Jump to content

Nonevah

Member
  • Posts

    28
  • Joined

  • Last visited

Previous Fields

  • Favorite Fire Emblem Game
    Blazing Sword

Nonevah's Achievements

Newbie

Newbie (1/14)

  • One Month Later
  • One Year In Rare
  • Week One Done

Recent Badges

  1. Do any of you guys use master seals? I generally want units to get all the levels they can get, and to me, using a master seal to promote from lvl 20 to lvl 21 instead of just using exp seems like a waste when you could sell it for 10000 whole gold; wouldn't the resulting forged/more silver weapons be better?
  2. ... ... It's amazing how fast you guys can pull stuff like this. I consider just beating the game an accomplishment.
  3. Smart. Hopefully, you don't end up with as many casualties as I did. And maybe you'll even be able to get the true ending.
  4. After my nintendo DS finally died, I got an emulator and have been replaying Fire Emblem, trying to get back to playing Hector Hard Mode. I just played Eliwood mode, and quite frankly I don't want to pretty much just repeat that. I thought it would be a good idea to attempt getting an S-rank for HNM this time around. Do you guys have any tips on how to accomplish that?
  5. How many chapters is this ROM planned to have?
  6. ... People have done Lunatic+ no-grind? With how many characters, out of curiosity?
  7. Ch 21. And I heard this was so hard. I had all my units go on one path, first down on the left side, then going past the village, then going down towards the Shrine on the right path, taking the left side of the Shrine to get in. 2 easy…. Party: Roy, Lance, Alan, Percival, Shin, Zeiss, Rutger, Geese, Fa, Lugh, Raigh, Chad, Niime, Igrene, Garret, Douglas, Juno, Echinda, and of course Jodel. I should not have said that. So, what I did, is, when the Paladin and Wyvern reinforcments showed up, I had Geese stand on a peak, and the rest of the army run away (it was a close call, the most forward of the Bernese units did make it to my army.) The Paladins and Wyverns were totally annihilated. So, I went with things as planned, and then the second wave of reinforcements showed up in that pincer formation, that you get when you just get to the area around the Shrine of Seals. I realized that the area to the right of the Shrine of Seals would be easier defended, so I tried to rush for there. But I didn’t quite make it in time. Jodel(who, thankfully, had had Murgleis traded to Shin at the start of the level, and the goddess staff traded to Allen when I realized that Jodel was almost certain to die), Douglas (who I’d actually split off as a decoy. On second thoughts, not so smart, he would have been better guarding the backside of my retreating soldiers,) Echinda, Igrene, and Chad all didn’t manage to make it behind the barrier I formed in time, and Juno ended up forming part of the initial barrier. They should have all died. However, for once, the RNG Goddess decided to be somewhat kind to me, for once. Igrene, Chad, and Juno all managed to escape the bloodthirsty wyverns. Meanwhile, Gale and his unit went to try and fight Geese, and suffered the same fate as their less elite but more numerous counterparts earlier. Lance and Alan held the line against the rest of the wyverns, and a combo of Roy with a rapier and Rutger with Durandal managed to take out Murdock. The funny thing was, I was using a guide to help me out. That Wars of Dragons site has full reinforcement lists for the chapters of SoS, unlike the Wiki which is just wrong (the reinforcements are based on when your unit enter a certain area, not turns, for christ’s sake.), or Serenes Forest which has no chapter guides. Unfortunately, WoD is in Spanish, and I only just completed Spanish 1 in school. Thankfully, that Spanish 1 is just enough to guess out the meaning, in the reinforcement lists at least. The area where you get the second wave of reinforcements, I should have moved my troops along the top of the cliff and then rushed them into the gap between the SoS and the edge of the map. Unfortunately, I only thought of the idea of using that cover once I’d blundered down into the main area. Oops. Maybe I should have just stuck out in the open and tried to use my tougher units to protect the filler. But anyhow, once Murdock went down and Roy took the throne, someone started talking about the Sword of Seals and then Roy took it out. Without that 21x happening in-between. Fuck. Double Fuck. Triple Fuck. Fuck. Everything. Ch 22. Team: Roy, Lugh, Geese, Shin, Raigh, Zeiss, Allen, Lance, Chad, Perceval, Rutger, Fae, Igrene, Juno, Jerrot, and