why is he an enemy now? Where did all these enemies come from? Why did my squad suddenly become enemies? And why am i making such a bad joke? *cough* Let's start! Right at the start we get 2 new units! A worse Midia? Shelter is cool tho Fast Spoiler First, i send Hardin and Marth to take out Mr. Dragon Not bad I send everyone to the left fast to get the thiefs/chests And the Theifs immediately start swiping. A Master Seal and Enfeeble are in the first 2 chests Swarm Bishop covers half the map - and has a 1% crit on Hardin - Boi will i be salty if he crits XD I send Athena and Maria to take out the armors meh Lunge to set up a DraugPoing Nukes the hero to continue being a nuke! >Pass fuck I missed that i can still fix tho Marth FORWARD Swarm guy continues being an annoyance I hate that this guy moves now, especially since he is covered by that dangerous Manakete/Warrior combo Linde and Hardin take out the Adventurer + Mage combo Noice I mean Speed is always welcome i guess? xD We cleaned up the thiefs and treasure room - now can get all these cool chests *_* ...hopefully the stuff there is better than the Engage chests lol - Although Enfeeble is cool already Tactical nuke A worthwhile venture, i say Anyway let's go finish Finally that annoyance is gone Ok >After Linda got Enfeeble'd Reinforcements eh? Atleast they aren't Wyvern's like in Engage xD "The Punishment for Enfeeble is...Death!" Cool! Especially since Fortify is map wide here! And we shelter her out of the danger zone - well, Frey will have to eat a longbow next EP We open the door and prepare *Wind Wall I love Lunge Not bad Tactical NukeEm continues Marth.png oh? O: Imagine calling Humans witless while being 1 range locked lol let's chip at him for a level or 2 Ok Chaching! I grab me 2 Lightning tomes! Thought about grabbing a shining Bow as well - but i don't have any Archer with enough Mag to use it We seize to finish, without getting any lvlups because the guy was a total scrub despite negating all magic lmao Might do 17x later tonight Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted February 4 Share Posted February 4 3 hours ago, Newtype06 said: Uh, guys...? I'm sorry for disappearing, these last few months have been difficult for me and I had no motivation to do anything. Glad to see you back, and hopefully things look brighter for you. 57 minutes ago, Newtype06 said: Before moving on to route 119 we find a 5% chance Kecleon on the grass. Kelly is her name. It is kind of funny to just get one from the grass, just before it becomes a very reliable static encounter. 57 minutes ago, Newtype06 said: Too relatable Feeling empty is always the most dangerous of moods. 3 hours ago, Newtype06 said: Winona's Altaria can be scary, but nothing Ikaros, Bravo and Rocky can't take together. Eh, the remake neutered that Altaria to the point it really isn't dangerous. Switching the incredibly dangerous Dragon Dance for Cotton Guard is a bit of a joke. 16 minutes ago, Shrimpy -Limited Edition- said: ...Why is he an enemy now? Where did all these enemies come from? Why did my squad suddenly become enemies? And why am i making such a bad joke? Hey, that's my game 😛 16 minutes ago, Shrimpy -Limited Edition- said: Right at the start we get 2 new units! That is giving me some New Mystert vibes with that set of recruitments. 51 minutes ago, Shrimpy -Limited Edition- said: Swarm Bishop covers half the map - and has a 1% crit on Hardin - Boi will i be salty if he crits XD Yikes, that is an uncomfortable situation to deal with for a map. Hopefully he gets the point or two of Luck he needs to mitigate that issue on this map. 52 minutes ago, Shrimpy -Limited Edition- said: >Pass fuck I missed that That is a scary skill to miss on an archer. Fortunately you noticed before it was unsalvageable. 57 minutes ago, Shrimpy -Limited Edition- said: A worthwhile venture, i say This chapter is really giving you some sweet loot in it. 58 minutes ago, Shrimpy -Limited Edition- said: Finally that annoyance is gone Somewhat fitting that Hardin gets revenge on his 1% crit tormentor. 1 hour ago, Shrimpy -Limited Edition- said: And we shelter her out of the danger zone - well, Frey will have to eat a longbow next EP Shelter is just so useful, letting this goober soak a hit instead of your delicate magical nuke (especially since he isn't linked to any of my troops 😛 ) 1 hour ago, Shrimpy -Limited Edition- said: I love Lunge Lunging through walls is always such a funny strategy to implement. 1 hour ago, Shrimpy -Limited Edition- said: O: SPEED TOO...wow, what an amazing support skill they created there, like three separate skills all combined into one super skill. 1 hour ago, Shrimpy -Limited Edition- said: Chaching! I grab me 2 Lightning tomes! And on top of all that loot it has this amazing secret shop as well... I feel like I am falling behind now, especially since I am taking at least one paralogue as my next chapter, plus how much between chapter prep getting Sigurd back is adding to things... Quote Link to comment Share on other sites More sharing options...
Codename Shrimp Posted February 4 Author Share Posted February 4 (edited) Added 06's new Mons Welcome to 17x! Where another Swarm dude covers half the map! Before we start tho Imma promote Hardin. He get's bows O: Let's go Spoiler We start by letting our mages take care of the Armors That's a pretty good set You love to see it Our promotion showing it's worth already! Bye bye Swarm guy Ok Nuke Em We start opening the doors Reinforcements appear Nice! kek Bad Level up day? Linde saves the day! Promotion time! Not bad Good thing i didn't buy one last chapter! Nice cool! And she learns Inspiration! NICE! You mean your legs, right? FINALLY! She just one-shots with Thunder no biggy lol Another Swarm guy...and with freeze lol Goodbye Swarm guy Not bad - might be promotion time! We approach the final room Good good And he learned Chivalry. Promotion worth! JOOOOOOOOOOOOOOOOOOOOOO Not bad That will help! Well, a bad lvlup needed to come eventually xD Not bad Would've really liked a Master Seal tho - i don't think i have enough for those i want to promote Where speed? Lol What a nuke We seize to finish! ty shop when and Etzel joins the Squad! Edited February 4 by Shrimpy -Limited Edition- Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted February 5 Share Posted February 5 9 hours ago, Shrimpy -Limited Edition- said: Welcome to 17x! At least that is a bonus chapter to keep me from falling too far behind. 10 hours ago, Shrimpy -Limited Edition- said: Where another Swarm dude covers half the map! Oh boy, siege tomes really suppressing you forces with that much coverage 10 hours ago, Shrimpy -Limited Edition- said: You love to see it ...Unless even your armors are so magically tanky that they take no damage. 10 hours ago, Shrimpy -Limited Edition- said: Promotion time! To think the magic nuke wasn't even promoted . 10 hours ago, Shrimpy -Limited Edition- said: Another Swarm guy...and with freeze lol Jeeze, that is a cruel combination. 10 hours ago, Shrimpy -Limited Edition- said: ty shop when If only I could have all that tasty lucre to spend more on fashion Time for a paralogue to get more money for clothes...and healing staves I guess. Spoiler And I open the preps with Three arena levelups, and while the first is rather underwhelming The next two are slightly better, but are more defensive levelups, than the aggressive one I would have liked a little better. Then again, a tankier TeeHee and Framme aren't a bad thing either. Also, now that I have Sigurd back, I go through getting as many unit as I can canter, and the only ones I don't end up getting it on are Zelkov, as I will need a lot of SP to prevent Dual Strikes, plus most of his actions are to fog up, which doesn't allow canter. The other one I don't get it on yet is Panette, as Anyone on the Dual Assist track needs skill books to get it, and with Panette having already gotten Dual Assist+, she is at less than 100 SP, which I figured I would let her get a little SP on her own, before burning more books on her, as I needed 3 Novice ones for Timerra, and 2 more Novice, and an Adept book for Anna. I might change that, as I did luck into a full on Expert Book, but I might want to burn that buffing up one of my regular Dual Assist up to its plus form...eh I will figure that all out later, as I am definitely going after a paralogue for the money this time. I do also have some new rings to give out, first with Louis getting his speed back. This might be a little early, as part of what I like about Leif Timerra is how her level 5 class kill makes Quadruple hit into a more functional super, but the extra defensiveness Leif can add is nice in combination with her personal pushing her toward the front to protect our allies from crits. So its time for a Radiant Dawn styled Ike to look back at the game he actually fit into. It does feel really odd for the emblems to talk about borders that don't exist in this world. They really brush past the implications of this being on the Gallian side of the border, and how the Lion King really saves their butts... It is not that dangerous in Path of Radiance, heck sometime I lowman it for more BExp, but in Engage, this chapter scares me just a little. On my first ironman, I had to make a very delicate dance with freeze staff, and creative fogging to deal foes charging in our rear after Ike blows up the fort, and my troops were only just barely able to deal with it. I waited a little longer this time, so hopefully it turns out OK... That is a bit of a parallel with TeeHee, with them taking up leadership after the death of their "mother". It is interesting that Ike emphasizes his sister... are we supposed to wait til after Veyle to make this moment more resonant? Yet fighting is where they are most likely to be harmed. Hopefully we make it out of this without any losses, thus defending all our surviving friends. I do also have another ring change for this map, as The deployment limit is a little tight on this map. And I switch up starting placement a little, as we are spreading out to deal with being surrounded. With Zelkov fogging up the east, Louis choking the south, and after this dance TeeHee is pressing in with some effective damage to more aggressively strike at the west. Also thanks to canter And a lucky Grasping Void proc for a tiny bit of extra damage, I can safely kill this guy at 3 range to secure some of the gold immediately. Alas, a lot of the action is going to be on enemy phase this time Although Zelkov being unable to damage the armors on his front is a bit of a problem... And he can't get the enemy phase kill even on the squishier foes And the fog even makes him miss the swordsman, to make that even slower, and we are on a timer with Ike moving. Fortunately, TeeHee's effective damage make that no problem in the west. Also they are an odd mix between our other tanks, taking single digit damage, and dodging a fair number of hits. Although the lack of 1-2 range, lets the spear armor, and this archer get a free hit. But like Zelkov on the other side, they are shy of the enemy phase kill Louis has high enough defense that Only chain attacks can hurt him And he doesn't return fire with as much umph as I would like, so we still have a lot of work come player phase. Especially since there are a fair number of physic foes to undo some of that enemy phase work. I start in the south, with Ivy easily popping a high defense one, so that Timerra can use the space to finish off one of the backup units that actually threaten Louis Louis then moves a little to go for the momentum kill, but he misses it, but did luck into a tiny bit of dual assist chip, so he canters back to hold the point, and if enemy order does change, he can finish it on enemy phase. Framme then causes the last foe in that direction to evaporate. Now onto other fronts I let Fogado clear out a little bit of space with the longbow, so he can canter further back to more safety And he gets an excellent level for him from it. Also, that cleared space lets TeeHee kill off the ranged armor I then dance Fogado to let him kill the other ranged foe, and he should be able to take a single hit from the last enemy there. Onto the last front, I just let Merrin debuff one of the armors, so that Zelkov can start racking up some chip and debuffs of his own, on this one at least. Things are going fairly well so far, with most of the west and south cleared out. At least Zelkov can do some damage to the debuffed armor... In retrospect, I should have payed closer attention to the crit rate, before risking Fogado taking an uncontested hit, but I am never punished. ...And this is even more of a wakeup call that I need to clear out the east. For once Zelkov dodges a low odds mage, but our foes are starting to setup ways of threatening his invincible dodging with chain attack setup as well. Although the last threat in the south falls on enemy phase. I start my next player phase by clearing the west out And I can use TeeHee's buff on the Radiant Bow to kill one of the enemies across the wall as well. Although the real action is on the other side, with Ivy popping one of the armors. I then use Sigurd's absurd move when engaged to have Louis override onto this front So Merrin can finish one in spite of the chain guard ignoring Override. And the chip was enough for Ivy to avoid the counter after a dance on the 1-2 range armor. But I still need to delay for another turn with fog for that last swordie. I can also use Physic to range heal up TeeHee (admittedly the main reason I am using it is that the only heal/mend I have left is on Ivy...) Thanks for making that enemy phase pointless, random physic enemy. And it is fast enough to require Both dagger wielders to finish him off. After the east is dealt with, Louis starts heading back, with a heal on the way, before he is danced To burst into the middle of a wave of reinforcements in the south. In a way this is a good thing, as there was a pile of gold in the right hand corner, which I never got close enough to deal with before. There is also a tiny bit of cleanup in the west, as well, and while Foga- Well that makes things easier. He also could use the heal, and deserves it after that nice little crit. Also that lets me move TeeHee back to join the rest of the army. Things are going very well, with just Ikes small forces in the north, the new force in the south, and a heal or two I ignored before. Louis IS perfectly safe, but due to how much 1-2 range those foes have, Louis can't really deal much to them on enemy phase in return. And Ike has announced that he is going to move next turn. He wont reach the fort next turn, so I still have a little bit of time... So I have Ivy obliterate two of those armors And Seadall gets a levelup from the dance needed for that. Ivy does have to take a hit from the 1-2 range ones, but she can take two of those safely... The main reason to do this, is to get close enough for the corner armor to start moving. ...Did he just get an effective double speed levelup? Lol. This might be a little reckless, give Ike is about to get the norther forces to move Another relevant crit? Damn Fogado, you are on a lucky streak. That lets me clean up the enemy healers I have mostly been ignoring. This is mostly to make me feel more comfortable about Her going for an armored kill come enemy phase. But she would still survive without the help. Louis also lure in that other gold pile as well. There is still another drop, an Elthunder from killing Ilyana, so I setup the 3 range counter with Fogado, just before Ike can break the fort. Although I am going to try an distract Ike from breaking the fort with some obscuring fog. I do end up waiting with most of troops, with Louis luring the gold a little closer, so Ivy isn't as far from the action when we actually grab it. And Ike does take the foggy bait, although Zelkov is unable to actually damage him... UNTIL NOW. This levelup is such a streak of serendipity. Also RIP Illyana, your hunger is never sated. It is also important to note, that the reinforcements coming in (including the Great Knights that spawn as Ike starts to move), have Void Curse to prevent cheesing, so only those I HAVE to kill, I should bother with. I finally grab the gold, and prove that the healing from before was kind of necessary, as I prepare to Kite Ike and his little forces back for us to overwhelm him with my army. I might need the health on that last stretch, especially if I can't bait Ike into equipping a 1 range weapon... We are getting close to the end here And Zelkov being able to debuff Ike on kite makes this last stretch even more interesting, but Fogado was just shy of escaping the longbow range of one of those reinforcements from last turn, although This last group of reinforcements is one I simply can't ignore, even with the Void Curse. Merrin destroys one But TeeHee is one move shy of destroying the other. Luckily moving one square is still barely in range of Seadall to dance them So that deals with that obnoxious surprise. I do also give Ike the opportunity to use a 1 range weapon this turn, but we will see if he takes the bait...again... Finally, some foes did try chasing Fogado, but he can snip the only one worth exp from across a wall well before they can reach him. And it earns him a fairly solid levelup to boot. I do end things off with a little last miniute healing As I should be able to finish things off next turn That will make things much easier. as now two range hits are free on Ike, although I start With Timerra openeing with what can often be an underwhelming super...and without debuffs it probably still would be, And of course she has a battle convo with her original ring. It must feel really strange to be in a battle of life and