Kaden

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About Kaden

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  • Favorite Fire Emblem Game
    Awakening

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  1. Talk about a flash of speed. :p Anyway, weird little thing I like in Heroes is one of Athena's normal attack lines where she goes like "puh-up" or "huh-up". It sounds so sing-song-y and delightful to my ear. If only I had an Athena in my army...
  2. Bride Caeda is coming back for the Legendary Heroes Summoning Event, so you could try to get her for another option with Cherami Leigh Emblem.
  3. Ares, Ophelia, and Owain need to say "By Mystletainn/Missiletainn!" If they don't, then Mystletainn Emblem would not be as cool as it could be. Shared special lines; shared bonds that transcend all reason. The true power of the Demon Sword (Tome) shall be revealed! :p
  4. Hauteclere with -1 special cooldown and built-in Renewal 2. Tasty. Fury 3, Renewal 3 Michalis and Minerva. Also, I will laugh if the developers end up allowing Owain, if and when he's introduced, to evolve his Missiletainn -- assuming he'll have it -- to Mystletainn or even letting Ares and Eldigan use Missiletainn. Assuming Ares gets Divine Mystletainn and if a third version of Aura or Excalibur isn't introduced yet, then Mystletainn could be the first weapon to have three different versions of which one version is not even the same weapon and it would also be the first Holy weapon that can be wielded who doesn't have fit the blood requirement. Freaking Ares, Eldigan, and Owain having access to three different legendary/personal weapons. It'd be even stupider if each of them had different effects. Oh, and what's even better is Ophelia could have Missiletainn (tome) as well. Four possible versions of Mystletainn! :p
  5. @Vaximillian, yeah, I meant the original version Shadow Dragon.
  6. Thanks. The -wolf tomes at least don't mislead anything since "keen" isn't used anywhere else and wouldn't imply anything else really. Slaying is fine to differentiate between Killer, Armorslayer carried over from Blazing Sword apparently even though Armor Killer from the original Shadow Dragon (FE1) would have been fine and could have worked for its upgraded form, and Armorsmasher works since smashing armor seems pretty brutal and "anti-armor-y". Slaying should have not even made it past brainstorming prefixes for upgraded versions of Hammer and Heavy Spear. The dumb thing is that Piercing Spear would have fit in the space -- at least I think it would have -- or they could have called it Heavier Spear if they couldn't think something. Of all the words to use... At this rate, I can't wait for a weapon to be introduced with a name that makes no sense to its effect. Mage Masher (Lance): Effective against fliers. Ah, yes, the Mage Masher, a weapon clearly for mashing flying units, a quality associated with lances, long-shafted weapons tipped or bladed at the end. Clearly such a name would not imply a blunt weapon such as a warhammer or mace that is meant to defeat mages. Nobody would be misled or confused by that.
  7. I meant weird in that it seems like the only regular weapon to gain or change its effect from its previous form. Killer weapons just gain Mt by becoming Slaying weapons which seems like what the anti-armor weapons and anti-cavalry tomes will do too. It's a rash conclusion since the exact details aren't known, though. What also does not help when the English names for evolved versions of Hammer and Heavy Spear are Slaying Hammer and Slaying Spear. I don't know what the Japanese and other translated names are, but it's a bit confusing when Armorslayer's evolution is Armorsmasher and the Slaying weapons are stronger Killer weapons. Couldn't they have called it Smashing Hammer and Smashing Spear? The implication of an anti-armor weapon with -1 special cooldown...
  8. I'm really curious as to what the Guard Bow does exactly. Apparently its name in Japanese is "Distant Defense" Bow from what I remember seeing being mentioned -- correct me if I'm wrong -- and that would be really interesting. The weird thing is it would come from Assassin's Bow, so going from Daggerbreaker to Distant Def is a bit strange.
