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H5 playthough log, efficient run v 2.0


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@GLC: I thought about sending someone ahead to Maria's cell, but the fact is that the Hero has 17 AS, and doubled everyone on my team except Caeda or some reclassed prepromote. He has 27mt, which means if he's doubling then Marth is getting pasted like a booger. It was actually a pretty hairy situation for me, since not even Sedgar could handle it because the Hero was rocking a forged Armorslayer. I was actually seriously considering reclassing Wendell as a Swordmaster, just so that I could have someone who could stand up to the guy. Ultimately, though, Caeda was the correct choice because of her speed and WTA over him.

On the subject of Wendell, him getting to 13 AS was a miracle. I don't expect a second miracle. He is, as far as I am concerned, pretty much just a chipper and utility unit now, although he's still good at what he does.

I don't think that I will be using Minerva seriously, since I have Caeda. I'll keep her around as a Class A prepromo for as long as I think that would be useful. The problem with Minerva is that even if I were to give her the Speedwing (which Cain already took, btw), she's still fighting with shitty bases and a 35% SPD growth. If she has Catria's growths or something, now we'd be talking, but she doesn't.

@Todasmile: you run sounds a bit like my last one. I tried Caeda as a Mage, too, and it's just not even worth it. It's not that she's bad as a Mage, it's that Peg Knight is just so much better. You've lost a lot of useful units now, though, so it's tough where you are.

I have no idea whether a draft would even be worth doing, since whoever got Barst or maybe Caeda would probably auto-win. It'd be like someone getting Titania in FE9. Certain units would have to be allowed for everyone, especially in the early chapters.

@IOS: the reasoning for the Fire forge is simple. Bolganone is shit. Forget the wt difference, forget the uses, just look at the accuracy. There is a 30 HIT gap between those two tomes. If I could give him Bolganone right now (and I can't, because he's still at D tomes), his base accuracy against an enemy with zero avoid and no terrain bonuses would be... 80 listed. Needless to say, this is problematic. Forging HIT on Bolganone would be expensive and counter-productive for a weapon with only 13 uses, so I've chosen to go with forged Fire.

Now, I know that he's going to get B Tomes eventually for +5 HIT, and his accuracy growth will go up faster than enemy avoid growth, and he has a Marth and Wendell support in this party, but I feel like it's worthwhile to throw down for an accurate, 25-use tome while I still have the forge slot for it. I intentionally made it slightly worse than EKUSUKARIBA, since I only want to use his semi-PRF for blicking fliers and for situations where 12mt doesn't quite cut it.

Edited by Interceptor
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@GLC: I thought about sending someone ahead to Maria's cell, but the fact is that the Hero has 17 AS, and doubled everyone on my team except Caeda or some reclassed prepromote. He has 27mt, which means if he's doubling then Marth is getting pasted like a booger. It was actually a pretty hairy situation for me, since not even Sedgar could handle it because the Hero was rocking a forged Armorslayer. I was actually seriously considering reclassing Wendell as a Swordmaster, just so that I could have someone who could stand up to the guy. Ultimately, though, Caeda was the correct choice because of her speed and WTA over him.

Yeah, definitely. At least you could throw a spearman to nuke off 4 might off him, reducing him to 23. The only other person I think who could naturally take him on is a level 11 Matthis (he's close enough to 29 HP and 10 Def). Then he has a problem with the hero-crit rate.

Shiida was a wise choice.

On the subject of Wendell, him getting to 13 AS was a miracle. I don't expect a second miracle. He is, as far as I am concerned, pretty much just a chipper and utility unit now, although he's still good at what he does.

True, but hey, second miracle definitely would help the pope out, ya?

I don't think that I will be using Minerva seriously, since I have Caeda. I'll keep her around as a Class A prepromo for as long as I think that would be useful. The problem with Minerva is that even if I were to give her the Speedwing (which Cain already took, btw), she's still fighting with shitty bases and a 35% SPD growth. If she has Catria's growths or something, now we'd be talking, but she doesn't.