Garret. To top off the fact that I’m getting the bad end, did I mention that Jodel was holding my only remaining Restore stave? (I did not realize that the Ch 21 shop would not have Restore staves.) And then there’s that Druid with a berserk stave. As you can imagine, I panicked for a while. I had even almost started to do a run of the chapter with only Roy (Binding blade for heals, and then 3 silver swords and a killing edge to take out the enemies) And then, I realized… there was one tile exactly 10 tiles away from the Druid within range of the western starting area. And my bolting tome was full. One fried Druid, coming up! Admittedly, it was a bit of a gamble, Lugh needed to hit both hits of an 81 percent double, which is… 13.57 odds of a miss, not the nicest odds for a potentially game losing scenario. Ahahaha. But well, Lugh succeeded. I had Raigh, Shin, Zeiss, Percival, Juno, and Jerrot take the left (high move units to rush to the far-away switch) and everyone else on the right, with Roy, Lance, and Allen going for the switch while everyone else just headed straight for the throne room. The enemies in this chapter are a total joke. Seriously, this was supposed to be a climactic battle, but aside from that panic-Druid that I managed to neutralize by finally getting to turn the artillery tomes back on the enemy, this chapter had 0 difficulty, aside from just trying to move as fast as possible. I had to wait one turn at the throne room entrance while Lance, Zeiss, and Juno finished off the last bits of resistance for the left switch. The enemies inside the throne room were equally easy, and Zephiel… I heard Zephiel was hard. Roy was first to go up, scoring a crit on the second hit with the Sword of Seals, and then Lance finished the king off with a blow of Maltet. That was… disappointing. And then, for that final bit of extra hilarity, reinforcements pop out of the stairs in the throne room, and manage to kill Fae before I seize the throne. Come on now, you’re just being sore losers. …I really wanted to make screenshots of my endgame characters, but VBA’s screenshots won’t work. Aww. I don’t feel like spending a ton of time copying all the info from their proflies onto here, so, no. I will list supports, though. Roy B Allen A Lance B Roy Chad C Lugh B Raigh I had built a few other supports over the course of the game, but the participants kinda got a bit killed. Off the top of my head, Clarine B Rutger, Shanna B Deke, and Ellen B Lugh. Ehehehe. You know, now I want to find out how, exactly, Elibe was united under one banner. But I guess that obvious sequel hook will never be cashed in on. … They didn’t do the total turncount. Now I’m going to have to go back through the whole epilogue and count up the turncounts for the individual chapters. Wow, this character epilogue list is really lacklustre. Only a sentence per character, and a really generic one at that. Even Shadow Dragon had more detailed endings, and those characters were little more than faces! Also, Saul, became a missionary? You have to wonder, where to. I usually always wait till my characters hit 20 to promote. I’ve heard on the forums about how it’s often better to promote early, as the immediate bonuses in the hard early parts of the game can outweigh the faster growth overall (I’m starting to think that the whole “hitting level cap” isn’t much of a problem, because really, how often do your units reach even 20/15?)… and now, I think I’m starting to agree. Because, really, the units in the later parts of the game were total jokes. I mean, really? Unpromoted troops, in the potentially final battle? Note that I didn't get any stat boosters from secret shops, because that felt cheap to me. The late-game difficulty comes from all the long-range attacks and status staves, and better stats help less with those issues than they do with the comparative raw power in early game. But who knows, I’m in normal mode, it probably completely changes with the kind of hard mode playthroughs the forum regulars do. Final Deathlist (from epilogue) Deke: Ch 11 Elen: Ch 14 Miledy: Ch 16x Lalum: Ch 18 Astore: Ch 20 Clarine: Ch 20 Shanna: Ch 20 Douglas: Ch 21 Echinda: Ch 21 Niime: Ch 21 Fae: Ch 22 Other Deaths (failed to recruit, did not show up in the epilogue): Gonzales Hugh For some odd reason, in the descriptions, after it says the chapter where they died, it says “title 1”. What does that mean? Turncounts: Ch 1: 12 turns Ch 2: 10 turns Ch 3: 13 turns Ch 4: 10 turns Ch 5: 10 turns Ch 6: 19 turns Ch 