  9. I'm gonna jump around a bit with responding to this. My use of having someone pitted against vanilla units is just to get a general idea of what could happen. If I'm planning a specific build, then I'm not even going to bother since my focus on Heroes is the PvE content and I'm just going to make counter builds for whatever map I'm tackling. Gordin and Ogma are going to be on these maps? Say hello to M!Robin with T-Adept and Swordbreaker. As for calculations, they're not against vanilla units? Unless this refers to the other post with Athena, Karel, Mia, Sonya, and Merric. I just had 20, 25, and 35 defense be benchmarks to compare Glimmer and Moonbow. As for Glimmer, I still think it's bad. The Night Sky skills except for Galeforce went from being specials I would never consider using to I would consider using Glimmer on Merric, Sonya, and any future Excalibur mages since they would be able to access Dark Excalibur. Being mages, they can get away with Glimmer having to factor in the weapon triangle when resistance is the weaker of the defensive stats, but even then, I would rather use Bonfire/Iceberg or Ignis/Glacies or DA or DF to explode units with Dark Excalibur -- Sonya herself is fine with Moonbow as well. That's just a personal preference. As you noted, the Night Sky skills improves the users ability to deal with units they are supposed to deal with and Moonbow already does that while allowing them to go against the weapon triangle. For physical units who have to deal with a stronger defensive stat, the cost of lower damage against higher defense units and units they have WTD against is not worth it to me. @Ice Dragon, thanks.
  10. @Clogon, I did a quick and dirty check that I edited into my previous post. I was also looking at it mainly from a Wo Dao perspective since Wo Dao and Moonbow is used because of how well they combo with each other. With Glimmer and Noontime becoming 2 charge specials, they would be alternatives to Moonbow and Reprisal. So, 43 total attack (30 average and 13 Mt Wo Dao+) aka =Atk Karel's attack. Glimmer's damage would be: [((43 attack * WTA) - X defense) * (1 + 0.5 Glimmer)] + 10 Wo Dao. Against 25 defense units, 37 neutral damage, 49 WTA damage, and 25 WTD damage. Against 35 defense units, 22 neutral damage, 34 WTA damage, and 10 WTD damage purely from Wo Dao. Against 20 defense units, 44 neutral damage, 56 WTA damage, and 32 WTD damage. Moonbow's damage would be [(43 attack * WTA) - (X defense * (1 - 0.3 Moonbow))] + 10 Wo Dao. Against 25 defense units, 35 neutral damage, 43 WTA damage, and 27 WTD damage. Against 35 defense units, 28 neutral damage, 36 WTA damage, and 20 WTD damage. Against 20 defense units, 39 neutral damage, 47 WTA damage, and 31 WTD damage. So, in this specific case of Wo Dao/weapons with a Wo Dao effect and Glimmer and Moonbow, Glimmer has higher damage if the user is neutral or has WTA and if the opponent has lower defense or resistance. Moonbow scales much better with higher defense or resistance and has stronger WTD damage. Considering the defense and resistance of units, Glimmer looks like it would be better for Merric and Sonya since resistance is generally lower and Glimmer still does comparable damage even with WTD. Moonbow would be more reliable for physical units since defense is generally high. That being said, for people who want a character to obliterate units they are neutral or have WTA against, Glimmer might be preferred for either physical or magical units.
  11. Well, we don't know if she's going to be a recurring arena bonus hero, but considering she is a story character like the Askr trio, there's that sliver of a chance. Anyway, I'm not sure if this was already asked and answered, but with Night Sky, Glimmer, and Astra being given lowered cooldowns, would Glimmer be more comparable or in certain situations be even better than Draconic Aura now? DA is a 3 charge special that takes 30% of your attack, but after the update, Glimmer will be a 2 charge special that takes the damage you would be dealing and adding 50% to it. I remember it was said that DA and DF outstrip Glimmer and Astra in damage and it's only in the extreme case of everyone's going to die regardless that Glimmer and Astra are better than DA and DF. Now I'm wondering how Glimmer would compare to Moonbow with Wo Dao and Dark Excalibur. Also, Wo Dao and Noontime looks interesting since Noontime would have the same cooldown as Glimmer and Moonbow where you're trading damage for healing. I wished Daylight, Noontime, Sol, and Aether had a minimum amount of HP they healed. Even if it was just 1 HP since it's disappointing when they activate and the user doesn't get any health back. Quick Edit: Forgot to tag you, @Ice Dragon since you did the math for comparing DA and DF to Glimmer and Astra a while back. Edit: Did a quick, dirty check with the damage calculator and outside of Mia, Glimmer lets Athena, Karel, and Sonya kill more than with Moonbow. I think Mia's attack with Resolute Blade is so high that Glimmer ends up being weaker than Moonbow. Something like she doesn't need the extra damage anymore and she only wants you to have even less defense so she can kill you more easily.
