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Othin Plays FE13!


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#1121 Leif

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Posted 10 June 2012 - 07:17 PM

Aww, now I want to be able to do that. As for staffs, from what I've heard, no, it can't.

I did some messing around with forges, but just for Donny so far because he was able to get a 100% Weapon Saver activation rate with All Stats +2. I gave him a forged Glass Bow to start training his bow rank from E and named it Donny's Silverbow. Still destroys everything.

I guess to get a forged ultimate fire spell you could use Micaiah's Divineflame. Wouldn't match the raw power of even an unforged Falaflame, but the Def/Res bonuses make it stand out enough to not be completely obsoleted, either, and be reasonable to call an ultimate weapon.


Yeah, if you pair Liz with Donny, Wood gets a 51(!) luck cap. That means he can get a 100% Weapon Saver. Consider this with a forged Brave Sword + Astra. I plan to have My Unit excel in speed so he can get that valuable +2 luck in addition to +4 speed. If you double him with a Sword Master (to get a +3 luck bonus to have 47 -> 50 luck), he gets the same 100% weapon Saver effect, resulting in Falaflame and Holsety spam at my disposal.

Edited by Leif, 10 June 2012 - 07:20 PM.


#1122 Andreyas

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Posted 10 June 2012 - 09:19 PM

I just had an idea,

Donny the Demon Fighter~

That way he'll have another path aside from Merc and Fighter.Posted Image

#1123 BamBamMan

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Posted 10 June 2012 - 09:24 PM

Assuming we get a third DLC class that can use Lances, that'd be a better class for Donny and make him much much better.

#1124 Andreyas

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Posted 10 June 2012 - 09:25 PM

In the meantime, that may be a good finalization for him.



#1125 Othin

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Posted 11 June 2012 - 01:24 AM

Yeah, if you pair Liz with Donny, Wood gets a 51(!) luck cap. That means he can get a 100% Weapon Saver. Consider this with a forged Brave Sword + Astra. I plan to have My Unit excel in speed so he can get that valuable +2 luck in addition to +4 speed. If you double him with a Sword Master (to get a +3 luck bonus to have 47 -> 50 luck), he gets the same 100% weapon Saver effect, resulting in Falaflame and Holsety spam at my disposal.

Well, with All Stats +2, anything with a 48 Luck cap can have 50 Luck all the time, so I've been making use of that. Double helps too, but most of the time when I'm doing much with the characters at max stats, I'm doubling them with various characters to build supports, so counting on that doesn't really work.

I just had an idea,

Donny the Demon Fighter~

That way he'll have another path aside from Merc and Fighter.Posted Image

Yeah, I trained him in that class as well. Still wasn't enough promoted classes to last long, but then, he didn't need long to max out every single stat, so eh.

I guess I don't need to keep Good Growths on him, huh?

#1126 Trickster

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Posted 11 June 2012 - 07:30 AM

quick question: can you activate astra with magic?

#1127 Remnant Sage

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Posted 11 June 2012 - 08:15 AM

You can activate Astra with any weapon type, so magic works too. I don't think it works with Slime though. I'll have to try it at some point.

#1128 Leif

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Posted 11 June 2012 - 09:42 AM

Well, with All Stats +2, anything with a 48 Luck cap can have 50 Luck all the time, so I've been making use of that. Double helps too, but most of the time when I'm doing much with the characters at max stats, I'm doubling them with various characters to build supports, so counting on that doesn't really work.


Why not rely on double? It always grants a support bonus plus stat increases. More, it would free up a skill slot so that you could replace All Stats +2 with something more useful.

For example. I planned to double My Unit with Swordmaster!Wood to get the +3 luck bonus and +4 Speed bonus. My unit would have Weapon Saver, Life Absorb, Vantage, Miracle, and Vengeance. That way he can be granted a 50/50 chance to survive a fatal blow. If he were to survive that fatal blow, he would have +79 attack (if he maxed HP) with Vengeance (which would pretty much activate all the time if he equipped a Thor's Hammer). Vantage would go off all the time and would allow my unit to destroy any enemy unit that shows up.

Edited by Leif, 11 June 2012 - 09:44 AM.


#1129 Othin

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Posted 11 June 2012 - 11:06 AM

Why not rely on double? It always grants a support bonus plus stat increases. More, it would free up a skill slot so that you could replace All Stats +2 with something more useful.