death against a (mostly) immortal friend. Although I guess anime logic keeps it from being a weird as it should be. Alas, she still doesn't have Sandstorm, so that is all the damage she can deal there This is where I realize how much of a mistake it was to wait on giving Zelkov Canter, as the freeze effect would give me the opportunity to take a second turn with Ike if I needed it, if he could canter to safety after the super hit, but that shouldn't be necessary this time. Now after a dance, and strategic canter Timerra can get the kill on the first health bar, which is enough for The levelup needed for Sandstorm And this Radiant Bow Astra Storm lets me lets me chip him down into easy kill range And lets me see his battle convo with Ike as well. Has Fogado been holding back before now? Honestly, this exchanges seems kind of stupid, considering Fogado can die on this map. At this point I am confident enough that I start going for the kills on the remaining foes without Void Curse. So I feed a kill to Merrin For another really murdery levelup. This should give me more than enough fire power for what little is left. And TeeHee gets an excellent levelup from the super dance. Now the only experience left on the map is Ike himself, and while I am tempted to go for the TeeHee convo with Ike, TeeHee has no 2 range, and Ike still has a tiny crit rate, so I go with This kill instead...or tried for, as the chain attack missed. I don't think this actually works, but if nothing else, her personal helps TeeHee have a better chance at surviving As I am going to risk what is somewhere in the range of 1 in 6250+ chance of a game over. Its just the gambler's spirit in my eye, as I could have played this far safer using basically any range attack here. We will probably win here, rolling the 80 for the chain attack would be a win right there, dodging the 8% or the 1% crit on top of it also leads to a 100% dead Ike, but if we aren't fighting our hardest...was this all a mistake? The only thing left is either victory, or an ultimate end... This is it... We get the kill, and the win. Fogado certainly was shooting for MVP with all those timely crits. Phew. Yeah I guess I handled that map perfectly well. That is a bit of a scary premonition of things to come Ike, as I do find this map intense already. Although I managed to handle the AI rather well this time around. We do have to lead our little army ahead, and I haven't lost anyone personally yet, so I guess that does make TeeHee a good leader...so far. Ike has apparently forgotten chapter 10. Really he should say there can be no surrender, or defeat. Even with these stakes, sometimes you need a strategic retreat to get our ultimate victory. Burnout can be a real concern, although we usually think of it for more mundane situations. sigh, the power of friendship doesn't solve everything. Also isn't that Robin/Chrom's line. Given how this game ends, Ike is making promises he can't keep. Finally I have the money for more clothes, and I definitely went a little overboard on the costume changes. Like with this mask here Or the Rosado change...although I will probably change Rosado's outfits every now and then for funsies. Also I still have enough money to buy a whole heal staff 👍 Not quite sure yet if I will go for another paralogue, or progress the story with next map just yet... 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Venger_06 Posted February 6 Share Posted February 6 ALPHA SAPPHIRE - GYM 7 PART 1 Spoiler I will use this update to stay up to date (heh) with the encounters offered so far. Returning to route 119 we can take advantage of the QoL changes that Game Freak introduced in the remakes and capture a Feebas when fishing under the bridge. I named him Marcus the Milotic, because I didn't waste time with that ugly ass pokemon and evolved it pretty much instantly. Next, a Wingull becomes available on route 105 thanks to Surf. I named her Wyatt because I thought it was male By capturing her, I guaranteed an encounter with a Jigglypuff on route 115. I named her... Melody. Get it? On the way I also picked up a fossil that was revived in Arthur the Anorith. Luv me some Battle Armor Now I return to Fortree, making my way to Lilycove City. I first stop at Scorched Slab to get TM11 and catch a Goldeen, which will guarantee me an encounter with a Corphish in the next update. Her name is... Seaqueen. Get it? I'm hilarious. When passing through the routes, avoiding as many trainers as possible along the way, I come across Team Aqua who are up to no good. Heading to Mt. Pyre huh? But first, we make a detour to the Safari Zone. Best Safari Zone ever? We barely stepped onto the grass and our encounter already appeared. Mel the Gloom joins the box team. By crossing Oddish's line off the list, we can safely look for our route 121 encounter: Linus the Linoone I wanted a Shuppet, but no problem, we guaranteed one on route 123 instead. Barbie, welcome to the box team And by catching Shuppet, we were guaranteed a Duskull when we head inside Mt. Pyre. Meet... Scott. Get it? This one is really smart, I swear. He'll look ridiculous with an Eviolite. Well, now we can get back to route 120. After several hordes of Oddish and a few others, I got lucky and got an Absol, which I nicknamed Aria. This was only possible thanks to Kelly, who allowed me to advance to routes 121 and 123 without having to worry about that forced Kecleon encounter on this route. Having finished catching pokemon for now, we return to Mt. Pyre to confront Team Aqua. Yo. At least you stole the right orb this time, dumbass. Matt is pathetically easy, Courtney is more of a challenge. Magma chads stay winning Don't worry, I will. Next destination, Slateport City... I actually played a little more beyond this part today, but I left it until the next update because I thought part 2 would be too short otherwise. On 2/4/2024 at 12:43 AM, Shrimpy -Limited Edition- said: Joooooooooo Welcome back! Eltosian was wise in suggesting to wait until the weekend 😄 On 2/4/2024 at 12:11 PM, Eltosian Kadath said: Glad to see you back, and hopefully things look brighter for you. Ty ty. Guess it was the push I really needed. On 2/4/2024 at 10:35 AM, Shrimpy -Limited Edition- said: I send Athena and Maria to take out the armors Malig Knight Imouto reclass? I see the Conquest spirit On 2/4/2024 at 3:06 PM, Shrimpy -Limited Edition- said: Added 06's new Mons I actually won't use Latias, but it's okay if you want to save Vyland and Emblem Leif from any future mistakes On 2/4/2024 at 12:11 PM, Eltosian Kadath said: It is kind of funny to just get one from the grass, just before it becomes a very reliable static encounter. It was actually very lucky on my part. If I hadn't captured Feebas, I could have guaranteed an Absol encounter by catching Tropius on route 119. I thought having a Milotic was more important than an Absol, but in the end everything worked out. On 2/4/2024 at 12:11 PM, Eltosian Kadath said: Eh, the remake neutered that Altaria to the point it really isn't dangerous. Switching the incredibly dangerous Dragon Dance for Cotton Guard is a bit of a joke. So that's why I remember Winona being a roadblock back in the day. Hopefully my memories of Emerald don't cloud my perception of the upcoming battles. On 2/4/2024 at 3:06 PM, Shrimpy -Limited Edition- said: JOOOOOOOOOOOOOOOOOOOOOO Marth... with a good lvl up... this is so unlike Shadow Dragon... Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted February 7 Share Posted February 7 12 minutes ago, Newtype06 said: I named him Marcus the Milotic, because I didn't waste time with that ugly ass pokemon and evolved it pretty much instantly. Milotic is such an iconic wall of gen 3, and I am glad you took the time to actually get one. 13 minutes ago, Newtype06 said: By capturing her, I guaranteed an encounter with a Jigglypuff on route 115. I named her... Melody. Get it? All that clever encounter routing to get yourself this little pink puffball of a fairy. 1 hour ago, Newtype06 said: On the way I also picked up a fossil that was revived in Arthur the Anorith. Luv me some Battle Armor Its funny how much better Battle Armor is in nuzlockes than any other context. 2 hours ago, Newtype06 said: And by catching Shuppet, we were guaranteed a Duskull when we head inside Mt. Pyre. Meet... Scott. Get it? This one is really smart, I swear. Cawthorn? 2 hours ago, Newtype06 said: Well, now we can get back to route 120. After several hordes of Oddish and a few others, I got lucky and got an Absol, which I nicknamed Aria. This was only possible thanks to Kelly, who allowed me to advance to routes 121 and 123 without having to worry about that forced Kecleon encounter on this route. I do like how you are going over your encounter routing a fair bit here. 2 hours ago, Newtype06 said: I actually won't use Latias, but it's okay if you want to save Vyland and Emblem Leif from any future mistakes I respect the refusal to use Legendaries. 2 hours ago, Newtype06 said: Hopefully my memories of Emerald don't cloud my perception of the upcoming battles. I know what you mean, I have had to double check so many things when commenting to make sure I am not just remembering Emerald, and spreading lies about the remake... Alright, I decided to do another paralogue, so my troops wont have to share the one fresh heal staff... Spoiler Alas it wasn't the best day at the arena. First round got Ivy to exact 99 exp, so it took a second round for A fairly good levelup, in spite of the lol strength. Alas that is the only arena levelup this time around. I also learned my lesson from last chapter about being stingy with the SP Lucking my way into a second expert book from the well to mitigate the sting of getting it on Panette certainly helped as well Now onto the next paralogue It does feel really odd for a tomb to have a throne in it... ..."sleeps"... That seems like such an odd way to protect it, but I guess the Garreg Mach Monestary was always a rather militant place, as much a fortress as a place of worship. Three Houses religious lore is kind of dumb. Serios is so prominent that it takes Byleth a while to find out she wasn't the patron deity, and a legend all about her being this uncommon comes across as very odd. But I guess most of it is just Rhea propaganda, like this little detail, to legitimize her overbearing actions But enough about Three Houses, its time for a paralogue, and this time it is one that looks far scarier than it actually is. So much so in fact that I am switching up most of my deployment, only TeeHee, Seadall, and my two healers remain the same from last map, which in turn means a fair number of ring changes. But first up, Rosado is getting the Ike ring back. With Byleth unavailable, and not deploying Zelkov this chapter, TeeeHee is the obvious choice for the Corrin ring. And with me deploying Bunet again, his trusty Lucina ring is a solid choice. Honestly, this isn't my favorite option, but with me not deploying Fogado, this change made a little bit of sense at least. I went back and forth a little with this one, and while I almost gave it to Seadall, I let Ivy wear the Sigurd ring this time. That just left the Leif to distribute, and I figured Alfred could use a little help. I have already alluded to my deployment for this chapter earlier, but here it is in full. Quite a few of the troops I bench this map I have become far too comfortable with, and many of the ones deployed here have fallen a fair bit behind because of that, so I figured this paralogue would make for a nice training map for them I did also mess around with my starting location a little bit for this one. Credit where it is due, this is simply some solid advice from Byleth here. Although this right here is what makes this chapter far less dangerous than it should be. A lot of the enemy AI is hyper focused on destroying the crystal, instead of killing my units, and even the utterly terrifying warp staff + Goddess Dance combo the map ends off with is made manageable because of it. So I open the map up with Panette going for the break And breaking it just a little too hard. For a fairly solid offensive levelup. Ivy then eviscerates another with basic magic. On the other side Anna gets in a little chip so that Framme doesn't have to face a counter on the kill. And I will gladly take more magic on her. Alas, all that is left is getting a little chip On both sides. I also set things on fire because it is funny. And the enemies are all just going for crystals. Eh, its worth a shot But alas, Anna has to pick up the kill instead, with help from the chain attack chip Bunet's miss added...and I am already paying the price of not deploying Timerra by risking the miss and 1% crit death, but she gets the kill to maintain my never punished streak. Almost forgot to grab an image of Alfred breaking the next one, which means TeeHee faces no counter with the kill. On the other side Panette finishes the one Rosado chipped last turn And Ivy gets some free chip on the mage before A Dance lets her finish it without taking a counter. Our two forces are rather spread out at this point, but they are facing very similar challenges at this point. In the west, Bunet opens with some chip on the enemy thief Which I leverage into a reliable kill for Alfred. With TeeHee Armorslayering the enemy armor to death. On the other front, Panette repeats Bunet's half of the plan, but with more relability So Rosado can get a slightly less reliable kill than Alfred went for With Ivy matching the power of effective damage with basic magic. Although the threats just ahead are a little scarier, thanks to a dance, I can use Panette to Get in some chip on the sniper just ahe- ...I guess all that really did then was lure in the little force on the eastern stair As the version in the west remained static...although the dragons also made their move... TeeHee can fully slaughter one with effective damage But they are in desperate need of healing after doing so On the other side, I have Rosado pop the Ike engage to half the damage the dragon deals in return But it is enough for Ivy to get the kill...but the sniper and mage/healer force advancing on them is a little too much to handle (especially with all my flier on this side), so with canter And a dance (with him cantering to safety), we are trying to combine our two forces together to deal with them But Panette can't escape the range of the one she lured in, so I content myslef with healing her up before it chases her again Hopefully enough of our force is close enough to deal with them next turn. The same sort of stuff happens on enemy phase. So I open player phase by healing up TeeHee again, before they Charge in for our first kill. For a fairly solid level. Ivy can then wipe out the other sniper, before Rosado can pounce on one of the healers While Panette can just barely reach the other one for the kill, although she is left rather hurting after it. And I decide to bait in their western equivalents with Alfred With fairly similar results to Panette's enemy phase action on them. After a turn spent doing as much healing as I could manage We are drawing them back for another turn, but my force is far more concentrated now. And I gave them the choice of Alfred, or Panette this time. I intentionally use thunder here on the chip, so that she can't double and kill, which then lets me feed the kill to Feed the kill to Anna for A little levelup on the little warrior Panette then repeats her performance against one of the healers, With a pointless critical flourish to boot. And a strength levelup as well for her trouble, which also unlocks the excellent level 5 hero skill as well. And thanks to how I cantered Anna, I can just barely eek out this kill here...well kind of. One chain attack missed, but was compensated for by a random dual assist proc. In either case, it earned Alfred an excellent levelup from the kill. That leaves one last sniper for Rosado to chip, thus Bunet can cook up the kill. Although Panette is burning through a lot of my healing... We have cleared out most of tomb, but flying reinforcements arrived last turn, and Byleth has yet to spring his trap... At least Anna can immediately pop the nearest one with a magic arrow. And with the heads of the three houses now having more than 0 movement, we have been given fair warning that warp is incoming this turn... So I pull a little back for my own peace of mind As Dimitri, and Edelgard are warped forward Before Byleth dances both the warpers to warp Claude ahead... They are all going after crystals, and As Seadall levels up from a dance That lets Anna go for the kill on the other flying reinforcement from earlier, and cantering our of the range of the heads of the Three Houses I do also test if they will go for our blood, as safely as I can here Because all of them hit like truck, and if they end up clogging up the space, or breaking all the crystals in range, I am not sure what they will do. Then the enemy go for a chain warp, warping a warper to warp Dimitri a crystal ahead of his peers Letting him shatter a crystal right next to Anna... While Edelgard breaks the nearer one to keep pace... Although Claude did make a massive blunder in letting me pin him and Dimitri with a Torrential Roar Alas, Anna misses the opportunity to pop one of his health bars But she did cause enough random Dual Assist procs for Ivy to break it instead For a solid little levelup of magic and defenses. And with a dance, Anna can try to put a massive dent into his last health bar instead And thanks to another Dual Assist+ proc from Panette, she not only kills him, but earns this utterly amazing levelup. While Bunet can take advantage of TeeHee pinning Dimitri with Corrin's engage to get in a little free chip. And with Panette showing