7: 11 turns Ch 8: 26 turns Ch 8x: 17 turns Lycia Turncount: 128 turns Lycian Arc Turncount: 128 turns Ch 9: 16 turns Ch 10: 11 turns Ch 11: 12 turns Ch 12: 12 turns Ch 12x: 15 turns Western Isles Turncount: 66 turns Ch 13: 12 turns Ch 14: 20 turns Ch 14x: 21 turns Missur Turncount: 53 turns Ch 15: 17 turns Ch 16: 20 turns (should have been faster, but was held up by wall.) Ch 16x: 16 turns Etruria Proper Turncount: 53 turns Etrurian Arc Turncount: 172 turns Ch 17: 12 turns Ch 18: 10 turns Ch 19: 12 turns Ch 20: 11 turns Ch 20x: 11 turns Illian Turncount: 56 turns Ch 21: 16 turns Ch 22: 13 turns. Bern Turncount: 29 turns Invasion Arc Turncount: 85 turns Total Turncount: 385 turns. Somehow, I get the feeling that that is not a very low turncount, despite the game claiming it to be an A. Rankings: Tactics: A Combat: A Survival: E Exp: D (why? I got quite a bit of exp, probably more than average what with dead characters resulting in exp needing to be funneled to other characters. Maybe it doesn’t count the EXP from dead characters, or something?) Funds: A Power: C Total: B Play time: 37 hours, 57 minutes. And that’s not counting my earlier games, ahahahaha. In total, I wouldn’t be surprised if my total playtime, in hours, was somewhere in the 70s. And I think this took a month or two, to actually play. Overall… hmm. Real disappointed not to see the real end, though, but I really don’t feel like playing normal mode another goddamn time. I think it can wait till I beat a few more other games. So, I have to ask. First: how entertaining was this LP? I know it's pretty barebones, but, well, I just don't really know how to work screenshots into the text, and then the screenshots stopped working when I updated to Mavericks. (The saves also stopped working at that time, but thankfully I was able to go on the internet and find a few lines of code to type into Terminal that magically made those work again. No idea how it worked, I think it was something to do with file placement. I imagine the same thing happened to the screenshots, but I don't think that anyone's worried enough about those on Mac to find the problem and make a fix for it.) Second: How did I do, for a... first timer? Maybe second timer (the first two failed runs seem to count for about half of one between them.)
  8. Oh boy. And I've heard all about how difficult HHM is, managing to be even more difficult is... impressive. Well, I guess now I know what order I'm going to be playing things in! I'll finish my ironman run of FE6 on normal, then beat HNM, beat HHM, finish off Elibian Nights, then play FE6 HM. Thanks.
  9. I've just been wondering. For which one I'll play first and all. Just noticing, FE7 ENM is much easier than FE6 NM.
  10. So, it's a bit since I updated. I'm currently on my 3rd run-through, about to finally start the attack on Bern, right after I grab Maltet. Should I start trying to feed Fae levels right about now? I think it might be time to, with all my losses. Anyway, here's the bloody tragedy that brought me to this point. 2nd run. Dorthy dies on Ch 6. Only tears are for the steel bow she was carrying. Ch 7: FUCK! Allen died. Everything had been going fine, my units were to the right of the arena on around turn 6, and then… those f***ng wyvern knights. One of them came over the wall at a bad time. I advanced forward a bit, and Lance ended up in the range of both. He had 26 hp. They did 13 damage each, and had exactly 50 percent chance to hit. Of course, both suceed. God. Damnit. I am so pissed right now… And he probably would have had a better chance of surviving if I’d gone through with a plan to use him as bait to lure one of the wyvern knights over the turn earlier, or had charged Trec out as bait. Tried to all-out attack the wyvern knights… I was unable to kill em in one turn, they did serious damage and prevented my healers from reaching the people they needed to hid. A mage sniped Chad. And then, I counterattacked the mage with Lugh, who had already been hurt by the wyverns. Lugh did not do enough damage to kill the mage. The mage did enough to kill him. God. Damnnit. Now that, that wasn’t just an ordenary fuckup. That was just failing FE 101. Ch 9. The misty Isles. Misplaced Lilina trying to level up Shin and Fir. A archer hits for 10, an archer hits for 10. God. Damn. It. Fighting Scott. Had Rutger attack him, first taunting him into using his hand-axe, then going in to attack, using rescue chains to avoid him switching to the killer axe. The numbers were something like 15 to hit, 28 percent crit for