For example. I planned to double My Unit with Swordmaster!Wood to get the +3 luck bonus and +4 Speed bonus. My unit would have Weapon Saver, Life Absorb, Vantage, Miracle, and Vengeance. That way he can be granted a 50/50 chance to survive a fatal blow. If he were to survive that fatal blow, he would have +79 attack (if he maxed HP) with Vengeance (which would pretty much activate all the time if he equipped a Thor's Hammer). Vantage would go off all the time and would allow my unit to destroy any enemy unit that shows up.

I use Double, but I can't rely on having specific characters available for Double. If I want a character to be building a support with, say, Degel as a General with 13 Luck, then they're going to want her in Double and aren't going to get much of a Luck bonus to ensure Weapon Saver activations.

For most of this, skills aren't a huge concern; I don't need every slow. All Stats +2 is great, anyway.

#1130 Othin

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Posted 11 June 2012 - 09:11 PM

So I just finished Ch11 Lunatic, and... wow. That was without a doubt the most intense chapter I've played in an FE game.

It starts out surprisingly tame. For the first time in Lunatic, most enemies are willing to be baited on their own instead of charging in packs. This peace lasts for a few turns. Then the reinforcements start showing up and charging, bringing other enemies with them. And then they just keep coming. I blocked off the three forts in the upper left and was able to keep any enemies from getting up there, but I couldn't hold the other forts, and kept having to back off while killing enough of them that I could push back before running out of room to run. See, the middle fort, near a couple of others, is just at the edge of Gangrel's range, along with a couple of his Mages.

And Lunatic Gangrel is terrifying.

32 Mt with his forged Thunder Sword and 29 Spd. For a Ch11 boss. Without bonuses, he had the speed to double my entire team, with the exception of my +Spd MU, and the power to 2HKO everyone except Libera. Both were regardless two-rounded and didn't have the power to hurt Gangrel much at range, where he could attack.

Fortunately, I didn't have to worry about holding that fort, because the last group of reinforcements appeared around Turn 8. Unfortunately, that's when Gangrel started moving with the rest of his team. More fortunately, I remembered at this point about my Barrier staff and how it now works at a distance. I used MU to distract Gangrel while carefully dealing with the other enemies; with the boost from Barrier he could survive two hits, although he needed to use Concoctions pretty much continuously to survive. And being isolated, he didn't have an easy to get more once his ran out.

So this continues for a couple of turns with MU countering Gangrel for tiny damage: Thunder did 8 damage to his 49 HP, and accuracy was less than I would've liked. Meanwhile, I move Krom into position. Krom with MU in Double was able to get just enough Spd to avoid being doubled; any other character wouldn't give the +6 Spd necessary. With a Barrier use, Krom was able to avoid the 2HKO and therefore could have survived the enemy phase if necessary. Didn't come to that, though; Krom cut through most of Gangrel's remaining HP with a single hit and MU finished him off with a Dual Attack. This was fortunate, since Ronku had been in Double with MU, and getting MU to jump on Krom meant leaving Ronku in Gangrel's range. I would've had to use Rescue on him, which I didn't want because I had already used it twice while falling back earlier in the map and only had two uses left.

So now I go on to Ch12. I was not surprised to see the increasing number of promoted enemies, since they were there on my two previous playthroughs as well. I was more surprised to see that most of them were using forged Silver weapons and have over 20 Spd. Also, there are about six enemies with forged Beast Killers. That's 39 Mt against horses and other stuff, before applying Str. Good from a balance perspective, since I had worried that there didn't seem to be enough of them to balance out horses. I was going to say it's good for me, too, since ever since making Frederick a Dragonmaster, I haven't had any horse-mounted characters on the front lines. But realizing that they have the same Mt and more Hit than an unforged Silver Lance, I don't think I have any advantage at all. This mode is really living up to its name.

To illustrate their power, the Paladins both double and OHKO Velvet. Granted, while I've been using her since she joined, she's mainly been in Double and therefore hasn't gained many levels. But still.

Master Seals are in high demand. I've promoted Krom, MU, and Sariya, and promoting is especially important in this mode for staying ahead of the enemies, although Sariya is still having some issues. Liz and Mariabel are both LV10 and need them, and Serge will when she joins, as well. Good thing they become available in shops right after this map.

Edited by Othin, 11 June 2012 - 09:13 PM.


#1131 BamBamMan

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Posted 11 June 2012 - 09:32 PM

Was the objective of the chapter to Rout or Kill Boss?

#1132 Remnant Sage

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Posted 11 June 2012 - 09:36 PM

Chapter 11's a rout map.