everyone the value of a Dual Assist+ Hero, Alfred can break Dimitri's first health bar. There were also more flyer reinforcements, and I have Rosado go for the one further out, with an Ike Engage to make it so if it does go aggressive, it needs a double single digit crit to kill. There are still quite a few scary enemies on the field But even with things as scary as a warping Edelgard The AI is still content just going after crystals. Time for the Flame Emperor to feel the flaming death that Sigurd felt, as his ring bearer Burns through both health bars after a dance...but I am getting a little ahead of myself As before that dance Rosado kills the farther flier As I flub up the image of the extremely good levelup that kill earned (I believe it was +1 HP, +1 STR, +1 DEX, +1 SPD, +1 DEF, +1 LCK) I also make sure Anna kills the other flier before I decide who needed my dance this turn. Bunet again gets some breaking chip on Dimtri that does more than expected thanks to Dual Assists TeeHee softens up one of the healers fo- Or they can just hog the kill all for themself. This is a little ambitious, but with how many times Dual Assist procs I have been having The kill on Dimitri, and his gold just fell into Alfred's lap. And all that is left at this point is one warping healer, and Byleth himself. Although this section of the map is where I most regret not bringing Timerra, as thanks to a frustratingly high crit rate, this effective damage hit on TeeHee is somehow one of the safest attacks I can make on him. Additionally TeeHee is still Engaged with Corrin, so the freezing effect also lets me take this slower, which I desperately need to play it safely thanks to that crit rate. And it also gives us a lector from the professor as well. Says the near emotionless character...or are they referencing his weird Sothis heart stone with that one. Was Byleth always this into hearts? I importantly canter out of range Burn a super for some more safe chip on the beastly mercenary And heal the Sombron out of TeeHee trading the one remaining heal staff around to do so. Although thanks to a dance, Ivy can try to break the first health bar from a safe three range... Which lets me use Leif's super far more effectively than I expects, as it deals solid damage here, and more importantly breaks him so that Bunet can try to finish that second health bar off safely Which earns him a solid levelup for all that trouble. Thanks to the Corrin engage, we are safe to wait out another turn, as Rosado try to kill the last enemy on the map other than Byleth before the end of the map... But alas, just a few points of damage shy...I try for the crit kill with Revanche here, but it lives for now. On the Byleth fight, I go for some more 3 range chip, but it all misses. This is a little silly, but by picking up some engage power And a dance, I can then Re-Engage Corrin, and freeze Byleth for free with another super That way I can wait out another turn to give Rosado that kill before I finish Byleth. Like so. Again Anna goes for the 3 range chip, and hits it For a respectable offensive levelup on the kid. I can then burn the rest of my super Making sure I can get the kill without facing his crit rate. And I even did it with enough crystals remaining to get the bonus loot. She almost certainly deserved the MVP slot too. Mostly becuase the AI is too obsessed with fighting the crystals, and the crystals are so numerous and tanky that you are never in any real danger of lossing them all. Very true, I have trained TeeHee into a fighting machine well before I glued the Byleth ring onto their finger. ...sigh... Why does Three Houses think a near emotionless mercenary would make a good teacher? I understand the nepotistic reason Rhea put Byleth into the professorship position, it just seems stupid that Byleth is magically good in that role. For what it is worth, he doesn't let all the teacher praise go to his head, and tells it like it is. We start piling up dead allies, so try not to do that. They are the ones that will have to pay the price to drag me out of whatever mess my mistakes bring me into In all liklihood that is true, until the ending makes sure all the Emblem's promises of permanance are proven empty. Yeah, I have wasted enough time playing around with the paralogues ling enough, time to move onto some story maps. I think Bunet may be a bad influence on Lucina... Next time, I promise to do a real story map, but in the meantime, take care everyone. Quote Link to comment Share on other sites More sharing options...
Codename Shrimp Posted February 9 Author Share Posted February 9 List updated On 2/5/2024 at 9:19 AM, Eltosian Kadath said: ...Unless even your armors are so magically tanky that they take no damage It's not even, it's him being also Res tanky xD (and i will most likely promote him at the start of the next chapter) On 2/5/2024 at 9:19 AM, Eltosian Kadath said: ut in Engage, this chapter scares me just a little. my first run of that map i will never forget, because what Ike did legit gave me CQ 10 flashbacks On 2/5/2024 at 9:19 AM, Eltosian Kadath said: And of course she has a battle convo with her original ring The amount of Boss convos in Engage is BIG One of the highest in the series (seen somewhere the highest after Tellius, but not sure) On 2/5/2024 at 9:19 AM, Eltosian Kadath said: Ike is making promises he can't keep In character tbh On 2/6/2024 at 6:26 AM, Newtype06 said: poor thing died before even getting captured On 2/6/2024 at 6:26 AM, Newtype06 said: Malig Knight Imouto reclass? I see the Conquest spirit #ImoutoSuperiority Although it's her main promotion - there's no reclassing in this hack On 2/7/2024 at 8:14 AM, Eltosian Kadath said: I just noticed Hero Panette That's certainly a choice - and probably benefits from her high sky STR and fixes her SKL/SPD? On 2/7/2024 at 8:14 AM, Eltosian Kadath said: Byleth chooses the Lythos house On 2/7/2024 at 8:14 AM, Eltosian Kadath said: Was Byleth always this into hearts? Yes - kinda. Byleth wanting to understand emotions and feelings is one of his key characters On 2/7/2024 at 8:14 AM, Eltosian Kadath said: Next time, I promise to do a real story map, but in the meantime, take care everyone. o7 I will wait until you do the next chapter before continuing Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted February 27 Share Posted February 27 On 2/9/2024 at 12:44 PM, Shrimpy -Limited Edition- said: One of the highest in the series (seen somewhere the highest after Tellius, but not sure) That wouldn't surprise me. I know they gave every single boss in Path of Radiance a battle convo with Ike simply for the heck of it. On 2/9/2024 at 12:44 PM, Shrimpy -Limited Edition- said: I just noticed Hero Panette That's certainly a choice - and probably benefits from her high sky STR and fixes her SKL/SPD? Its mostly just that I wanted to have at least one of my backup units be a hero for their level 5 skill. Anna is leaning heavily on the bow access Warrior gives, and I like the Quad-strike Sandstorm combo with Timerra, so Panette felt like the one that would be best to make a hero. On 2/9/2024 at 12:44 PM, Shrimpy -Limited Edition- said: I will wait until you do the next chapter before continuing Sorry it took me so long, I meant to get this out well over a week (almost two at this point) ago... Also sorry everyone, its time for me to break my no personal death streak... Spoiler I open with This excellent arena levelup from Alfred, And a far more subdued one from Ivy. I am still saving that last expert book, so I spend an Adept one and 4 Novice to unlock Another Dual Assist+ on the team. With that out of the way its time for some actual story Sombron know which ring is good enough to earn top billing Despite this ring being stolen first. Despite all Zephia's scheming to make bizarro Veyle the real one, it has simply strengthened true Veyle's resolve. All this "true nature" having to be forces upon Veyle is giving me some real forced conversion "therapy" vibes. ...That crown is giving me some real Rita Repulsa vibes to go with the general Power Ranger feel of Engage. Yeah, I really can't shake the conversion therapy vibe, so having a father talk about correcting something in there kid is feeling especially slimy. I never got the impression she saved it for the right time. I guess this must a touchy subject for the Fell Dragon, given her reticence in asking. What a brutal answer. What a strange way to talk about a question you asked. I think I get the sentiment, but fact feels like the wrong word here, perhaps objectivity would be better, but I guess it is a bit of a mouthful. It did feel odd that she didn't lead with that. So many flies sacrificed for the old man's ambition. Really, are they trying to stoke the evil of the older player avatar now. I can see why you would forget TeeHee, it isn't even a real name. On a less jokey note, I do think the time travel scene with Zephia does a good job of explaining why she doesn't quite remember TeeHee in spite of their previous accomplishments. They do an excellent job of making Sombron seem like an emotionally distant monster. And you have to respect his knowledge of the tropes Because he know that a hero isn't dead til you have their cold and dead body in your grubby little hands. It feels odd that they still have their finest after the burning of the only port we see, but I guess there must be other important off screen ports they can draw upon. You jinxed it Alfred, as soon as you said that, this map was spawned. It does seem extremely odd that the Solmic and second Firene invasion really wasn't tied into that "sovereign blood" plot point. Its like this line is some remnant of when that was a more prominent plot point for this arc of the game. It would be rather shocking to have roughly half the world's monarchs dead since this game began... This comes across so oddly, like this is something that is unusual enough to be praiseworthy. TeeHee is such an optimist. What did they think occurred in all those Brodian-Elusian wars when an army reached an enemy city? I appreciate that they take a moment to plan out the coming campaign, at least to the point that we aren't just blindly stomping our way to the capital, And are instead taking the time to scout ahead, and figure things out before stumbling into them. Or at least that is the plan As anyone that plays these games know, knowledge is power. We are also worried about Veyle, but in spite of Ivy's warning, Zephia actually kind of sucks at the whole erasing personalities thing. She already tried that on Veyle in that last arc, and it just made the personality she was trying erase even stronger, and even with Sombron's cheater crown, it still ends up failing. ...Hmm, it is interesting to see this sentiment here. Usually one would see "I was mind controlled into killing your mom" as the kind of circumstance that would change things I guess it is enough for TeeHee to keep sympathizing with her. And now its starting to cross over into a far more boring direction Although I do love the callous caution of Timerra to reel us all back in. It says something about the Queendom of Freedom, that their royals are so prepared for betrayal... Sigh. It wouldn't be an FE player Avatar without them being overly trusting. Oh right, there is map to do after all this story content And it is just a random boat map... Alright, we had an odd deployment last time, so there is a fair bit of ring management, with TeeHee putting Byleth back on Timerra reclaims my boy Leif. I rearm the Fogado sniper rifle I turn back on the fog machine. And while deployment is a lot more reasonable on this map, I am leaving behind Bunet, so Merrin was the obvious chioce for Lucina. And for similar reasons, I have Alfred take Sigurd this time. This time its my two tanky boys of Loiuse and Bunet staying on the bench. Too much magic on this boat to make me feel comfortable with them here. I did change up my starting position a bit for my opening. Ehh...they are a lot more for next chapter instead of this one. We also get to see the last minute old man character of Lindon. And look at all the recruitment flags he is flying. If only there were more Elusians here like him, but alas its just inexplicably repeated boss guy instead. Time to open this map off with a bang, by immediately sniping the west magic artillery, And thanks to a dance (don't worry Seadall can canter back to safety). I can shut that magical artilery down by having Zelkov fog the whole damnable thing up. In the east I can burn the bodies a few of these fellows With Ivy getting in some free chip with Thunder, while cantering out of any danger The only other thing to point out before enemy phase is that I am baiting an enemy bow in with Fogado, but I have made an incredibly obvious mistake Its that Zelkov is facing way too many chain attacks And the mages are still technically able to hit him. If he had only manged to dodge both the 20%...or if I had went out of my way to grab the dual guard skill already, he would of been fine, but alas ...I feel really bad for killing off that beautiful Milotic immediately after it evolved. In better news, Fogado was just fine in his little sniper duel, but just barely misses the enemy phase kill I do also want to point out that while I very stupidly lost Zelkov, he did have a bit better than a 64% chance of survival (had both mages missed their 20% he would have been fine...), and he did his job successfully. I will never have to deal with the western magic ballistae, as all the mages on that side are dead now. But we have something a bit pressing to deal with in the north. Fortunately both of my bows were already up there to deal with them. Although Fogado did draw in a little extra guff with his sniper duel, so Rosado goes for a free break I let Timerra clean up after her brother, while her wonderful knight Finishes off the broken swordsman. Ivy can then finishe off the last enemy I need to deal with from the east this turn. As for the west, TeeHee can break this Killer Axe brat Before killing him with a dance. And with some last minute healing And like that we finish the turn without need for any enemy phase action. Although we are now on a bit of a timer, to utterly crush the west before this bandit escapes with the really precious goods. So I start by roasting a man in his armor. Alfred goes for some fun override chip Oh there is also another enemy from the west that has crossed onto out boat, to further emphasize what side I need to utterly crush right now. These Kill Axe guys are rather tanky, But she lucked into the crit kill there, but we are in a bit of a tight spot here. Timerra can at least deal with the nuisance from the other si- Should have known. I guess I can finish it with Trusty Rosado for the kill. Back in the more southern group, I have Anna get in some longer range chip on the enemy sniper So Panette can finish him off, and setup for My big Goddess Dance. Which earned TeeHee this absolutely fabulous levelup. That lets Ivy roast another armor (she even managed to dodge the retaliatory shot from the spear) Anna can then Radiant bow the hand axe to death, which just leaves One last axe for Panette to kill for free with a break. With that dealt with, its time for some extravagent maneuvers with my spare actions Like summoning a few doubles to bait enemies And spearing a random mage multiple boats away with some Sigurd actoin Although he did need some dancing support to escape retaliation. And so we ends things with another slow enemy phase, as the only action Is the death of some doubles...but that lead to its own unique little problem as Lindon is on the move, so I have to be a little gentle when dealing with the east But I can still be as viscous as I want with the remnants of the west. Framme even gets in on the butt kicking And crits to emphasize how little she chaffs against the role of healer when she has so much murder to contain. Although its time to try and deal with the nuisance my illusory double drew in. This isn't a great start, but thanks to a Dual Assist + I nab the kill anyway. Thank goodness, because that guy is very deep into Lindon's range But to avoid his range this turn, I am going to need a longbow shot as well. Although Merrin can grab the kill on the closer one. I then think of Sigurd potentially having a three move canter...and forget that Alfred isn't actually at the bond level to have that yet, so this was a lot more dangerous chip than I intended, but I can still fix this. As long as Fogado gets all his hits in here... Beautiful work for that levelup. He can then canter away from Lindon And I can reposition Alfred back to safety just fine. Although that turn was uncomfortably close to a disaster. The only enemy phase action I even pretend to prepare for is Panette in range of the thief, but it doesn't even try for the free hit. As Lindon charges in, I realize Ivy was just a little too far out for the recruit, so I reposition her That way I don't have to use my dance recruiting the old man. It is interesting how they introduce this odd question of inheritance right here in a recruitment. Especially after they confirm that brother was alive when he claimed the throne. Poor old man never made enough to retire. No kidding, as we are about to see the zombified corpse of a nation real soon... Now we finally get the old man on our side...hmmm...should I make Saint Rubenio's day and have him act as a replacement... This is something that probably should come up more when you recruit a red unit... What an old fasioned view on nations. Back to the map, TeeHee dramatic pull a speed wing out of this thief's throat like we are in Assassin's Creed. While Merrin silences the other magic turret. For a levelup that is defensive, and thus out