Scott. On the third fight, Scott hit. God. Damn. It. Lemme just run some numbers here… Assuming truly random number generation, Scott had 1.3 % chance of killing Rutger. Horse. Shit. Is what that it, that is horse. Shit. Over 3 fights… that’s 3.8 percent chance. I then proceeded to panic that I had no one else who probably wouldn’t get murderized by Scott, given the high defense and that freaking crit chance. And then I noticed Trec’s defense, which was just enough to absorb a critical hand axe. And an attack high enough to break through Scott’s defenses faster than he could be healed by the gate. Aww yeah. I wish I’d thought of this earlier… Although it probably would have taken 40 turns to kill scott, at that rate. And fir just died, two 15 percent hits that I could have avoided If I’d just stayed in the forest. Fuck. Everything. Ch 11 went perfectly. I got absolutely everything. Amazing. Ch 12, Ch 12. Things went along pretty solidly. Except for one minor problem. TRECK FUCKING DIED. He was pretty much my best unit, or close to. That fucking warrior in the hallway. That warrior musta slept with the RNG goddess or something. He dodged 2 80 percent hits and a 65 percent hit on my part and if a priest had missed on a 50 percent sleep, Shin could have saved Treck, and the bastard hit on at least three 25 or so percent hits. I mighta saved Treck if I hadn’t had him attack for the last blow, but I didn’t think of that at the time, I thought that some more fragile and less able to dodge axes units were in danger. Turns out, they coulda survived, even if Treck hadn’t attacked. I remember… Treck attacked, had one hit, he coulda killed the guy in a single 82 percent or so blow. The guy dodges, then hits on a 26. Treck goes down to exactly 1 hp. Next turn, another sucessful 26. I… just… fuck. He was at level 19, so close to promotion. He would have been a boss Paladin. And now, he’s pushing up fucking daises. Fuck. Everything. And maybe the whole thing would have turned out fine, if I hadn’t forgotten the restore staves, coulda healed Shin and he coulda sniped the Warrior. Ugh… So angry. On the bright side, I didn’t dally around long enough for Armads to get blocked off, so there’s that. Roy with a Wyrmslayer killed the dragon in 3 hits, pretty nice. Deke with Durandal probably would have done it in one, if it weren’t for that fuckign sleep stave. Note to self: Next time, bring sturdier units for Ch. 12x. Because seriously, fuck that Beserker boss. I lost Cath and Lalum on the way to him, and I just didn’t have anyone tough enough to take on that meathead. Over the course of around 60 turns or so, I managed to beat him down to around 15 hp before I ran out of swords. Run 3: For the reference, this run is also a casual LTC run, just to kinda add an extra bit of... something. I guess something to measure myself by, besides just victory and survival rates, a solid scale that doesn't involve tragedy. Everything has been going incredibly well. Getting all the villages and chests, 2 coversations with Cath, etc. Had to kill Gonzales in chapter 10, though, he’d threatened a kill on Clarine. And then, chapter 11 again. Ch. 11. I had Alan, Lance, Roy, Shin, and Clarine run through the southern route, and Dieck, Rutger, Lugh, Ellen, Geese, Marcus, Shanna, and Lalum went West. I planned on using Marcus and Shanna to airlift my units over into the city, with Lalum helping with dances. A few things went wrong with my brilliant plan of adapting modern manuverability tactics to a medieval fantasy setting. First, Geese was the first unit over, maybe not the smartest idea. Second, I probably should have moved Thany back a bit with her canto, so Lalum could dance for her on the first turn. Third, Deke was the second, also not the smartest, because Rutger might have done a better job dodging and Deke’s high con would have been helpful with the airlifting. Fourth, on the Second turn I accidentally sent Lalum south to help Roy, who I’d accidentally kept north, forgetting my group assignments twice. This meant that Lalum did not help with the airlift until the 3rd turn. Rutger and Lugh went over on turn 3, but on that enemy phase, it appears that the enemies in the middle of the map caught wise and started moving towards my units. Gulp. First time, have Deke take out some of their light units in the front. After enemy phase four, 2 enemy fighters are down, but there are still quite a few enemy units remaining. Deke and Rutger are the only units who can really reliably dodge axes, still only they and Geese were in