On the bright side, her as a sniper is auto-14 AS, 5% better speed, and generally better HP growth without sacrificing Str. Helps build her bow rank to (since eventually, you really will be better off turning her to sniper lategame).

By the time sniping is no longer doubling/shooting dracos out of the sky, just change her back to draco to lance heroes and nuke their might by 4. She'll barely have enough speed to avoid their double.

She slows down lategame, but she slows down at the point where you're warp skipping from there on (yeah right, chapter 24). This is without the wing, the wing only serves to help her performance early on.

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Chapter 12

Reclassed Sedgar into a General (damn it), Merric is back as a Mage, and I forged a +5mt/+10HIT Hand Axe for Barst.

Unfortunately, this is another level where Sedgar just can't do anything useful on the front lines. I have all of the offensive power that I need, so I had him go sit out and hit reinforcements with a javelin, to level up his stats and maybe make Hero more viable soon.

My strategy for this level was to focus on breaking into the chest room, cleaning it out, and getting through the door to the boss as soon as possible. Because of the General and the Sniper on the other side of the door, Barst was the only choice for this. With his forged Hand Axe, he was 2RKO on both enemies, so I broke in ASAP and positioned him west of the doorway to attack the General. As expected, this forced the Sniper to move away from the door and attack Barst through the wall, which makes it considerably easier to break my way through (if you look at the map, the Sniper corners himself and makes it possible to box him in with a single unit).

While Barst was doing that, the rest of my army was rampaging through the level, killing as many things as possible. Merric and Cord basically handled the Thieves, and shot the archers/mages through the jail-cell wall with some healing support from Wendell. Caeda and Cain worked together to deal first with the Bolg mages coming from the south, and then the Paladin and two cavs coming around behind them. Jake was on support duty, plugging things with Arrowspate to weaken them (particularly useful on the mages, so that Caeda/Cain would not get countered).

The only thing that I had to be careful about here was opening the door to the boss too soon. If I didn't wait for the mounts to pass by first, they'd come after Barst, and it gets ugly really quick fighting so many units in a cramped area. But, after the mounts passed, the door could be opened, and Barst is free to kill the healer to the left of the boss, and then kill the boss himself on Enemy Phase. The last Player Phase after that is just warping Rickard to the Boots, and Seizing with Marth.

Sedgar did acceptably outside. I did have to hit him with a Physic near the end, because the silver lances were chipping him down and I had no +DEF tiles to put him in. Keeping the reinforcements off my back was a modestly useful function, though, it left the rest of my army free to focus on other tasks.

At any rate, I cleared this chapter by turn eight, clearing all enemies except the Manakete (not worth the trouble) and a couple of reinforcements.

Chapter Turns: 8

Total Turns: 125

Funds: 30,230

Casualties: Tomas, Macellan, Dolph

Unit   Lvl   HP ST MG SK SP LK DF RS  WpnLvl 1       WpnLvl 2

Marth   8.97 24 9  0  6  10 11 8  0   C Swd [||....]
Caeda  15.82 23 8  1  17 20 19 9  6   B Lnc [||||||]
Cain   13.43 28 11 0  9  13 8  8  0   D Swd [||||||] C Lnc [|.....]
Barst   4.33 37 18 1  19 19 9  13 3   A Axe [      ] D Swd [......]
Cord   12.86 22 13 0  8  15 8  9  0   C Bow [||....]
Merric 11.97 25 0  5  8  11 8  4  6   C Tom [......]
Sedgar 10.35 43 15 1  12 10 6  26 2   A Lnc [      ] E Bow [|||...]

Wendell 4.73 23 1  3  3  13 2  5  11  B Tom [......] C Stv [||....]
Lena    9.54 17 0  3  9  10 14 3  11  C Stv [|||||.]

Not doing 12x, there's nothing there that I need.

EDIT: I have two Master Seals now. Promotion will go to Caeda, naturally, but the second is up in the air. Also, I have not used any of my other stat boosters yet (though Dust on Merric seems obvious).