of character for the murder dog. Finally I reload Fogado's sniper rifle... With the only enemy I prepare for being Panette drawing in a sniper from the bottom of the western ship. Although some brand new reinforcments make things a bit dicey for out force in the west Especially after Anna utterly whiffs the one shot. At least TeeHee can still Wyrmslayer one of them Panette can finish of the sniper she drew For about the most murderous levelup you can get. Additionally some wyverns I have been ignoring in the south finally start to move, so I have Alfred break one There are also some tanky boys coming in from the south of the easter boat as well, and while I am hoping for the crit kill here That isn't ideal either...but I think it is enough. So I start by finishing off the first one I chipped Contain your murder a bit girl, you are scaring all the regular solider with your only crit kill combo. Such a physical levelup for her. That takes care of another one I was kind of hoping for the Dual Assist kill there, but alas no dice Fortunately I still have plenty of action to finish him off with. I can even go a bit overkill by dancing Fogado To snipe that wyvern on the other side of the map that Anna missed. Truth be told this was probably unnecessary, as I was able to canter into a defensive position that would keep everyone over there alive, but Now I don't even have to think about enemy phase. We are getting close to the end of this thing, as Fogado makes one Wyvern evaporate. Merrin then softens up one of the last enemies in the south So Alfred can claim a kill For an ...Good? levelup. I guess I will call it good. Like that there is just a tiny group to the south west, the boss's posse in the north east And one last chest to grab before I end things off. With both groups pressing in, Anna is just a bit shy of the armored kill with her Radiant Bow But she still managed to get...a levelup I guess. It was enough for TeeHee to be able to Armorslayer it to death Fogado can lure in the Boss's posse with some doubles While TeeHee gets ready for a little bit of enemy phase action of their own. To waste such a dramatic line on a double. In some ways I guess that is fitting, as your un touched upon return is as illusory as the double Meanwhile, TeeHee cripples their foe without taking a hit. Which lets Anna claim the kill this time. On the boss side of things, I let Fogado burn through the first health bar all on his own. I will definitely take that...although with how much work he is getting out of that extra Radiant bow the well gifted me, some more magic would be nice too. I might as well milk the bosses troops of all their exp as well, as Rosado gets the kill here with a Dual Assist (+) proc For a solid little levelup on the kill. Alfred then softens up the mage so Timerra can get the clean kill on it. Seadall then levels while dancing Timerra, before she Before she quadruple hits the Lumera out of this boss And with 4 hits, I knew the Sandstrom proc for the kill was almost inevitable RIP random repeating boss. Oh whoops, did you accidentally get one of Ivy levelups from that kill 😛 Cruel as it is to say, Zelkov deserves MVP for his brave sacrifice this time. Ivy even has this sad remark to say at his passing... But we can't morn quite just yet, as the last bit of story is just in sight And a sad sight it has become with Sombron nibbling at its bones. We are still planning on investigating before marching in...but sadly the dead will have few tales for us So now we get this silly little Emblem meeting It did always seem really odd that these are two seperate things. I know it is so the villain can gain one boon, and the heroes the other, but the whole framing of it feels so odd. Alas the avatar's mom isn't quite special enough for a miracle, only the avatar themselves is. I appreciate this moment of long term thinking. These Emblems hava already lived for thousands of years, and have plenty of reason to believe they will live for thousands of years, so the long term consequences of the "miracle" should be a real concern for them, as they will have to live through those consequences. I also appreciate how there is a split between those that had personal contact with Lumera over 1000 years, and those that didn't. It does make you wonder about what they even know about this miracle they have never performed. And with that the chapter is done. I might do another paralogue, as the misma and warp trap chapter is a ratherr dangerous one to deal with... Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted March 6 Share Posted March 6 Alas I have another paralogue for you all, and probably another for next update before moving on with the story. Sorry for slowing things down like that, but it is a bit in the nature of how Engage was designed. Spoiler But I open by...forgetting to screenshot the one Arena levelup I got (on Ivy), so lets move on directly to the story of the next paralogue, and while at first my plan was to do one that is a little bit of a stretch levelwise at this point, I ended up doing one that I only just noticed is a little behind the level curve, and should be a nice easy way to train up some of my troops in preparation for the paralogue I was originally intending. As it is time to be like the third person on this board to be visiting Genealogy of the Holy war at this time, only this time its just an facsimile of the true thing. If you say so Mr. conquer and occupy half the continent. I don't even think he ever even tried living in Chalphy with Dierdre... Although to be fair, he didn't have her with him for very long... Being real coy about the incestuous details there Sigurd. I must admit the bits in Genealogy's story talking about the light have always felt a little...off. A little too willing to frame the protagonists as pure good for a story that keeps showing a bit more nuance than that. Sounds good Sigurd, lets jump into the gameplay then, instead of linger here in another game's story. Or at the very least the prep works, as I have a bit of a ring change up. Corrin's former wearer has fallen, and while I have a plan for who will take up Zelkov's mantle, I decided Anna can keep the ring warm in the mean time. And we have a rather comfortably full deployment for this chapter. In retrospect this wasn't the best initial placement I could have managed, but it will do. Sigurd is being a bit deceptive here, as he will definitely come to us. Although we get to deal with cute little mechanic here to simulate the multi-part maps of Genealogy (although this is only really the last half of chapter 10). Now I open with Anna going for from ranged chip, while setting up some chain attacks before Panette goes for the kill, with a break to avoid damage. Although otherwise I am avoiding enemy range Enemy attack range at least, as the enemy fracture staff will waste all its uses pointless breaking people that wont even see combat. The AI really does not know what to do with the Fracture staff. Next tuen we have quite a few foes to face, and I open with Anna here longbowing past the magic range...and getting a Hero boosted Dual Assist+ for the kill. With some similar serendipity Bunet goes for some cafe chip in the south And show off more of that surprising crit luck that earned him a spot on the team in the first place. This turn is ending up a lot easier than I was expecting... Ivy can setup the assist for Fogado to get the three range kill on this slightly difficult to reach one in the north, but in spite of all those hit rates in the 70s thing just keep going my way. That lets Timerra pick up this rather easy mage kill And Rosado to round out the turn with a kill on this healer With a pointless critical flourish just to show off. Its been going well enough that I can go for a chain guard assisted Bit of enemy phase action, with Louis and an enemy mage With the rest of my army pressing in. So time for a fun fact I learned on this chapter, if you break someone that is chain guarding It prevenets them from chain guarding. Thankfully I was jut doing the chain guard to reduce damage taken, not as a necessity. Although that did spook me a little, so this is the only kill I go for on this turn Although I did set up a bit of enemy phase action With Louis ignoring all damage in the south And Anna getting a rare three range counter in the north. Damn girl, you just manage to pull off an actually relevant 1% critical kill there. And she earned a solid little levelup from those pro gamer skills of hers. And after that lucky hit, I test her luck again come player phase But with far more expected results of hitting one of her 50s, with Bunet missing the kill here too... Which is enough to convince me to deal with the more immediate threat before wasting more action on that terrain buffed dodger. And Rosado finishes things with a very expected miss and hit combo for the kill. After that I just setup This enemy phase kill on an approaching mage. Although that did get a lot of the remaining troops on my side of the river to start advancing on us Although they are rather spread out, so I can open with some chip on this axey Which gives the kill to Bunet for A fairly nice levelup. I finally start trying to use Corrin's...Stone machine? Eh, hopefully this wont be a long term thing. But in either case, it is setup for a bit of long range enemy phase action. Although she is shy of the enemy phase kill. So I let Panette pick it up So she can earn a Strength levelup. I am playing thing a bit safe due to the love birds in the corner, so I just setup another round of enemy phase action But with TeeHee support this time for the kill. Now you are just showing off. And with the mage dealt with early, I can kill the sniper coming in With the Solmic siblings Which lets Timerra pick up a very defensive levelup. Although it did take a bit of finagling with reposition to get out of meteor range. That just leaves this pair of mobile mages to deal with, before I need to deal with the immobile group, and the Ishtar Julius pair. Admittedly getting the last kill with Rosado here means I need a dance to pull off the same reposition trick to escape siege tome range But I have plenty of actions to pull that off, so it was no problem. Next turn, I start drawing in Julius and Ishtar for their money, but they are dangerous enough to need some engages, so I don't feel all that bad about opening with the doubles. Here they come... RIP Illusory Double. Does that count as a win for Ishtar? https://lh3.googleusercontent.com/pw/AP1GczOyoPr1Pn67E_Dj5icnX93QLksWEYyERZw0vjCebJXLHVUDRgT1zivuouLgB7KTmiKfOhVWB3nGBPF9Cff8k1iJtzteAUqfBWUg86Vd8XCHdMEJf6aezPeputuV7dNR6dnvnreAWINkv4x3fzItjsFnMA=w1280-h720-s-no?authuser=0 Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted March 6 Share Posted March 6 Damn, I did the accidental post early again... Sorry. Spoiler I do not have confidence in me taking both of them out at once, so I open by freezing them with Corrin, which lets me canter to safety after attacking... ...She technically survives this, but taking down this first health bar is going to hurt. But she then levels everything she managed to use in that combat. Fogado can even wipe a health bar on his own without taking damage, thanks to the doubles. I then go for some survivable chip with TeeHee But they get enough Dual Assist chip added in to level and kill here. That lets me get started on Julius, with her finishing off his first health bar here with her potent punches. And it even breaks him so I can get some free chip in with Bunet Which was useful enough that I can just go for it again with a dance Which gets her a well deserved violent levelup from the great Loptous puncher, as random dual assist procs turn that into another broken health bar This is literally just an attempt for some free Dual Assist chip Before ending the turn. And I open next turn with a bit of over caution in freezing him with Corrin again from a safe 3 range. Honestly, Dual Assist chip has gotten a bit ridiculous, but with the water no longer debuffing Julius's avoid, things are a bit dicer otherwise. She did still manage to get the kill and break, so Rosado goes for the first round of safe chip on the his final health bar For an underwhelming strength levelup. That lets the doubles get the kill from a safe 3 range. With Fogado getting the spoils of a levelup. That leaves just the three immobile one defending the first castle. And I open by having Bunet break the dual guard I do also use an Astra Storm, mostly so it wont go to waste. But it does make Merrin's breaking of the first health bar free of retaliation here. And I let Anna kill that healer from before, For another rather nice levelup on her, but truth be told, I started this assault a fair distance away, such that I need a Goddess Dance to actually reach these kills this turn. So Fogado can kill the boss Which will be dropping the bridge on enemy phase... But I do have one last kill before the Bridge drops Which spawns a whole army of troops that barely matter because Sigurd has an absurd amount move, and does move. But we still have enough time to refill some Engage meters... But i am burying the lede a little here, as I am going to sent Ivy to try and grab the hidden Goddess Icon And I was not setup to actually do as quickly as I should have, so I am going to have to find a way to stall for a few turns... Which reveals a few things I have never waited around enough to discover, first that only the mage army that starts on the map is moving, and second that after Sigurd leaves his gate, he will wait unless baited, so I keep pulling back to try and kill that group without dealing with Sigurd But with a pair of moving siege tomes, I feel the need to snipe the nearest one with a Lyn shot. Also Seadall gets a dancing levelup while Refiling TeeHee's Engage gauge. Things are getting a little tight space wise. But by next turn I have finally gotten the Goddess Icon And the mages are close enough for us to go for the kills, with Anna freezing, and heavily damaging a line of them So I can start picking up easy kills Like so, and that one Even earns Louis a very Louis levelup from it. With a dance, Anna can also kill the other siege tome, which also spreads the freezing Which makes it even safer to pick off these mages But we can't quite reach them all after avoiding siege range Its funny how much better a magic levelup is on a bow wielder. Those last two will have to wait for next turn. And it is easy to get that cleanup safely And the magic bow levelups just keep coming in. And that just leaves Sigurd to deal with...unless I want to try and deal with the armies that remain motionless in this massacre. Perhaps I will do that some day, but sounds like a real hassle to do safely in an ironman setting. I try to bait Sigurd into an Aether trap, expecting him to go for his super with my troops setup to prevent him from cantering away from its range But he just goes for the basic hit instead, and thus does canter safely out of Aether range. He is also just far enough out to be a little obnoxious to deal with I open with what I hope will be the last turn with Rosado smacking the jerk, with enough random Dual Assist procs That Merrin can destroy the first health bar with a Dual Assist proc on her own hit (also setting up a more permanent chain attack thanks to Lucina) I then have Timerra go for the break here, while also setting up another chain attack so I am not relying on Dual Assist+ procs as much Which I cement by having Panette use the break for some free chip (and chain attack setup) And that both breaks another health bar, and means all of my chain attacks are in position at this point. I also wanted to emphasize that thanks to Headlong Rush, I could not use Corrin's freezing ability to stall things here. I then have Louis break him while the chain attacks take down close to half his health Before letting Bunet finish thing. With how much of her 3 range, and freezing I used on this map, she definitely deserved the MVP here. Thank you, Thank you... It is very fitting that he emphasizes family in what is otherwise generic power of friendship talk. This is a rather interesting question from Sigurd here. This is where Seliph avenged Sigurd's death, and his spirit had a moment with that son And it sounds like Sigurd is trying to guide TeeHee to the same conclusion Seliph found, where he no longer hated Arvis, rather coming to pity what he had become. While the situation is a bit different, it still is an interesting parallel to how the heroes were just talking about Lumera's own killer las chapter, the future party member Veyle... This does have an odd feel to it, as Sigurd never really lived long enough to reach the conclusions his son did. I guess Genealogy does imply he reached that conclusion posthumously... This is a rather cute reference to the secret ghost Sigurd conversation on this map's counterpart...although it is odd how Sigurd is taking the role of his own killer on this map. Alright, cool it a bit game, this is getting close to Fate's truth illusionist rant. More fiction should really look at the peace that comes with the end of far more common war... It is kind of fitting that Sigurd makes a promise he actually can keep. Perhaps his doomed fate makes him more aware of his mortality, even as an Emblem. Phew. Sorry, I will probably try doing the Corrin paralogue next, in the hopes of preventing another death like Zelkov, although it might get a bit spicy, as it is a little high on the level curve compared to a more comfortable map like this. Also I will try to get it posted a bit sooner this time, as I still have quite a few story chapters to get through before the next checkpoint... Quote Link to comment Share on other sites More sharing options...