range of the enemies, and I wanted to rush for that hero crest and angelic robe (for Roy). Deke and rutger took out the enemy hand axe fighters without a scratch, leaving a flux shaman, a killer bow archer, an iron axe fighter, and a steel axe fighter. Yeah… with my lack of units, I just couldn’t hope to take everything out. I just had to hope that the fighters would all miss (pretty much guaranteed to miss Rutger, hand axe and steel axe had 22 on Deke, iron axe had 37,) and that the Killer Bow wouldn’t crit. Steel axe goes up to fight Deke, misses and dies. Iron axe runs in as well, he—hits, before of course falling as well before Deke’s awesome. Fuck. Archer and Shaman have pretty good chances to hit, he would be dead on hits from both. Not content on making this go down to the wire, the Killer Bow attack Deke, and fucking crits. The Shaman runs around and hits Geese, and leaves him at 10 hp. I manage to off the shaman and the archer, charge forward, and are lucky enough to beat them. Highlights of the rest of the level include: A) A bandit deciding to commit suicide-by-Rutger instead of sacking the angelic robe village. B) When I manage to have Thany NPC Tate and her unit, they continue going East, away from Klein’s attempts to recruit them. I think they’re going to go through the alley, and have Rutger rescue Tate to make sure she doesn’t leave, which also serves to prevent Rutger from fighting the boss. And then, most of Tate’s unit suicides themselves on the boss instead of escaping. Bluh. Rutger drops Tate, Klein recruits, and the last pegasus knight in her unit goes through the alley. Hmm, I guess they only escape when Tate is properly recruited. Actually, kinda makes sense, Klein would relay the order for the pegasus knights to stand down so we could take care of things. Ch 12x. Dropped the last 2 chests, because I didn’t want to waste the turns. Next death: Ch 14. I was progressing quite fast, grabbed the silver card with a flier relay while having baited out the wyverns earlier so the thief wouldn’t get killed, and everyone else moved East quick. There was a bit of a close call with a wyvern lord I didn’t expect to attack coming out of the sandstorm and having a 39 percent chance to one-hit kill Shanna, but she dodged. And then… those Mercs. I had Shanna and Miledy go up to fight the 2 Heroes and 4 Mercs up north, and… why are they so speedy? Why do they have such good defenses? Why do they have pretty decent attack? And why did that one of the Heroes get a Killing edge? Basically, 3 successful hits from the mercs would kill Shanna. Miledy only got maybe 4 or so damage a hit from them, but the Killing edge hero doubled her, and would kill if he critted on either one of his hits. So, Shanna and Miledy end up fighting a retreating action, eventually backing up all the way to the place where the ridge bends. The rest of my army had gotten a bit ahead, but then backed off so the heroes wouldn’t kill them. I used some clever maneuvering, the heroes had gotten a fair bit ahead of their mercenary support, and I had taken down the killing edge at range. And then, while backing various units off, I moved ellen down… right down to where the steel sword Hero could run around and attack her, two strikes on 63 percent hit chance. Both connected. Ch. 14x. Went fairly well, although the bridge to the center island went down before I could arrive, forcing me to use slower airlifting tactics. Also, had a close call where a Druid had 38 percent chance to kill Roy. Ch 16. Hugh went on the right path, instead of the left (why? I thought he was supposed to move towards Roy? Why do the game developers put him to move the opposite way from Roy?) Well, I just stole his member card, and… left him alive to check if he’d run towards Roy and ignore fighting. He… fights. Attacks Shin for 20 damage (hits on… maybe a 65?,) then the Purge bishop attacks, and misses Shin on a 58 percent hit chance. I, of course, then proceed to steal his elixir and murder the **** out of Hugh. Sorry, Canas, it was for the greater good. Also, did I mention how blessed my Lugh is? From averages for a level 2 sage Lugh, he has -3 hp, +4 mag (!!!), -1 skl, +3 spd, +2 lck, -2 def, and +4 res. I mean, it’s unfortunate that his physical defense is a bit below average, but otherwise he’s insanely powerful. And I heard Lugh was supposed to have a bit of trouble with magic… Also, I wish that mages had a lower skill cap and a higher speed cap. Ch. 16x. Siege tomes are horrible. They are just horrible. At the beginning of the