#1133 Othin

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Posted 11 June 2012 - 09:45 PM

Ch11, Ch23, S20. All chapters that involve fighting a major villain and seem like they should by all rights be Defeat Boss maps, but then you rush and kill the boss and it turns out you still have a bunch of enemies left to deal with. Not such a big deal on Normal, except for S20. A bigger deal on Hard. On Lunatic... better hope you remembered it from Hard. I can't see myself actually killing Lunatic Gangrel before routing the rest of the enemies, but I can certainly see myself trying to rush him and dying horribly if I had forgotten.

One nice touch: I turn animations off for Lunatic because of the time and resets involved, but they still go on for major boss battles like Gangrel, which just makes them that much more exciting. There are several options; I'm guessing one leaves them on for all bosses, but I haven't tried it yet.

#1134 Tyrant Sage

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Posted 11 June 2012 - 11:01 PM

One nice touch: I turn animations off for Lunatic because of the time and resets involved, but they still go on for major boss battles like Gangrel, which just makes them that much more exciting. There are several options; I'm guessing one leaves them on for all bosses, but I haven't tried it yet.


FE12 does the same for Medeus and Hardin IIRC.

#1135 Velth

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Posted 11 June 2012 - 11:06 PM

One nice touch: I turn animations off for Lunatic because of the time and resets involved, but they still go on for major boss battles like Gangrel, which just makes them that much more exciting. There are several options; I'm guessing one leaves them on for all bosses, but I haven't tried it yet.


nope, the only bosses that have animations on no matter what are gangrel, renha, valhart, inverse, fauder and gimle what the animation options do in order of appearance are
On
animations on only for your units(all phases)
animations on only for player phase
individual
Off
and the option under the animation one is staff animations and it turns it on/off

#1136 Othin

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Posted 11 June 2012 - 11:11 PM

Aww, that's disappointing. I like how "just bosses" is the default in Berwick Saga; shame it's not an option here.

#1137 cheetah7071

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Posted 11 June 2012 - 11:54 PM

That's odd, while I found C11 to be a pain, it was mostly due to the heroes and sages, not Gangrel himself. Not really sure what the difference is; maybe my guys were just higher level?

#1138 Othin

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Posted 12 June 2012 - 12:05 AM

I killed the Hero and the Sage fairly early; the Sage was particularly easy because I was able to bait him with Libera on the first turn and finish him before the other enemies started doing much. He was powerful, but not too threatening alone. The Hero was scarier, especially when I had left Krom in his range to lure him and hadn't even considered the possibility that he might get doubled, which he did. Fortunately, he survived.

I should note that I only actually restarted once. On the other hand, I took about an hour on the successful attempt. Only 13 turns, but those were some long turns.

And yeah, you definitely had the level advantage.

Edited by Othin, 12 June 2012 - 12:06 AM.


#1139 Westbrick

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Posted 12 June 2012 - 12:05 AM

That's odd, while I found C11 to be a pain, it was mostly due to the heroes and sages, not Gangrel himself. Not really sure what the difference is; maybe my guys were just higher level?

I think that's been pretty clearly established!

Anyway, Ch.11 seems like a pretty tough romp indeed without dark magic. Looking forward to some of these later write-ups! Are you planning to do children maps?

#1140 Othin

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Posted 12 June 2012 - 12:15 AM

I think that's been pretty clearly established!

Anyway, Ch.11 seems like a pretty tough romp indeed without dark magic. Looking forward to some of these later write-ups! Are you planning to do children maps?

For this run, I think I'm going to just stick to the story maps, as you did. After completing the main story, I'll go around and do the extra stuff; I'm working on filling out the Support Library, so that means pairing everyone in some new combination on every playthrough. I also want to see and try out those other sidequests and DLC maps on Lunatic. For this reason, I'm planning on keeping the file for at least a few weeks to when the remaining major stuff like Paris is released. I'm still using my Normal and Hard files, so I'll need to wait until then to start a Lunatic+ run.

For Lunatic+, I'm planning on keeping the no Nosferatu / Inverse's Darkness rule. I'll also maintain the rules I've been using in this playthrough of not using Everyone's Room or the Wireless feature, and tack on a rule about no buying items from merchants. However, for Lunatic+, I plan on completing whatever sidequests are available, as well as allowing myself one run of each of the core DLC maps: ST, KvK, and RvB. So I won't necessarily be going for the highest challenge all on one run, at least not this time. I'm really interested in seeing how the bonus content might fit into a run like this, but I'm not going for it on my current Lunatic run. And I still don't trust Lunatic+ to play fair enough to be worth restricting myself unnecessarily.




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