Venger_06 Posted March 7 Share Posted March 7 ALPHA SAPPHIRE - GYM 7 PART 2 Spoiler I will. lol Returning to Lilycove we bumped into our rival again Suspiciously specific denial here, dude Yes, we know Save the world as always Thanks. At least now you won't be in the way anymore. Anyway, let's defeat Team Aqua once again In their hideout, I find some useful items and add another member to the team, Bloom the Electrode This guy is going to be useful later... TEEHEE ALERT!!!!!! Thanks man, you are very understanding for someone I just ended up wiping the floor I take it back Thanks, nurse. I normally don't play games on my birthday, so I pretty much never see these messages Well, we head to route 124 to reach Mossdeep and quickly battle our way to the Gym Leaders I defeated them with just two attacks: Marcus' Surf killed Solrock and Exia's Magical Leaf finished the job with Lunatone. Fuck this game And as we leave the gym, we see that Team Aqua's plans are coming together... Is it serious that you see lightning coming out of the ocean and go look for what it is? I like Hoenn lore, if anything because it paves the way for Sinnoh lore Let's save the world. Insert Connie's panel here And now the worst part of the game begins... TOO MUCH WATER Checkpoint reached. I may get busier in the upcoming weeks, so take your time. On 2/7/2024 at 4:14 AM, Eltosian Kadath said: Cawthorn? Who? No, him On 2/26/2024 at 11:32 PM, Eltosian Kadath said: Also sorry everyone, its time for me to break my no personal death streak... Hope your conscience haunts you the rest of your life Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted March 9 Share Posted March 9 On 3/6/2024 at 6:57 PM, Newtype06 said: Suspiciously specific denial here, dude Its kind of sad that Brenden is so insecure with his masculinity that he can't admit to loving pokemon dolls... On 3/6/2024 at 6:57 PM, Newtype06 said: Save the world as always Brendon/May don't have the largest presence as rivals in this game, but it is nice to see them present them (or at least Brendon) as one of the rivals that you aren't stomping on the hopes and dreams of in every fight. On 3/6/2024 at 6:57 PM, Newtype06 said: This guy is going to be useful later... ...I am a little scared about whoever is linked to that literal pokemon bomb. On 3/6/2024 at 6:57 PM, Newtype06 said: TEEHEE ALERT!!!!!! OMG, we are truly in Teehee madness now. On 3/6/2024 at 6:57 PM, Newtype06 said: Thanks, nurse. I normally don't play games on my birthday, so I pretty much never see these messages Ah, that is a rare treat. Fun fact, quite a few game celebrate the players birthday with the rare replacement of hail with the shining Diamond Dust. Sadly Hoenn has no hail to replace. On 3/6/2024 at 6:57 PM, Newtype06 said: I defeated them with just two attacks: Marcus' Surf killed Solrock and Exia's Magical Leaf finished the job with Lunatone. Yeah, the Emerald version of this fight is so much better, although I am a bit surprised that the surf strategy did so well. I often see people expect it to be the only plan they need for Tate and Liza, but the reduced damage of multitarget moves, their pokemon having special defense boosting moves like Light Screen and Calm Mind, make it fall a bit flat, but I guess you just overpowered them with great pokemon. On 3/6/2024 at 6:57 PM, Newtype06 said: Let's save the world. Insert Connie's panel here Its funny how willing the champion of Hoenn is to hoist his responsibility onto random children. On 3/6/2024 at 6:57 PM, Newtype06 said: And now the worst part of the game begins... TOO MUCH WATER Ah classic...although with how much water you have already crossed, aren't you already neck deep in it. On 3/6/2024 at 6:57 PM, Newtype06 said: Who? No, him Ah, that makes sense. Also in case the strike through question is genuine, he is the creator of FNAF. Alright, time for the Corrin paralouge, so I have the means of preventing another chain attack death... Spoiler But first we have a few arena levelups to attend to With Bunet getting more of what he is already good at And Framme gets a rather underwhelming one of her own. Now it is time to fix the mistake that killed Zelkov, before I condemn another of my troops to become another fogging thief... Its interesting how most people have a name of the place their trial lies, but Corrin simply has an event. A vital event, where the game itself saves, but it is a bit of an oddity. Although the paralogue itself implies our Corrin Emblem is a Revelation Corrin, as that is the version of the branch of Fate we face. It says something about how tropey Fire Emblem, or perhaps simply with how navel gazing Engage is with how well we can fit TeeHee into a similar form, born as a fell dragon, but raised as a divine dragon. I guess they are trying to make the stories from these paralogue as relatable to TeeHee as they can, but there is an irony in us being too early to see it. Then again, I guess we have Veyle is a tie even blind players see that TeeHee has to the other side of this conflict, and his discovered father for those with extended knowledge... If Fate's story has a bright side it is that they handled this moment, this branch of Fate rather well. They would go on to undermine it later in the story, and this framing of that moment tries it best to hide the flaws that the story would really break open... One of these definitely isn't framed as the golden path that solves everything, which this paralogue reinforces is the right one /s Alas TeeHee, there is no branch of Fate for you; yours is an even more static story than hers. Is that really a choice? Whether to try and save the world, or ensure its doom barely seems like a choice at all. It feels like this is written for latter point, when we have reached the point where Sombron is willing to leave this world alive if we just let him move his villainy onto the next. That might work for a better choice, whether to save this world, or risk it to save others as well, as I feel like someone might actually make either of those choices. Yeah, lets move onto the fighting, that is the fun bit. And this has frustratingly small deployment, so I am have a ring change up here for that reason In fact we barely have enough deployment slots for out rings, as I give my dancer the movement... Just 8, compared to the 12 I had just last paralogue. I guess that is better than the 3 in the original map (although we have a much more expansive victory condition to compensate for our extra troops) I kind of wish I could change TeeHee's starting position, but I guess this works fine. I appreciate that they warn us of the change to the river here for those that don't have any hint from the original game. Although it does end up a bit different this time around... I open by wiping out those peaking there nose into the unbridges sided of the river Although Fogado is going to need a little help to pull his longbow kill off But a dance is definitely enough. Showoff. Although on the bridged side of things, only TeeHee started close enough to do much of anything Although they could have easily been broken instead of getting their chip in And it was enough that I could feed the kill to Timerra very easily. Which makes it easy to press in And earn a nice little murderous levelup from the kill Ivy then wipes out the lancer, although that will leave her vulnerable To the other archer that TeeHee is just shy of killing Fortunately Alfred can finish it off, so I can save my dance For Fogado to keep Killing across the river Although we don't end up close enough for any enemy phase action this turn. The foes across the river are still pressing in, but at least Fogado can longbow the mage to death But now it is Ivy's time to be shy of the ki- Damn, another relevant 1% crit. Something about that feels a little ominous, but I guess in the short term this means I can save my dance for across the bridge this time But first Framme gets to murder a man, and his horse with her bare hands Merrin knifes a poor fool trying the guard the mage And Alfred even lucked into the only Dual Assist (well + in this case) I deployed to get the kill, so I didn't even need the dance on this side of the map anyway (and could have cleaned things up with TeeHee even if that was never in the cards for this turn anyway). Here it comes, the great river of fire Aww...thanks Corrin. With how well I have broken the other side of the river, the fire opening up mobility isn't a problem, and the last little mage trying to cross it easily falls (and Fogado can even canter back out of the flames). Although a lot of foes have started moving, so I am playing things a little cautious this turn with a little enemy phase to lure some foes in. Its nothing too violent But Alfred can take what little heat these mixed attackers are emanating Fogado continues trying to cover the river, but I end up missing the 50 crit both times, so Ivy has to clean up after him. At least Alfred can get a clean kill on the injured Ryoma here (and even with a bad miss takes trivial damage) He even gets a nice little level from the kill. With the last of my royals getting the other chipped foe dead. But I end the turn off with Framme's blood stained fists punching off Takumi's head. But there is one last group of the Nohrian royals, with a pair of Hoshidan sisters to rally behind our target Corrin. And with her moving in with a Dragon Vein use, I have two choices, kill her now, or freeze her, and I hit the freeze. There are a lot of difficult to reach kills this turn, but I start with Merrin's wolf going after that bird Hinoka Fogado snipes Elise to death before her brother can do it for her And a dance lets him kill both Nohrian sisters in a single turn. Framme then kills off the last of Corrin's sisters With Alfred breaking the ol' truth illusionist. While cantering back into a perfect Goddess Dance formation. So Alferd an brutally Ridersbane Leo in an instant While Fogado finishes off his hunt of the third Nohrian royal this turn. To earn a levelup worth of his hunt of the Nohrian royal family. I even have the actions for Framme to punch a health bar out of Corrin Timerra tries to deal with another, but she fails to proc Sandstorm on any hits But it does get her an alright levelup And with the dance she needs to escape Corrin's attack range anyway, she can finish the health bar off in a position where the spawned terrain wont prevent her from cantering out of range this time. That was a very good turn, and I will note that Ivy does not deal enough damage that I could have gotten the kill instead of the freeze this turn, even if I saved the dance for Framme to solo another health bar. Plus this gives me the luxury of going for some battle convos that would be foolish to go for otherwise I guess she kind of did save him, but with him carrying her ring, and trying to save the cursed ring princess, it almost felt like the opposite. Lol, really debunking Seadall's tarot there. I was going to joke about us being able to see the battle forecast, but the uncertainty of a hit, or a crit, or a skill proc is a vital part of making these games interesting. When things go unexpectedly well, or I have to accommodate for unexpected bad luck, both make the game far more interesting, and in different ways. The irony of Fate's name when so much of it is about choice... Might as well go for the other battle convo, while still leaving the kill open to whom I wish. Side note, I regret not going for the convo's on Sigurd's paralogue. It really is Fate's most iconic moment. If you say so TeeHee. At the very least as a player, the lack of any real choice through this keeps me from really feeling like you can understand this moment for Corrin. Don't jinx it now Corrin, I am just going for the chip here Your path is so much more static than hers. One thing I do want to emphasize, is that I don't think that is a bad thing. Multiple paths do not automatically make the game better, but they do both give a very different feel to the games. Sigh, should have known you would hog the kill. I can kind of see that, as Fogado did a fair bit this map. Honestly that went fairly quickly all things be told. I don't think she took out her Yato once...also it is funny to think that they are coyly talking about a Fire Emblem now. There are some dark undertones to a weapon being forged to bring peace to the world. While people love to criticize this, the game is called Fates... Again the cliched death of a Fire Emblem parent is used to link these Emblems to our orphaned TeeHee. Its odd to say but it is more the Brodian royals that go through this arc, with TeeHee going along with it. There has been a fair bit of personification being added to Corrin's Fire Emblem here. I don't really remember that being a part of Fates, but I guess changing the framing of things in Engage isn't the worst thing. I guess choice was a major part of Corrin's story, but it does clash a bit with TeeHee's story. Another fitting comparison between the two, as in their moment of greatest darkness, when death seems eminent, they are not alone, both have family there. Although in a sense the role between the avatar and family are almost opposite between these two, Corrin's family telling her she can't give up, while its TeeHee telling their sister that she can't give up. Although I suppose it is time to unveil the one to take back up the mantle of fog machines Its the little fog wolf Merrin. Next time I will take on the next story chapter. Jeez, I still have two of those to get through to reach the next checkpoint... Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted March 14 Share Posted March 14 (edited) I am not particularly proud of how I did with chapter, as this one was rough... Spoiler Who am I to turn down fashion advice from the nerdy Lucina. The dashing young thief is ready to steal the hearts of all she meets 😛 I do also hit TeeHee's first level cap in the arena, so That does end up costing me a Second Seal And I get one last arena levelup on Framme as well. Nothing too exciting really. I also make sure Merrin has access to Pair Up, that way she wont go down the same way Zelkov did. I do end up going back to do a little more prepwork before the chapter at large, but it was after getting a good look at the map, so I kind of feel a little obliged to keep things chronological and move onto the story. With Zephia about tell the other hounds how her meeting with Sombron went Oh you silly little masochist, You aren't actually willing to fail thoroughly enough for daddy Sombron to punish you. Only the hubris of a little fool who thinks she is above punishment would deserve it. And Mauvier is starting to get a little protective of the true Veyle, after their first attempt to permanently remove her failed. I guess the cruelty of the new round of magics made him have a change of heart. That does seem like an odd object to have, one would expect it more to work the other way around I wonder how they even heard about that. Then again, it wouldn't surprise me if the randomly reviving miniboss wasn't killed again, and thus able to report back, and once again is too unimportant to even pretend to mention. Yeah that boat that we got in spite of the main port burning down was a surprise to me too. Alas this chapter we have to deal with the M & Ms, Marni and Mauvier. And Mauvier is trying to delay Veyle's super brainwashing, hopefully long enough for us to save her, but... She is straight up a liar. It does seem a little odd that we only see that at this point, and not when the two of them had an opportunity to interact with eachother She is really over controlling with the Hounds, especially With how she claims they are her family. That is the kind of mentality that will make a very dysfunctional family... Credit where it is due, they have been doing a nice job of setting things up for future chapters here, with a little hint for the checkpoint chapter. As the saying goes Ah the silence of the dead... Well it wasn't able to tell you with its words... Which means we have a tough chapter, especially with all that miasma swimming around. Oh those poor naive princes, they think Sombron's goal is conquest... If only we could skip this chapter, because the enemy warps are nasty... It is interesting that Timerra is the one to bring up this objection. From before she was always the more callously practical one, but I guess she gets particularly defensive about her people (and thinks Ivy should be too) But instead she is on the side of practicality... Because she correctly reasoned that there is no one left to save. And so did TeeHee. I would say we need to pick out battles, but we get drawn into a battle here anyway. Ah you soft little flowered prince, don't let them kill you innocently helpful nature. I mean its not that surprising, As they already have a B support with eachother 😛 Oh I wish... As we are about to be forced to stay and fight those corrupted together with half the Hounds as well. Hey now, I think the Miasma and Micaiah warps are far scarier... I guess I appreciate the offer, but obviously the answer here is no. Here we go... I guess we have one last question of our own to ask, and while Mauvier is to the point of being happy to help We got this little pest in the way So it will have to wait until the end of the map. And we got two particularly nasty rings to deal with this time as well. Which the silly little fool stole from her master And will definitely suffer for the hubris of it. Now we have a few ring change ups to make, and its time to get Sigurd back onto my old friend Louis for this one. Merrin becomes the Fog Machine for real this time With Bunet reclaiming the Lucina ring from Merrin. But with this as what I decide to go with for my deployment, I decide I need to go back for a few skills before the map First putting reposition on a flier for some shenanigans on this map in particular I then decide to spend the big bucks, by burning my last expert book, and 4 novice books on top of it to get Louis A