Edited by Interceptor
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Angel robe is another that's good for Minerva. Thanks to her defensive weapon set, the HP boost can help her take 3 rounds of combat rather than the usual 2. Unlike the wings though, this will last her all the way to endgame, from the paladins to the dracos to the heroes (lol, lance nukes 4 might off swords).

Energy drop? Good question. Anyone in your team currently have the speed to double the common threat, but can't because the best weapon they can grip weighs them down? Drop that on them. Particularly effective on Caesar, but he's dead so...Whoever, really.

Arms Scroll? Minerva auto-C lances if you early promoted someone, they'd love this. or give Minerva B bows for doubling silver

Your newfound boots can go to Marth, I suppose. You seem to be blasting through the game just fine, I'm sure these will help more than hurt.

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Why are you waiting to use your stat boosters? Also:

Unfortunately, this is another level where Sedgar just can't do anything useful on the front lines. I have all of the offensive power that I need, so I had him go sit out and hit reinforcements with a javelin, to level up his stats and maybe make Hero more viable soon.

lololololol

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Somebody has to bait the reinforcements. That could be interpreted just as useful as killing shit, probably more so since the back lines of Int's army would have gotten fucked hard if Zag wasn't distracting them.

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Int's going fast enough through the chapters, that the reinforcements are likely a non-issue. Seems like he's just having Sedgar deal with them to get him to a competent level as a Hero (Which still hasn't happened....)

Edited by IOS
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The reason that I'm waiting on using my stat boosters is that I want to keep my options open. If they don't make a difference in real terms (i.e. the Energy Drop makes someone ORKO something they normally wouldn't and it saves me a Turn, or the Robe makes someone survive where they would die), then there isn't any reason to limit my flexibility for later. Since I'm trying to minimize turn counts, I never know what I'll have to do.

Chapter 13

Reclassed Sedgar into a Hero, promoted/reclassed Caeda into a Paladin (Arrowspate), promoted Cain into a Paladin (for 14 AS), and forged a +7mt/10HIT Iron Axe for Sedgar (so that he can actually hurt something).

Strategy: I hate this chapter, so I wanted to get it over as quickly as possible. Goals here were to recruit Beck, obtain the Hoistflamme, and get some CEXP in the process. I wanted the Ridersbane as well, but I couldn't make it happen without burning a turn (and it's not worth a turn, I will buy one next chapter). I deployed my primary asskickers, but also a bunch of healers and assorted weak units that can take a hit. Caeda took the north path, Cain and Cord took the south, and Barst and Sedgar ran up the middle.

On the first turn, I blasted everyone as far forward as was safe, intentionally leaving weak units in range of ballisticians, in the hopes of drawing fire away from my promoted units. Sedgar led the charge with his forged Axe, with Barst right behind him. Barst can ORKO any ballista, Sedgar could take one down if Jake softened it up first, so they did a good amount of damage. Meanwhile, Caeda, Cain, and Cord were killing off the ballistas on the sides, so the damage done on Enemy Phase quickly went way down.

Long story short, Marth got Beck on Turn 3, and Turn 4 found both of my Heroes hitting the boss (combined, they could kill him), with Marth Warping in for the Seize. Glad this chapter is finally over.

Chapter Turns: 4

Total Turns: 129

Funds: 25,110

Casualties: None.

Unit   Lvl   HP ST MG SK SP LK DF RS  WpnLvl 1       WpnLvl 2

Marth   8.97 24 9  0  6  10 11 8  0   C Swd [||....]
Caeda   1.25 23 11 0  17 20 19 12 6   A Lnc [      ] E Swd [|.....]
Cain    1.25 32 13 1  12 14 8  9  6   D Swd [||||||] C Lnc [||||||]
Barst   4.63 37 18 1  19 19 9  13 3   A Axe [      ] D Swd [......]
Cord   13.17 22 14 0  9  16 9  9  0   C Bow [||....]
Merric 12.17 26 0  6  8  11 8  4  6   C Tom [|.....]
Sedgar 10.83 37 13 1  19 18 6  18 2   D Swd [|||...] E Axe [|||...]