  12. Summonable Alfonse, though. All the Death Blows. Raking in all that dough. :p Seriously though, I'm a bit surprised people haven't been in an uproar over her or Joshua for that matter. Joshua being a TT reward can be considered as a response to the backlash of Ayra being summonable. The bigger picture is what Joshua, the Farfetched Heroes, and Fjorm are. They're all units with boosted stats on top of having legendary/personal weapons. Joshua's stats are balanced, but then you have to remember that Audhulma gives him +5 resistance. He's Marth or Saber with Fir and Lloyd's resistance. All of them would have been fine as regular units, but nope.
  13. Yeah, this is why I don't like that or understand why Fjorm, a story character, is summonable. It just doesn't seem right since even if she ends up as a background character after her book like Xander is kind of to Embla right now. Where she (and Surtr) come from might have been only spoken in legend, but she's still a regular person and her land might just be like that one land in Fates or in other stories where for one reason or another, it's cut off from the rest of the world or people don't think it exists anymore when it does. Fjorm joins us after chapter one of book two and for some reason, we can summon more of her. Look, if we can summon more Fjorms, then I want a chance to build an Anna army.
  14. But we also need more sword fliers! Ashnard and sword-wielding Glenn when? Also, flying reindeers, man! Flying. Reindeers. :p Considering she's a story character and everyone gets her, she could also have the advantage of being a frequent arena bonus unit.
  15. A question for people playing the Japanese version and have played Sacred Stones: how would you describe Valter's portrayal? I just got around to listening to Valter's Japanese quotes and he seems really different from his English self. Imari Williams gives Valter two voices: a sane voice that's deep and gravely and an insane voice that's high-pitched and clearer. I really like this since the variances between them and his delivery makes Valter sound unsettling. Ohkawa Toru gives Valter one voice that sounds controlled and calm implying Valter is very skilled at hiding how unhinged he is. Ohkawa Toru's performance is fine and I like his Arden, but I prefer Imari William's portrayal of Valter more because of the two voices he gives him. As I don't know what Valter was like in the Japanese version of Sacred Stones, I don't know if that's what he was supposed to be like, so this could be like Gregor and Henry where they're very different between the Japanese and English versions. I went over Fjorm's stats the other day by checking livestream and she has according to the one instance her stats were shown: 39 HP, 30 Atk, 31 Spd, 30 Def, and 34 Res. That gives her 69 total or 50x2 physical and 73 total or 54x2 magical bulk. Sharena has 43 HP, 32 Atk, 32 Spd, 29 Def, and 22 Res. Sharena would have 72 total or 51x2 physical and 65 total or 44x2 magical bulk. If Fensalir's effect took place, then her physical bulk is effectively 76 total or 55x2 since the enemy would have -4 attack. This does assume there aren't any other attack buffs. Sharena would be harder to one-shot physically, with or without Fensalir's effect, but this comes at the cost of having much lower magical bulk. I think both of them would be comparable against sword units and buffing since you can always have both of them inherit whatever skills you want. In terms of tanking, Fjorm would be more flexible as she can tank either physical or magical damage and she can counterattack at range in some way. Sharena, however, would be a better sword and lance tank with the extra health she has over Fjorm and also damage since she'd hit a bit harder which would help out against other lance units. Archers and dagger units is a bit iffy since Sharena could take harder hits, but Fjorm could hit back. I went over Fjorm's stats the other day by checking livestream and she has according to the one instance her stats were shown: 39 HP, 30 Atk, 31 Spd, 30 Def, and 34 Res. That gives her 69 total or 50x2 physical and 73 total or 54x2 magical bulk. Sharena has 43 HP, 32 Atk, 32 Spd, 29 Def, and 22 Res. Sharena would have 72 total or 51x2 physical and 65 total or 44x2 magical bulk. If Fensalir's effect took place, then her physical bulk is effectively 76 total or 55x2 since the enemy would have -4 attack. This does assume there aren't any other attack buffs. Sharena would be harder to one-shot physically, with or without Fensalir's effect, but this comes at the cost of having much lower magical bulk. I think both of them would be comparable against sword units and buffing since you can always have both of them inherit whatever skills you want. In terms of tanking, Fjorm would be more flexible as she can tank either physical or magical damage and she can counterattack at range in some way. Sharena, however, would be a better sword and lance tank with the extra health she has over Fjorm and also damage since she'd hit a bit harder which would help out against other lance units. Archers and dagger units is a bit iffy since Sharena could take harder hits, but Fjorm could hit back.