copy of Pair Up of his own for protection I do also decide to burn my speed wing trying to get Alfred's mediocre speed over a threshold, but he really is behind on the speed. Unfortunately this map is too big to catch my full opening placement in a single shot, but I did do a fair bit of fiddling I open the map by burning a fair bit of Miasma away, while burning some near foes as well And its shenanigans like this that made me go back for reposition. I even use a bit of swap to get Merrin a little closer To the central corridor I plan on letting her hold with the fog. I use the other flame cannons to burn away some nearby miasma. Before ending the turn. Alas, Mauvier is going to make this chapter particularly annoying by teleporting a lot of cavs deep into our lines I will also note that the three that burned are just Physicing eachother up. Oops, I forgot to equip the avoid boosting dagger, so this one could theoretical hit. It obviously didn't, but lets not make that mistake again in the future TeeHee did also draw some heat from the warpers, but managed to dodge the hit for pure punish And its time to recruit the old lady. Yeah, it has been a while since I saw, but in all seriousness How? Her being recruited now in this dead port makes no sense. Better yet, talking doesn't waste an action, so TeeHee can kill the one with audacity to attack them. In retrospect, doing this so early was a little bit of a mistake, as These guys are a lot tankier than I remember. I should be able to deal with this, but it will be tri- Oh no...Oh no...I misclicked...I was just going to check if any of the Engage weapons would make a difference, but now I not only wasted this Engage, but he is 1 damage shy of the kill, and now I can't canter him where I need to, to protect my dancer. This might force into a position where I have to chose between a dead Framme, and a dead dancer... Bunet, I could kiss you. Your random crit luck in this game has just saved my bacon. So now I can Dance Framme, and she can ...Seadall, don't interrupt me with your pointless levelup, as Framme Can get a damageless kill with her super, and everyone here should be able to survive the last of them. Admittedly if I hadn't misclicked my way into a lucky crit, I probably would have had to burn my 20 range Astra storm, but could have probably saved Framme's engage instead. As I could have killed the one Panette chipped with this, and Bunet could chip the second so Framme could finish with just punches (Note I don't actually make this attack here, it is just to show how I would have escaped the position I was in before more reliably). In retrospect, this was a bit wasteful, as those three main ones in the flames can just keep spamming Physics. Back to less extreme situations, Alfred finishes off the other injured enemy in the center while putting a little distance with canter While Ivy repositions another of the troops past the boat And she can snipe one of those Physic bots trapped in the flame. Speaking of which, its time to find out if they will prioritize healing, or throwing their spears As we hit the end of the turn Alas, they prioritize healing instead of killing themselves. The last of those that spawned from the house surprises me a bit by going for Panette, but it does get the hit. And the next round of enemies warped in emphasizes that I need to reposition Merrin to better control their movement. These jerks are rather tanky... Back in the south, Panette gets the guaranteed break While Framme can heal her back up, before Bunet finishes him I tried to find give the kill to someone else here, but TeeHee had to finish it. Hopefully this should hamper the warped troops enough to prevent them from heading south to annoy my main push. I do also decide to leaver Timerra on the boat for a bit, so I can fire cannon the bosses when they spring, while sending Ivy to the north. There hasn't been much action in that direction, but eventually will be But there is definitely far more heat in the south, and Bunet is drawing in A wolf that can only just barely damage him. Also one of the warper this turn was able to just about reach Ivy But Merrin sees a little bit of action too. This isn't that big of deal, but Timerra being able to get some range chip from the boat was just fun. As Fogado doesn't need the help from his sister to finish him. Stuff is finally happening in the north, and I want to burn the Miasma the lead foe is on, that way Louis can get some serious chip before canter out of the flames While there is a lot more action in the south, and I start with this break here With one of them being a crit. Anna finishes the wolf, and even gets a good levelup from it, but I am frazzled enough that I miss the image of it. Panette did deal enough damage for Alfred to finish things with a Ridersbane For a nice little levelup on him. Truth be told, my positioning wasn't great with Panette's canter, so I needed the dance here for a bit of repositioning This was a bit of a mistake. For some reason I thought the movement cost for fire was only two instead of three, which would let me finish off the two wolf in the back there fairly safely And with that little mess up, I have to improvise a bit here with a break on the near one while cantering away Which was another small error as if she stayed in the fire I could have setup a slightly better Goddess dance here, but I can get a bit of work out of it. Without the miasma Alfred kind of wrecks the wolves with his Ridersbane Tempted as I was to do that to the other wolf, the fire would prevent him from cantering back a space to safety, and I need just a tiny bit more damage On this tanky fellow, and thanks to some Dual Assist+ procs, he even eeks out some extra damage here Although I do need an obstruct use to hamper the other wolf now Before Panette can kill off the nearby great knight. In the north Louis is setup for an easy enemy phase kill, and The only person in range in the south is Alfred and as we already saw the wolves can't touch him ...ughh...looks like my Merrin position has been slightly off this entire time, as Mauvier is able to just barely warp a spave past her letting this jerk get a free hit on Anna. It is very irritating that his body there prevents me from seeing the edge of his warp range even as zoomed out as I can, so I have to count squares instead, so I know I have to move Merrin down one space to block him from repeating that maneuver. Now the flower prince can Ridersbane the one that warped in to a brutal death. And I make another mechanical mistake here, as even though I hit the smash weapon here to try and push the wolf out of the miasma, you need to deal damage for the smash... Which means I am just pulling back with everyone I can in the south. In the north Louis is setting up for a bit more enemy phase chip While the wolf takes the obvious free hit on TeeHee in the south. Louis is trivializing thing in the nor- Guh..Uh...*SIGH*. I can't believe I spent all the resource for the Pair Up on Louis, and then forgot to equip the Sombron be damned thing...That I got Reposition on Ivy right, and this one wrong makes this so very frustrating. This chapter has just been full of little bungles from the beginning of it. Now that the wolf is out of the miasma, Alfred can skewer it The north is a bit spicier, with Fogado finishing one of the chipped ones off Although Ivy still needs to reposition him to safety afterwards. In better news, Merrin successfully body blocked the warper this time, so Bunet can finish i- Oh he missed... But he doesn't the second time For a fairly Bunet levelup. Although that was the last of Mauvier's warps... Although that means the only interesting thing that happens on enemy phase Is Louis's chip fest. But with him missing both, that is going to make this a little tight here. Fogado gets a lot of chip here So Louis can go for a kill here Which gets him a very Louis levelup from. Which makes the kill on the last on very easy. I am starting to reposition some of the southern army in anticipation of the bosses doing Something...but in the end it is a very boring enemy phase. And now I have a dragon to deal with in the north, and opening with some free Override chip seems like a good start With Fogado getting in just enough chip here so that Ivy can finish the tanky beast before it counter kills her. Although at this point more enemies are heading to the south, so I get the southern army back in position to deal with them With Alfred in position for the enemy phase chip. Although with Marni finally starting to move, things might get a little dicey. Panette can open the turn by finishing the chipped foes For a nice little levelup on her. In the north I am just getting ready to go for the Dragon Shield house, while While I pull back more in the south due to pressure from the southern Wyrm. Although this time it is Bunet getting in the enemy phase chip And this god of a man is determined to prove all the haters wrong with the most timely of crits. Alright, I can't put this off any longer, as I need the Engage still going to get away with this... Although I made a fairly clear mistake last turn. I should have Engaged and called the doubles with Fogado, as that would let him get a kill on one of these fools, with Ivy Repositioning him to safety afterwards. Although the south has a wyrm to deal with, and wracking up the chain attack damage seems like the best route, so I get a tiny bit of chip here while I am setting it up Similar sort of idea here, but much more chip Especially when one of them is a crit. What is this monster of a man cooking with? Regardless, Alfred gets the kill, with the crit from Bunet letting him avoid a counter With Alfred getting a speed levelup from the beast. Things are in a bit of a mess in the south after that wrym attack, but for some reason Mauvier and Marni are just wasteing time by clustering around the middle of the map for some reason, so I have the time to regroup. But I messed up my calcs bad in the north. I miss read it, and though they only deal 5 a hit, so now Even with one of the chain attack misses, Louis can die. Worse yet, if I had only not forgot to equip Pair Up, like an idiot, Louis would be fine. With the rest of the attacks hitting he is probably going to die. Sorry Louis, I really failed you I was entirely ready to catch an image of his death quote here. When it was happening I didn't even register that these guys hit 5 57s in a row to make it this close (with two of the chain attack missing to emphasize my weird luck). He lived, by about as little health as he could, but HE LIVED. With that Fogado can kill one, so Louis can use the last turn of Sigurd move to escape (and burn a vuln so I could enemy phase one if I wanted Although I end up using a freeze to keep them from hitting Fogado, which might not have been all that necessary. I also have TeeHee grab an Engage refill just in case I need a Goddess dance to deal with the two bosses. I am out of enemy phase for now That lets Fogado finish a chipped one in the north while cantering to safety While I am repositioning the southern army. Also the enemy has decided to make a giant cluster in the middle of the map for some reason. I also healed up Louis enough with Ivy for him to get some chip in So come player phase I let him grab the kill. I also start chipping away at the physicers in the center. I really hope I can draw in that formation just sitting there in the Miasma. Something I did here really broke the AI of the big rescue-warp strat that Mauvier is supposed to do with Marni, as I now have this giant diamond formation in some impenetrable miasma... Seems like the Physicers will kill themselves on enemy phase if their AI isn't telling them to heal. In retrospect, I should have gotten kill before fogging up, but worse case scenario here is that he kills himself on Merrin on enemy phase. And it earns Ivy a rare luck levelup Its time to see if any of the enemy will leave their miasma dogpile to attack us Phew. Looks like the AI isn't so borked that I have to slowly advance in with the fog. Well I guess I am still doing that, I just don't have to go as far this time. I also figure we might not even be close enough to fire bomb the bosses, so I repo Timerra over. I also start getting Louis in position to help bait together with Merrin And it starts working almost immediately. Fogado lucks into the kill a little unexpectedly here with some Dual Assist + procs While Ivy gets a far cleaner kill on the one Louis drew I am being even more aggressive with the Louis baiting here And Mauvier finally uses his Rescue staff to unlock his movement. Our baiters draw in another foe apiece But now the only foe with magic damage can move, so I need to be a lot more careful with Louis. I try to feed the wolf kill to Timerra, but She had a miss so Anna picks it up instead While Fogado again gets the dual assist proc to secure a kill. With Mauvier (and presumably Marni) on the march, I am pulling back a tiny bit Fortunately Mauvier is not a Mystic unit, so in spite of his bluster So he can't touch our some wolf This is why I was keeping Timerra back on the boat for so long (despite it being Ivy to pull the trigger), a beautiful little Flame Cannon hit on literally all the remaining enemies, two bosses included With both flames an fogs restricting movement, its time to thin the herds a little Showoff. That is a second one dealt with, but in spite of what I said before Mauvier still has an oppressive range, so I dance Alfred away And it gets Seadall a garbage levelup I then cover Anna with a chain guard, and trade her over to the strongest bow I can As she is staying in Mauvier's range And he goes for it. Tragically she doesn't quite have the power to finish the first health bar on enemy phase While some of our other foes are still throwing themselves at our little fog wolf. And with Marni separating herself a little from the pack, I can make a very bold maneuver. I start by letting Anna finish off the health bar she almost broke on enemy phase. And she gets a bit extra defense and speed from it. Which triggers him to get some silence immunity Although the maneuver I am going for is switching from fog to freeze. Although this does mean I need to clear out that little box of troops there I start with Ivy burning through one With Fogado's Radiant Bow burning through another, and that lets me Give Louis the override double kill For another very, very Louis levelup. That let me deal with Mauvier a bit more safely, and I let Anna break another health bar after a dance from an even safer 3 range. Although that is all I feel safe going for at the moment And then the last remaining enemies all perfectly lined up for a perfect Torrential Roar here. After far too many close calls and never punisheds I intent to play things slowly and safely. It is time to start working on Marni, and dealing with her means dealing magic damage, and she even gets enough Dual Assist procs that Marni has to live it on the Hold Out skill. I am also playing it safe against Mauvier with another 3 range hit, but at this point I can go for the kill. Sadly we still got a couple chapters before you join us, so get out of here. I also figured I should deal with the last of the generics while I am at it As Panette crits for the kill. And I have her canter into range to give her chain attacks against Marni, and after breaking the first health bar, Bunet will give his own Lucina assisted chain attack to cause of finishing things this turn. Huh, a magic levelup is a bit of an oddity for him really. I then let Framme use her fists to crush Marni's defenses And with a crit, Marni again has to live it on the holdout alone. And after so long sitting on the sidelines of the boat, I let Timerra finish the chapter off with a Quadruple Hit Goodbye Marni. The speed is nice, but I would like her to get a bit more from her levelups. Honestly, I should have used Fogado's Engage a bit better this chapter, and while I understand the game missing this, Merrin's work in the center is probably a lot closer to the MVP, as I suspect it is her work that messed with Mauvier's trap. *~* And now we get one of the most powerful Emblems in the game, Micaiah and her staff manipulation. Perhaps I shouldn't dismiss Roy, as it is one of my favorite Emblems for units that need to catch up, which is something rather important for an ironman run. But they can't fall here... But first we get to hear the fate of TeeHee's little sister. And it is dire sounding news, that falls a little flat after all of Zephia's failure in attempting the detruction of the good Veyle from before. I guess Mauvier is starting to have doubts, and perhaps these feelings are a bit fresh. It has been what we have been doing the whole time, why would we all change now? And that is a far better reason to let Mauvier go this time, than we have had before. They really are great Emblems to get back, but I must admit Micaih comes with a bit of a pickle of who to give it to for me... That is a bit of a no brainer there Roy. He sort of gave up on sovereign blood half way through the monarchs And I guess moved on to consuming entire nations. Although that is a dark veiw on things, that we are at the point of wonder if people even remain in a nation... Time to drive those dogs into a corner... We also get a sad reminder in the exploration section about Anna origin as a Elusian. Phew...that is a really tragic thing to realize Even the great cooker of crit feels the impact of this lost town, and he isn't even all that connected with Elusia. There is something so tragic about never having the opportunity to meet people you wanted to. I am not quite sure whether I will do one more paralogue before reaching the checkpoint or not, but the end of section is finally in sight. Edited March 14 by Eltosian Kadath More accident early posting because I am clumsy. Although I have finally finished this bit in the edits. Quote Link to comment Share on other sites More sharing options...