Wendell 4.98 23 1  3  3  13 2  5  11  B Tom [......] C Stv [||....]
Lena    9.54 17 0  3  9  10 14 3  11  C Stv [|||||.]

Sedgar was unequivocally useful for once, since I doubt Barst would have been able to survive the rush alone. It's handy to have an Iron Axe forge that's better than Silver.

Edited by Interceptor
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From the looks of it, you could give the robe to Caeda there to have her survive more than 2 shots of the weaker end enemies (need 27 ATK to 2RKO her then, some cavs can proc an accidental one less Str). As a paladin anyways, but I'm sure it wouldn't hurt her as a draco either, thanks to their defensive weapon set.

Can't help you with the energy drop though. Just wait for the proper timing, I suppose. I think it's more mainly for helping those who need training get out of their suck period faster (like Raddy or Caesar), since I think the situation you're waiting for is quite rare, especially later on. Even if you had Berserker Darros like strength, you'd still need to forge might onto a pole axe to make a difference between 2RKO and 1HKO. Just stick to slayers, the drop is more for swordies, bowmen, and if for some reason you feel magic weight is the difference between a mage doubling and not (and looking at Maric, it currently isn't).

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I could have used the Energy Drop on Caeda in this chapter, since it would have made her ORKO on the Silver Card Sniper, but since she is STR-blessed I decided to use an alternative strategy instead. I think it worked for the better.

Chapter 14

Reclassed Caeda into a Dracoknight. No forging for this chapter. I probably should have forged something like a Wyrmslayer for Caeda and saved myself the trouble of using a forge slot later, but I'd hate to be 1mt off from a kill or something silly like that, so I will wait until I actually need one.

To my great fortune, the initial rush in this chapter was a complete curb-stomp. Julian unlocked the bridge, Merric ORKO'ed the ballistician with his Fire forge, Barst OHKOed the Ridersbane Armor, Sedgar + Cain killed the other Armor next to him, and Caeda OHKO'ed the easternmost Armor with her Wing Spear. That's not a typo: she killed him in one hit. On Enemy Phase, the last Armor killed himself on Caeda, for another OHKO.

Turn 2, I split my forces. Caeda and Cain worked their way down the east path, towards the Silver Card room. While Rickard crossed the river to catch up to them, Caeda and Cain sat just out of range of the cavs, and then ambushed them next Turn for a OHKO from effective weapons. Cain then opened the door, countered the Sniper with a javelin (this is why I brought him, Draco Caeda gets OHKOed), and set up the Sniper to get doubled and finished off by Silver Lance Caeda the next turn. Rickard ran through and took both chests, while Cain and Caeda ran down the thieves for bonus EXP.

Meanwhile, the rest of my army was charging through the center. Sedgar had traded Barst's Hammer away, so two cavs suicided into Barst's Steel Axe on Enemy Phase. From there, it was a simple matter of having Marth follow Julian (who was opening the door to the throne room), and Sedgar/Cord/Merric killing off all of the Archers inside the building. Barst escorted Marth, since his Hammer is perfect for killing the two Armors plus the boss in the throne room. Healing was no problem at all, since Lena/Boah/Wendell were all on staff duty, and Cain/Caeda didn't face fatal damage even when all enemies hit (nice how that worked out, didn't even have to Physic or vulnerary).

Unfortunately, the Whitewings arrived on the scene a turn too late, and they could not catch up to Marth before he Seized. They weren't entirely worthless, however, since Cord and Merric got some EXP out of it.

Chapter Turns: 7

Total Turns: 136

Funds: 35,110

Casualties: Palla, Catria.

Unit   Lvl   HP ST MG SK SP LK DF RS  WpnLvl 1       WpnLvl 2

Marth   9.07 25 9  0  6  10 12 8  0   C Swd [||....]
Caeda   2.34 27 12 0  18 21 20 14 3   A Lnc [      ] E Axe [......]
Cain    1.96 32 13 1  12 14 8  9  6   D Swd [||||||] C Lnc [||||||]
Barst   5.83 38 18 1  20 20 10 13 3   A Axe [      ] D Swd [......]
Cord   13.66 22 14 0  9  16 9  9  0   C Bow [|||...]
Merric 12.70 26 0  6  8  11 8  4  6   C Tom [|.....]
Sedgar 11.42 39 14 1  20 19 7  19 2   D Swd [|||...] E Axe [|||||.]

