Uh......like I said, no turtling was involved. All those heads knocking and yet you don't seem to realize how much staff EXP exceeds that of combat. Just speak for yourself. Those other superior movement classes more suited for enemy phase still can't use staves, and badly hurting units is not a rarity. BTW, you might as well be upfront with me and quit mincing.
We're drawing on Paperblade's full H3 experience and our collective experience with staff users in ever other FE game. Aside from the empirical evidence, drawing a logical conclusion from previous games dictates that staff EXP is difficult to obtain.
My customer service background prevents me from being brazenly inflammatory. I'm sorry, I can't help it.
I know how heated your interest is in low turn counts, but this site isn't Speed Demos Archive, and this game isn't Shadow Dragon. No warp is received early, and you have to be somewhat conservative with rescue + hammerne because the latter vanishes after only 3 uses and I think it's given you're going to want the former to last as far as lategame.
It is not up to you to decide what the objective of the tier list is. If you don't have a clear objective in mind, you cannot tier units with precision. Furthermore, Shadow Dragon or not, the game still gives you enough resources to rush through chapters. Warp didn't make much of a difference in Shadow Dragon until midgame, and earlygame enemies hit about as hard as they do in both games.
Oh, please. Yeah, every bit as minimal as promoting some healer from any other Fire Emblem because healing + attacking <<<< healing as command options. Gains are gains, dude.
Compared to DK, FK, paladin, swordmaster, sniper, hero, and berserker, healer promotion gains pale in comparison. Think about it this way: when you promote a healer, your only option is to remain in a magic class. When you promote a class set A unit, you get access to both flying and grounded 10 move classes plus automatic access to Wyrmslayer as SM. When you promote a class set B unit, if he used axes, he gets access to the class with the second highest base spd and an offensive powerhouse. Physical units are incredibly more versatile than magic units.
Meaning it's easier for them to reach some pure melee who might be retreating from elsewhere or can't subsist off vulneraries alone or only for so long.
Explain to me how 6 move is better than 5 move at catching up to 8 or 10 move. If you're left in the dust, it does not matter if you are left in the dust by hair or by a furlong.
One more movement and higher bases for a ranged unit = worse? What makes extra chip damage for the prologue so much better than requiring mad attention to reach Warren's starting speed?
The assumption that Ryan and Warren make poor long term units, that's what. If you kicked out, say, Luke in order to train Warren, would you think that Warren has actually helped you at all? Now, I admit that archers are incredibly clutch against the earlygame DKs (I put them there in the first place), but this sort of situational utility can only extend so far.
Don't care about those atm. You're not taking into account the first completion of Lunatic which is still required to unlock them and is every bit as valid, besides.
I'm pretty sure that you do not need to complete H3 in order to merge the class sets.
Edited by dondon151, 26 July 2010 - 02:46 PM.