Eltosian Kadath Posted March 26 Share Posted March 26 (edited) Alright, I decided to save more paralogues for the next stretch, its time to finally reach the next checkpoint. Spoiler Time for a few things that I have put off for too long. First off with some forges...although on second thought, I think I will skip over the rest of the forging images, as they aren't all that interesting. I end up boosting this knife, one of my Longbow, a Radiant bow, and Ivy's Fire tome. I also finally get around to dressing up the old people. Usually I like giving people glasses, but I like the way the colors of the mask go with this emerald coat on old man Lindon over here, and the white lining fits with his white hair as well. I end of giving this snowy lady this nice little snowy outfit for her. I also decide to change up Rosado's fashion again for funsies. As you might be able to tell, I think the Solmic fashions go well with Rosado, although thinking about it after the fact, perhaps I should go with a more Elusian style in honor of lost friends... Alas this is the only arena level up I get this time. I do end up having a bit more prep to do, but what really got that started was a good long look at my ring choices, so we have a little bit of story to get through first. With Zephia scolding the two hounds we let scamper off with their tails between their legs. Good point Griss, but she didn't even manage to steal any, so its just losses all around. You sweet summer child ...that gets immediately bitch slapped by Zephia, so I suppose in a sense you were right, as your punishment is coming from her and not him. Nice clap back there Marni But Zephia is really trying to push all the blame onto Veyle, when she is the one that was tricked. Admittedly the fact that Veyle's voice gave the trick away before the reveal (thus preventing me from being fooled) may be skewing my opinion of it a bit. Alas Mauvier's attempt to take all the blame When he very, very obviously doesn't deserve it, fails to accomplish anything, both of them are to be punished And Zephia was a liar the whole time, so he couldn't have protected Veyle with his failed martyrdom even if he wanted to. Press X to doubt kids, because I certainly don't believe this off screen excuse for her actions with the magic hat. You saw it here first, that giant magical fire attack leaves our punished hounds just "out cold". I guess she set the giant incinerating fireball magic to stun or something... You would think Mr. Salivating for punishment over here would learn that fucking up gets him what he wants after that display, but He does his job to a t, as the loser TeeHee is about to be unmasked by this goon. Don't worry TeeHee, facing Veyle is next chapter 😛 It is nice to see our protagonist trying to learn from their mistakes, although as we will see next checkpoint, that theoretical caution doesn't end up amounting to much. Although that is a nice bit of callback, to reminisce over the last emblem to return. Again it feels like these moments should be preparing for the chapter after this one, but perhaps they thought it would be too on the nose to get this foreshadowing immediately before the big defeat. Also, while I get that they mean we haven't recovered all the Emblems lost that day, we have recovered and grown stronger in a lot of other ways, so this feels a little flat. Time for another big battle of just corrupted and hounds, now with more Fog of War instead of nasty Miasma, I guess this is a bit of a homecoming for Ivy, but with all the people that make the place home absent, it certainly doesn't feel that way. It is nice to see Griss so up front about the fact that we get Celica back by defeating him this chapter. No guessing if they will escape with or without the ring this time. Although it is getting to the point that we are basically overwhelming them with our ring advantage at this point. Take a chill pill on the suicide threats there Grisle... It is getting a bit old how they all insist talking about Veyle has to wait til after the battle, but I guess I better get to it...or at least get to my more last minute prep work Because it is time to take a long hard look at my party, and realize that the unit that makes the most sense to add to my army after Zelkov's death is actually Lindon. I put it off for a bit (as I have my army set for max deployment, and we are still at least one chapter away from that being the norm), but looking at who would make good use of the Micaiah ring really cemented it. Framme has Eirika for the funny punchy powers, I am saving Celica for Ivy, and putting Micaiah on anyone without a staff rank means I can't use her powers for Rescue and Warp staff uses. Additionally I have been really wanting another magic focused attack, and having a third healer for the three lane back to the future map makes sense from a army composition perspective anyway (the very three lane focused miasma chapter had that feeling too, although I cheesed one lane with the fog to ignore that issue in the end). I guess this decision may be making @Saint Rubenio day a bit. This ring change up is probably expected, and showing that Rosado is being deployed this map I am not sure if this will end up being Roy's final wielder, but it made a bit of sense with who I am deploying this chapter Whereas this ring change up is more a result of the rather limited (comparatively) deployment slots, as there is only one slot more than Emblem rings at the moment, and giving the dancer an extra point of movement (and even more with an Engage if I need it) is a use for Sigurd here. Speaking of which, this is the deployment I decide upon for this chapter. Although I go back and get Canter+ on all those that can afford it, most notably I got it on Framme, Seadall, Fogado, Rosado, Lindon, and of course TeeHee. I do fiddle a tiny bit with starting position as well Sadly Griss's taunt is only true the first time As he vanishes into the darkness... But as a Micaiah boosted Illume reveals He appears in the same Sombrom be damned place every time. After marking his range, I open by breaking this hard hitting axer Add in a bit of chip with Rosado before finishing with Timerra There is also this horse mage solidly in Griss's attack radius, and with Fogado being the only one with the range and canter+ to attack him and escape Griss's attack-warp radius, that means I start with this round of chip (which chronologically happened before I killed the axie, but it makes more narrative sense to...) It makes sense to use the dance to have Fogado finish it all in one go (...show both attacks together rather than split like how I did it in the gameplay). On the other side, I have Bunet go for the opening hit on this swordie But after literally all the attack made so far miss him, I am starting to worry this guy might survive the player phase I guess I can forgo fogging to finish things with Mer- I guess TeeHee just had to come in and laugh at my worries with this crit kill here. Sadly the fogging I earned hinder my foes movement enough that there will be no enemy phase action today Although some thieves did spawn in to keep me moving And not all our foes are idle, as this bulk crit axe has come close enough for Panette to go for another break In retrospect, this was a bit of a wasted attack, as- Oh right, the battle convo first. Well in this case filling you with arrow holes doesn't really fit any of those guesses, but the real kill would probably fit the mash as With double reposition support Framme can punch a whole health bar away by her lonesome. Which breaks a purple gem to boost Griss, but also Ends the game of hide and seek before it even begins. They should had a few possible starting positions for him, which he would randomly be at, to at least make it a little more interesting on future playthroughs, as that rather fun little mechanic is to easily bypassed otherwise. Timerra can then put the original well drop to good use killing the crit axe Or would have if all the chain attacks hits, so instead ol' Lindon has to finish things. On the other side Bunet is proving it is just not his day with another miss. So TeeHee has to deal with the puncher With another flashy crit to make up for all the ones Bunet has been missing this map. But I finish the turn using my dance to get in enough chip on this silver puncher to finish it on enemy phase, after some nasty punch damage. I open next turn with a trap I was planning for the enemy entrap staff since the preps Timerra then gets the break on this blader Although Panette squanders the free hit from the break with a miss So I use some ranged magic chip And Fogado's deadly arrows to finish things. On the other front TeeHee gets in some heavy chip on a swordie And when the chips are down, Bunet finally pulls through with the kill. I also use a Great Sacrifice for the exp (which also gets a little extra healing exp on Framme as well) I am probably playing things a bit too safe on this side While again the fog is too restrictive to allow any enemy phase on the other size. The entrapper takes the bait, but in hindsight I should have equipped Ragnell for more defense As the magic damage enemy doesn't actually attack Rosado...although with them needing three crits for the kill (~1 in 4000ish odds) its not the biggest deal. At least the dagger can't actually hurt us. Now I open the turn by refilling Lindon's Engage Gauge, dancing him, so he can then Engage Micaiah to warp this little army in Although the kills here are a little dicier than I would have liked, Ivy hits this one And Timerra gets the one Sand Storm proc she needs for this one Which lets Rosado go for the easy kill on the entrapper With Fogado finishing off the Wolf. Phew, that was a lot tighter than I thought it would be. But I got all the kills I needed in the east While Merrin is fogging up the west. Although the thieves had raided their first treasures. Depending on where they escape to, thing could get a bit tight here... I guess this is some safe chip And it gets Merrin this fantastic levelup from it. She even lucks into some extra chipping with this crit here. Before slaughtering the horse mage. Come player phase TeeHee can finish the critted Great Knight with effective damage For even more speed on the levelup I then proceed to make a bit of a mathematical error here as Even with the TeeHee, and poison bonus on all the hits, the effective damage All for One at the end is still 1 damage shy of the kill. Lindon gets his first levelup using another Illume staff Although my first real action in the east is still rolling the dice as The Dual Assist+ proc here was necessary for the kill. Not surprisingly this misses...sigh, I guess it is time To call in the doubles. Its not exactly my best end of turn, but The doubles soak up a hit The Great Knight gets a free break on Bunet, While the rest of the chests are raided, so I need to push on player phase With Merrin pressing in deep with the fog I wonder why this guy didn't go for the break on TeeHee during enemy phase. Well, Bunet can finish off the one he just barely failed to before For a rather underwhelming levelup, In a way I dun goofed with my doubles placement last turn, as it let this guy claim the terrain he needed to dodge Rosado, although I do get some Dual Assist+ chip for my trouble Fogado can then press in to dish out a lot of damage to this killer axe Which he finishes with a dance. I can't complain too much about a speed levelup. I start trying to setup chain attack on this one thanks to that terrain boosted avoid But against all odds and expectations, I actually manage to hit all those 30s for the kill here. My luck giveth, and taketh... This is a little reckless, but they can canter back into terrain, and I was already planning on proccing the Great Sacrifice full heal. Things are a little deceptive on this side at the end of turn, as its the fleeing thief that is "threatening" Fogaod at the moment. Although things prove a bit scarier on the other side, as TeeHee revealed a second of these lancers, and without that Great Sacrifice before Would have been at risk of dying if all the 24s hit. So I open the turn by again refilling Lindon's Micaiah powers And immediately reposition him to both safety, and back into dancer range Although once again Fogado is banking on a dual assist+ proc for the ki- I guess that works too. More importantly, the theives revealed that they are far easier to catch than I was expecting, with them having to backtrack to their escape point instead of it being behinf the boss. Violence is Framme's middle name. Altough it is Rosado who gets the honor of the kill (and thus the securing of the treasure) Although the real treasure was the sweet levelup from the kill. On the other end, TeeHee secures a dangerous looking kill, but after cantering back into terrain That is further reinforced with +30 avoid from the fog, TeeHee is now too dodgey to hit... But I proc another Great Sacrifice just in case my math is off somwhere. Also the combination of fog and Bunet's placement is slowing the thief down, in spite of its Pass skill. Truely divine. I really need to kill that thief this turn, so TeeHee opens by crippling it With Bunet cleaning up. So that Merrin can keep the fog up, making both her, and her subject of study beside her safe. With this as his last turn of Engage, I figure I should use it now And with a chain guard for safety, I can draw the central wolves towards my much stronger front. Time for one of the larger enemy phases so far, which I then flub a bunch of screen shot on, missing the Lancer killing itself And basically everything important from TeeHee dodging and chipping this axe At least I get my act together after TeeHee, with Merrin dominating her axe foe Timerra getting a perfectly safe enemy phase kill on the chipped wolf thanks to dual guard For a solid levelup, that I still want to complain about becaus she really wants a little more strength Before she gets a smidge more wolf chip in before the start of player phase. And I open player phase with aggression in the west, Merrin killing one axe With Bunet finishing the other. The wolf hunt in the east opens with a bit of a barbeque, that is a bit shy of the first kill Although I probably should have started with this Panette chip that sets up her double Chain Attack on the two wolves at once That lets Lindon coast off the chain attacks to pop the corn of the most injured wolf For his second levelup...and it seems magic is everything with him. Rosado then misses the kill on the last wolf So Timerra has to show off her wolf taming skills to pacify it. But that does leave us with a rather boring enemy phase. So I prepare for the enemy phase after that one with a Chain Guard on Panette As I lure the last cluster of enemies right into my face. With Panette opening with some nice chip. The fact that the big boss masochist moved along with all of his hench zombies makes this a bit spicier But I open with Timerra perfectly getting the kill on the chipped one Alas, she misses here, but still wracks up a tiny bit of Dual Assist+ chip. This hurts a lot, but I need to freeze Griss here, so I can deal with the minions now, and put him off for next turn. More painful retaliation, but our little lady's punches are fatal. Rosado can then use Canter+ to get in some serious chip on the backup punchers For Bunet to then miss the kill. I then