Wendell 5.25 24 1  3  3  14 2  5  12  B Tom [......] C Stv [|||...]
Lena   10.22 17 0  3  9  10 15 3  11  C Stv [||||||]

This chapter was notable for Sedgar and Cain actually being pretty useful offensively, pulling their weight on the team. Also, a second miracle happened and Wendell procced SPD again.

Edited by Interceptor
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Also, a second miracle happened and Wendell procced SPD again.

HA! Who called it? I did!

I am the Luck Furry, and I demand you all bow before me and my powers of slight intuition! Behold as I make the RNG God blow the balls of life! Bwahahahahahaha!

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Also, a second miracle happened and Wendell procced SPD again.

HA! Who called it? I did!

I am the Luck Furry, and I demand you all bow before me and my powers of slight intuition! Behold as I make the RNG God blow the balls of life! Bwahahahahahaha!

Profile paged.

Also, it seems as though you're doing pretty well on this run as well ,Int.

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So, just for giggles, I started warp-skipping the game with my current army as it exists at the beginning of Chapter 15. I was curious to see how far I could make it. I don't know what I expected, but I certainly did not expect to go all the way to the end of the game, which is exactly what happened. Let me give everyone a quick run-down:

Ch. 15 - Warped Caeda to ORKO boss, Warped Marth to Seize. 1 turn.

Ch. 16 - Warped Caeda to ORKO boss, Warped Marth to Seize. 1 turn.

Ch. 17 - Let thief steal Warp staff, shot him dead with Jake/Beck for the steal. Opened door with Barst, killed stuff. Swordmaster Caeda kills boss, Marth Seizes. 3 turns.

Ch. 18 - Caeda flies to boss, ORKOs, Marth warps to Seize. 3 turns.

Ch. 19 - Bantu Warps to recruit Tiki, Marth warps to Seize. 1 turn.

Ch. 20 - Complicated strategy where I gave Sedgar a Speedwing to fight the 4 Brave Lance cavs, shot the ballista with a forged Thunderbolt, Warped Caeda/Marth/Lena near the village, got Hammerne, flew Caeda to ORKO boss and Warped Marth to Seize. 4 turns.

Ch. 21 - Hammerned a staff, Warped Caeda to ORKO boss, Warped Marth to Seize. 1 turn.

Ch. 22 - Shot boss with double thunderbolt from ballistas, did a Barst/Caeda/Sedgar combo attack, Hammerned staves, Warped Marth to Seize. 2 turns.

Ch. 23 - Warped Caeda to ORKO boss, Warped Marth to Seize. 1 turn.

Ch. 24 - Warp Tiki to suicide on boss, warped Julian to get Aum, warped Caeda to finish off boss, Warped Marth to Seize. 1 turn.

Ch. 24x - Aum'ed tiki, Warped Caeda to ORKO boss, Warped Marth to Seize. 1 turn.

Endgame - Warped Caeda to ORKO bodyguard, Tiki to suicide on Medeus, Nagi to suicide on Medeus. Barst on hand to close the deal if necessary (and he wasn't). 1 turn.

Chapter turns: 20

Total turns: 156

There are some efficiencies that I could tease out of these last few chapters, but I was not going for top speed unless the path was utterly obvious. I may not have needed Nagi, but I did not trust that I had enough firepower for Medeus and frankly didn't feel like RNG-abusing for a crit.

Edited by Interceptor
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Well there goes any notions that Zagaro is better than Barst. Under this style of play, I would argue a tier gap between Zagaro and Barst, if anything. You skipped the entire part of the game where Zagaro is supposed to do something. Actually if this is seriously how the game is to be played, maybe I'll start in on Cord vs Zag or something. Also, lol:

Ch. 15 - Warped Caeda to ORKO boss, Warped Marth to Seize. 1 turn.