let TeeHee slaughter the other healer. Remember kids you can't spell slaughter without laughter. Ivy roasts the last pugilist, leaving the master masochist alone. And Ivy become more physically tanky, and generally killy. I break one last health bar before ending the turn off With another Great Sacrifice from the oldest of men. For a great little levelup. Also of note, Great Sacrifice triggered Diffuse Healer, so Lindon was left with more than 1 HP afterwards, which is an interesting little interaction to keep in mind. Seadall also levelups on the dance I use to heal Lindon back up to full I decide to end the last turn by hitting Griss from a perfectly safe 3 range Although that ends a bit sooner than I expected thanks to Dual Assist+ procs, as well as A Grasping Void proc from Ivy for the kill. ...Sigh Eh, I would have probably given MVP to either TeeHee, our little puncher, or maybe Lindon. Welcome back Celica, Ivy has her finger all ready for your ring. Griss has never heard of subtley has he. She did know the old TeeHee a little, which I feel makes it a bit better than a hunch. Although I do like that she really isn't certain before, we are talking about someone she thought was long dead, and whom changed the color of an eye, and half their hair in the interveneing years. With how Sombrom treats all of his kin, I don't know how you can imagine he is on the side of any of the fell dragon. And now Engage circles around back to an old theme of Fates, is family forged in blood or bonds. The camera is really hamming it up with the double dutch angles with this reveal. Thank you Griss, someone finally points out that ol' Jagen here isn't old enough to know anything about our amnesiatic divine dragon here. I do love how this is foreshadowed by Lumera not using an invocation to summon Sigurd, and how she instructs TeeHee on the importance of the thoughts and prayers they use to summon the Emblem at the begining of the game. The poor little amnesiac doesn't remember what an adoption is...admittedly there is a little more too it, but I am getting ahead of myself here. That is down right cruel Griss...unless...does he know about the plan for corrupted Lumera already? That investigation and delaying action just cost you half your ring supply But that might have been worth it. With such a ring desparity, you have to take risks to turn the tides, and if this fractures the Divine Dragons army into infighting with the rings, that would be a serious boon, and even if it didn't, the time and info bought with its loss was still worth something to the cause. Usually I would expect that kind of logical cynacism from Timerra or Ivy, not Alfred and Diamant... I have a fair bit of respect for TeeHee openeing up about what must be some raw fears here Although I don't know why they would think red hair and eyes (how did they "see" that in a memory anyway?) would indicate they were a Fell Dragon. Neither Sombron or Veyle have the same eye and hair color as Fell TeeHee... Time for TeeHee to bring up a smart solution to this little conundrum And reveal that Sigurd was in on it the whole time 😛 TeeHee is really hung up on this question. I guess it is a bit different from Fates in the framing As it is telling far crueler version of Conquest, where the thing keeping TeeHee from being a family with those of his blood is malice from them But still with bonds of love forging the family they found with Lumera. Although again there is a bit more too it, as Lumera when a step further with making TeeHee family Again, a bit of solid foreshadowing here, but Sigurd gets a bit too heavy handed in explaining it to the audience TeeHee. That is a rather dark fate for our Emblem friends, that so many of them have suffered through the enslavement by Sombron's invocations...I guess we were a bit of a Liberation army for Sigurd here 😛 It would be kind of interetsing if one of the Emblems actually exerted that free will to defy us at some point, even if temperarily... I guess Lumera did have blue hair and eyes, just a different blue from our TeeHee here. What a cruel thing to do to her child. TeeHee having the power of a Divine Dragon, her doing what she felt was necessary to make them a part of the family, is part of what killed her. There is a sickening cruelty in that. I almost wish they went the whole way with this, give all the surviving playable characters a moment here to affirm their willingness to stay with TeeHee. Perhaps it would get old eventually, but it would be in line with what a lot of Fire Emblem games do in the endgame... I must admit, this feels a bit disengenous coming from Alfred. The dude claims to have befriended TeeHee while they were still a sleeping Dragon; was that all a lie, and you didn't care about them before? I guess the sappiness of it still fits with the Alfred we all know, but it still feels a bit off... I do like this sentiment coming at this from the perspective of a strategy/tatcics game. Although it is also easy to see this as a bid for TeeHee's ring to become thier other half too 😛 And Timerra is coming in with the best take of them all. A bit of a cliche I know, but a good one. The great Timerra takes just keep coming in, showing her to be not just the best designed character of Engage, but simply one of Engage's best characters. And Ivy true to form comes in with a very practical take, to trust her gut instincts. I forgot we got this last burst of gold. Unless a LOT more clothes show up in the shop this should last us to the end of the game (plus there are still paralogues to loot along the way for even more funds...) Alright, that is a rather funny take from Hortensia...perhaps I will give you another chance one of these days. How, our army searched this place just before that conversation for Sombron and Veyle. Someting TeeHee knew, although I can see why they didn't connect the dots with so much else on their mind. It really was a fated moment, a setup for dramatic irony to come... And so we come full circle, returning to Lythos, the land of the Divine Dragons, in the next climactic section, and checkpoint... And so I have reached the next checkpoint. I think that just leaves @Shrimpy -Limited Edition- to reach the next checkpoint. The number of paralogues really slow things down through this section of the game, although with the next section being a dramatic two part for me, I have saved a few Paralogues to do early to keep it from going by too quickly. Edited March 26 by Eltosian Kadath How do I keep doing that...but I did manage to complete it in editing again Quote Link to comment Share on other sites More sharing options...
Saint Rubenio Posted March 26 Share Posted March 26 5 hours ago, Eltosian Kadath said: Because it is time to take a long hard look at my party, and realize that the unit that makes the most sense to add to my army after Zelkov's death is actually Lindon. I put it off for a bit (as I have my army set for max deployment, and we are still at least one chapter away from that being the norm), but looking at who would make good use of the Micaiah ring really cemented it. Framme has Eirika for the funny punchy powers, I am saving Celica for Ivy, and putting Micaiah on anyone without a staff rank means I can't use her powers for Rescue and Warp staff uses. Additionally I have been really wanting another magic focused attack, and having a third healer for the three lane back to the future map makes sense from a army composition perspective anyway (the very three lane focused miasma chapter had that feeling too, although I cheesed one lane with the fog to ignore that issue in the end). I guess this decision may be making @Saint Rubenio day a bit. Highly based. Quote Link to comment Share on other sites More sharing options...
Codename Shrimp Posted March 28 Author Share Posted March 28 *Returns from UO and Fate coma* Hi On 2/27/2024 at 3:32 AM, Eltosian Kadath said: .I feel really bad for killing off that beautiful Milotic immediately after it evolved OOF Wait a sec tho, we did have the rule that thiefs don't die with their linked units - does that apply in reverse? On 3/6/2024 at 2:39 PM, Eltosian Kadath said: O.o wat Say.... Did i miss a secret here both in FE4 and Engage? On 3/7/2024 at 3:57 AM, Newtype06 said: I defeated them with just two attacks: Marcus' Surf killed Solrock and Exia's Magical Leaf finished the job with Lunatone. It really sucks how they didn't use the Emerald version instead smh On 3/7/2024 at 3:57 AM, Newtype06 said: TOO MUCH WATER 7.8/10 On 3/14/2024 at 12:05 PM, Eltosian Kadath said: Oh no...Oh no...I misclicked OO... On 3/14/2024 at 12:05 PM, Eltosian Kadath said: phew Deserved kiss On 3/14/2024 at 12:05 PM, Eltosian Kadath said: but HE LIVED Phew Losing Draug would've been really bad. On 3/26/2024 at 5:45 AM, Eltosian Kadath said: It's the map that killed my RR Ironman On 3/26/2024 at 5:45 AM, Eltosian Kadath said: Depending on where they escape to, thing could get a bit tight here them escaping down instead of towards Griss really does make this a bit easier Then again, with Fog and all, map doesn't need to be more difficult ---------------------------- This has been the longest i went FE-less in years. Let's see if i even remember how to FE xD Welcome to Chapter 18! Doesn't look that bad, but lotsa promoted enemies, and Enfeeble/Freeze Adventurers that scare me Before we start, imma promote Draug He get's bow access O: Lessgo Spoiler We set up for the upcoming onslaught We get ready for enemy phase I wanted to advance with the fliers on Bow Knights & Co., but decided against it as not only would the great Knights reach them, but they will also be in range of the staffers We bait and kill. Draug got Seal Str'd as he couldn't kill on counter - was short 2 Damage. That sucks, oh well. The absolute fucking nuke xD We clean the first Wave with Harding getting an unneeded double crit lol "He got seal STR'D, that sux" i said Lmao >Paired up with Sword master >Gets doubled by Armor anyway Topest of keks And Draug evades by jumping in the air (Sniper Animation) with his fucking armor xD Tactical nuke em We advance deep into enemy lines Old, but still got it! Oh baby a triple! :^) Now it get's a little bit tricky due to a combination of enfeeble, freeze and lotsa effective weapons Rally + Aura + Your Enfeeble Missed + Pair up + Tactical nuke em + L + Ratio I let Nuke Em clean up on enemy phase and... Hello there! Ayy You love to see it...and Draug misses a 90 kekkkk Nice Not bad So they call me Some food arrives...i wonder if i can show off triangle attack 🤔 Let's do this I can 😄 And a strong level up to start, too - and she learns Underdog! pew pew - and she learns Iceberg (trigger to add half user's Res to damage) I will Ded Promotion time! We seize to finish! Let's do one more! Tiki time! Time to promote! Spoiler I love the smell of Triangle attack into Galeforce AYO! ...OOPS That was a very stupid miscalculation lol...that's what i get for opening doors like that... F for Minerva in the chat. For some reason i was sure she would survive lol Tfw Maria takes revenge on Minerva's killers Nice Speed where? We kill the Thiefs and get the spheres. Nice we reach Tiki Canceling Mind control changes clothes? Now we open the rest of the doors/get the rest of the chests! I should probably give her the Starsphere while lvling her up we get all the loot and... Seize to finish. Aside from that brainfart with Minerva, it was smooth sailing. Sorry.... Checkpoint reached Quote Link to comment Share on other sites More sharing options...
Codename Shrimp Posted March 29 Author Share Posted March 29 (edited) Welcome to Ballista Hell Spoiler We start by clearing the small group at the start Duke Nuke'm and the Original Est get these lvlups, Hardin a Lck one. Now to the ballista group, you see this guy has seal Spd of all seals, which will make the 18 SPD doubling treshholds hard to reach... Oh, anyway. Tbh, i was planning to do something with shove/swap to reach the group turn 1 and take out ballista, but decided against it due to ironman. Took out Paladin on EP, Lena escaped a lethal 47 *phew* Nice, Marthy-pan I love Math! but i hate statistics Asshole #1 ded A dangerous foe is coming our way...hmmm, i have an idea. Nice...and she learned Armored Blow as well! Marth and Nyna fail at talk no Jutsu...Gaiden must happen, after all! 😮 It also repairs all equipemt in a character's inventory damn ...ya know, i was planning to use the Geosphere to damage Camus first before attacking him, but... Marth and Tiki completely roflstomp'd him....and yes, had Marth finish him off with Mercurius for Regalia face off! No speed since promotion #FallingOff And that's the last of the assholes out - 2nd one was killed by Draug in the southern half of the map while cleaning it up. We clean up the rest of the map for some really good Lvlups! Get Lorenz and Seize to finish! ------ Welcome to 20x! I spot alot of treasure, but before we start... The Sisters promote! Lessgo! Spoiler Hi there. Good that you are here because i need an Axe user after Minerva died We start moving and Tiki opens with a great Lvlup like always Oh fuck. FFFFFFFFFFF. Sorry Eltosian for killing both Ivy and Hortensia. Fuck. But i do have an excuse this time..... They fucking moved over fire.......There was also miracle as fail safe (Lck x 3 here, and hers was through the roof...but the enemy brought her down to exactly 1 HP lol) I am here for the booty (including yours). We also get a Brave Bow from the first chest and a Brave Axe from the second. not bad Ayo! I love Triangle attack Not bad. The enemies start to rush us. I take that. She also learned Dragon ward, and she has very high Lck. Nice! I freeze the enemy Manakete for this lvlup This looks funny And he learns Earth Boost as well :0 Niceeeeeee! She learned Rally Mov woooohooooooooo! Vantage time baby! Dragonlady strong We move to the last Area, and get a Mire (3-5 Range) from a Chest on the way We get the last 2 chests (other chest has a Brave Sword), pwn the boss for these And seize to finish! Together we ride, friend! --------------- Welcome to a clusterfuck the climb to victory road! Spoiler We set up for first EP Duke Nuke'm Ouch. He eats that crit, but ouch. ...and i missclick and wait with him Fuck. But i clear the enemies near him. I freeze this guy because he has a Ridersbane - and i wanna take out surrounding enemies without eating effective damage. Hey Enfeebele'd, Seal'd, still tanking and doubling! Rng pls work... AND ENFEEBLE BITCH SILENCED, YES! We push into enemy lines >Boss Moves Bruh Well then, get Tiki'd Tiki also learns Renewal for more tankiness and Solo deep dives. Nice, the great lvlups continue Not bad. Aside from these 2, the map got cleaned, time to (secret-)shop and seize. Afaik reinforcements stop after boss dies. Oh wait, reinforcements spawned. Well, shouldn't be trouble tbh TikiSweep continues 👍 We get the VIP card for the secret shop the 2nd weakest lvlup of today methinks My boy! My girl! >Normal shop Well, i nab the Calamity Gate and Dual Naginata! ...Secret Shop only has stat boosters...I nab dual Yumi instead. I clean up some more reinforcements that spawned and... seize to reach Victory Road (checkpoint) of all units to lose, it was Maria......and Minerva yesterday. Edited March 29 by Shrimpy -Limited Edition- Quote Link to comment Share on other sites More sharing options...
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