Ch. 16 - Warped Caeda to ORKO boss, Warped Marth to Seize. 1 turn.

Ch. 17 - Let thief steal Warp staff, shot him dead with Jake/Beck for the steal. Opened door with Barst, killed stuff. Swordmaster Caeda kills boss, Marth Seizes. 3 turns.

Ch. 18 - Caeda flies to boss, ORKOs, Marth warps to Seize. 3 turns.

Ch. 19 - Bantu Warps to recruit Tiki, Marth warps to Seize. 1 turn.

Ch. 20 - Complicated strategy where I gave Sedgar a Speedwing to fight the 4 Brave Lance cavs, shot the ballista with a forged Thunderbolt, Warped Caeda/Marth/Lena near the village, got Hammerne, flew Caeda to ORKO boss and Warped Marth to Seize. 4 turns.

Ch. 21 - Hammerned a staff, Warped Caeda to ORKO boss, Warped Marth to Seize. 1 turn.

Ch. 22 - Shot boss with double thunderbolt from ballistas, did a Barst/Caeda/Sedgar combo attack, Hammerned staves, Warped Marth to Seize. 2 turns.

Ch. 23 - Warped Caeda to ORKO boss, Warped Marth to Seize. 1 turn.

Ch. 24 - Warp Tiki to suicide on boss, warped Julian to get Aum, warped Caeda to finish off boss, Warped Marth to Seize. 1 turn.

Ch. 24x - Aum'ed tiki, Warped Caeda to ORKO boss, Warped Marth to Seize. 1 turn.

Endgame - Warped Caeda to ORKO bodyguard, Tiki to suicide on Medeus, Nagi to suicide on Medeus. Barst on hand to close the deal if necessary (and he wasn't). 1 turn.

Caeda > Zag anyone? I also find it cool to note the necessity of Hammerne to this sequence. It looks like you used it at least 3 times, would it have been possible to do this much warping without it?

Great job on absolutely curbstomping H5, btw. That's mighty impressive.

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Actually if this is seriously how the game is to be played

Well, it's not how we tier FE5 even though you can do the same there as well. But I think this is a good case of "stifle discussion by going for the lowest turn count possible".

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I feel confident in saying that a turn count this low is utterly impossible without Hammerne. I was very particular with Warp usage, mapping out how many I needed to use for a particular chapter and taking great pains to minimize uses when possible (like in Ch. 18, where I spent 2 extra turns to save a Warp use). When I arrived in Ch. 20, I had two 1/7 Warp staves and one at 4/7. I used the 4/7 Warp staff to teleport Caeda, Marth, and Lena near the village. When Marth got Hammerne, I traded a 1/7 staff to him while trading Hammerne to Lena, and restored it immediately while Caeda got into position. That allowed me to finish the chapter on the next Turn.

After that, I Hammerned whenever I could, so that my other two staves got back up to max uses. I was planning on using Hammerne on Caeda's +5 mt Wing Spear, but I had enough uses left in the Spear from being conservative earlygame that it was not actually necessary.

And now, Endgame stats of my primary units, for the lulz:

Unit   Lvl   HP ST MG SK SP LK DF RS  WpnLvl 1       WpnLvl 2

Marth   9.17 25 9  0  6  10 12 8  0   C Swd [||....]
Caeda   7.70 40 10 0  26 30 23 11 3   C Swd [|.....]
Cain    2.48 33 14 1  13 14 8  10 6   D Swd [||||||] B Lnc [......]
Barst   7.80 40 19 1  21 20 11 15 3   A Axe [      ] D Swd [......]
Cord   13.66 22 14 0  9  16 9  9  0   C Bow [|||...]
Merric 13.00 26 0  7  8  11 8  4  6   C Tom [|.....]
Sedgar 12.18 41 15 1  21 22 7  21 2   D Swd [|||...] D Axe [|.....]

Wendell 7.63 26 1  4  3  14 4  5  13  B Tom [......] C Stv [||||||]
Lena    3.25 24 1  7  11 13 17 5  11  E Tom [......] B Stv [|||||.]

Caeda is a Swordmaster in this chart, and took the Robe. Lena took a promo item in Ch. 20 (to survive a ballista shot). Sedgar took a Dracoshield and Speedwing. I also used Boah and Elice, so that I had four Wrap users available, as well as leaving Lena free to Hammerne.

I have two unused Master Seals in my convoy, I didn't bother using them on Cord or Merric because I had no use left for them. I never used my Energy Drop, Spirit Dust, Goddess Icon, Arms Scroll, or Boots. I never bought anything with the Silver Card, and I obtained but never used the VIP Card. My Master keys are both still 5/5 uses, and I bought a Bridge key that I never ended up using.

Selling all non-essential items in Endgame leaves me with 43,127G. That number should be much higher, but I had forged a 12mt Wyrmslayer for Caeda and later realized that I needed a 13mt Wyrmslayer instead (so I had to ditch the first one, which was an expensive miscalculation).

Cord with a Master Seal can use Silver Bows, and with an Arms Scroll can use Parthia. He does 8 damage to Medeus with Parthia if I give him the Energy Drop, so with better planning and perhaps a wicked Silver forge, I may have been able to skip 24x and just use Barst + Cord + Tiki for the end boss (I don't feel like crunching the numbers to see what would be required).

I think that this runthrough could be whittled down a little bit more, before requiring RNG abuse to go faster. If my Ch. 1 didn't get so RNG-screwed, if I were smarter about saving Warp uses to cut the most turns possible, and if I didn't use a mediocre unit like Cain, I think I could have had a final turn count in the 140's.

Anyway, it was good times, but I'm not sure I feel like doing a v3.0 to see how much better it could be. ;)

Edited by Interceptor
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Do you think Caeda should be in skittles tier then.that's what it seems like to me anyway.

For efficient play, Caeda is without a shadow of a doubt one of the top three combat units in the game, and I'd personally put her in the #2 spot. That's plenty good enough for Skittles tier.

Wing Spear utility aside -- which is a lot -- she's the only person who can really get to 30 AS and double Manaketes with Wyrmslayer. The natural SMs in this game all suck at life.

Edited by Interceptor
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I feel confident in saying that a turn count this low is utterly impossible without Hammerne.

Lena hype, begin.

I don't use the Hammerne. In any game. o.o (Except in FE8, where I had two. :D)

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  • 4 months later...

I had the weirdest thought on chapter 10, and how to make it quite quick.

Requires 2 door keys (or a master key set) in storage, along with possibly a Mend Staff (though I don't think you can buy them, meaning the one you had since chapter 3 has to last that long). Marth should have a couple vulneries on him.

Basically warp him into Maria's cell to her right, talk to her. Have her stay north of him to pull out a door key to open her own cell, along with pulling out that mend staff. Marth opens the door to the hero, sits there to take hte hero one on one while Maria helas him and he sucks down vulneries. Now you have the back way completely open and Minerva recruited without trouble. Obvious problem is that it requires Marth to be able to take the shots from the hero, as I'm sure the hero doubles him. Of course, you'd also have to time this warp so that the fliers who go with Minerva don't just turn direction and attack Marth, cause I'm sure that Minerva moves last, so she can't just take them on like that in Marth's place. If he can though, saves turns of having to have him rummage throught he fortress and through those pillars.

Speaking of Minerva, did you not recruit her? Cause giving her the speedwing could have her doubling as her class. If you're afraid of long-term applications, when braves start showing up you could switch her to Sniper afterwards for 20 AS, which doubles the paladins. Dracos are taken care of due to bows. Though I suppose rank would be a problem...

As for Wendell, it seems he's merely a speed away from 14, which doubles your common threats for quite a few chapters.

Just a couple pieces of food for thought. Excellent work though, bravo.

My strategy for Ch 10 was almost the same. :blink: Only difference was that Marth kills everyone from inside with Levin Sword, then Julian and co. break into the house, get Marth out, recruit Minerva, then have her sneak through the top to kill everyone, warp Marth to gate, end.

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