chapter, I charged forward, trying to gain exp for Zeiss, and I kinda forgot about that lower bolting sage. I overextended him and then rescued Ziess away with Miledy, and then Miledy… was in range of an elfire mage, and the bolting sage. Elfire did 19 on a 60 percent hit, Bolting did 24 on a 70 percent hit, goodbye Miledy. FUCK!!!!!! That was total bullshit… And I did fairly well on the rest of the stage, now that I was paranoid about the siege tomes, and there was no real big cluster of enemies with siege support. Ugh… And she was so good… and she had an elysian whip on her… why? Fuck. Everything. Ch. 20. Misplaced Astohl, accidentally let him be in range of a killing edge Merc that was supposed to go for Alan. The RNG was not in my favor today. Why can’t we promote thieves in this game… The funny thing, the misplacement occurred because of a rescue chain, that I meant to get him to the treasure faster. Welp, now it’s going to take forever and a day, for Chad to grab everything, and meanwhile all that Astohl had is lost. … Near the end, accidentally put Shanna right on the edge of the range of the lower ballista, for once she didn’t dodge on a 40. At this point, I think I had a bit of a rage aneurysm, and I don’t think I may have gone with the optimal strategy right after. This is because on both on fireemblem.wikia and Serenes forest, it is claimed that Shanna and Tate must both survive to get to chapter 20x, which thankfully is just wrong. On the other hand, she was holding my Silver Card. And then… Fucking druid berserks Chad… and then Clarine is out of range… and then Perceval is in range of the Druid… and he gets berserked. Clarine restores him, first priority, and I move him up to block off Chad in the treasure room. And then Chad runs through Perceval (I forgot about that part of berserking.) and doubles Clarine (who’d been holding a civilian.) And the funniest thing is, only the thiefs arrived before I ended the chapter, the civilians would have been fine if I hadn't rescued them. God. Damn. it… I guess fragile Niime is going to have to take over as restore user. For this chapter anyway, I think I might use Jodel for the rest to try and get it so I can use Aureola. Why is Niime so high tiered anyway, she has the defenses of tissue paper. I didn't really feel like bothering to grab the chests after all that bullshit. Thankfully, the internet lies, you do not need Shanna alive to get to 20x. Hopefully, it’s also lying about Miledy being needed for 21x.
  11. Ahaha, oops. Have any other deaths that run? Are you playing Hard Mode?
  12. Eh, I don't really think it would be that good. If you were going to put the tactician in, maybe make him an actual character, instead of just a Mary Sue/Gary Stu self insert. And as far as actual gameplay goes, I've been thinking about a tactician in a different mold than the powerful combat unit in FE13. Make him a support unit, kind of like the dancers/bards. Instead of having the ability to refresh (2 refreshers breaks the game,) he instead would have a variety of stat buffs to pick to apply, with the supply of bonuses not being limited like with the rings, and perhaps having the buffs apply to all friendly characters in a certain tile radius around him?
  13. Okay, then. For my first run, then, maybe I should run Avatar + Cordelia (support with Freddy until Cordelia arrives) Chrom + Sumia Lucina Morgan Severa Cynthia I'll probably run Lissa and Maribelle, as backup healer characters, maybe. Of course, there's the problem of only female 2nd gen characters, but frankly that isn't that bad. Also, no healers, uh-oh. I just don't know how to fit healers into the team structure, it's so hard to get their supports up. So does this sound like a good team plan? Also, what kind of bonus would be good for the Avatar?
  14. So, I've played a bit of Fire Emblem Awakening in the past. I did a no restart/no grind run for normal, beat the game with only Tharja dead. Did the same for hard mode, had quite a few losses but managed to make them up, then lost around 5 units on Ch 16, got frustrated, left to do something else, and when I came back I accidentally deleted that quick save. Oops. No restart means no restart, so not gonna keep at that run. I don't think I want to make another attempt at a no-restart run for Awakening (the lack of late-game characters that don't start weak at level 10 kinda makes it a bit obnoxious. FE 6 and 7 are nicer about that.) As such, I was thinking of just doing a Lunatic run instead. My rules are A: I can't fight Risen map battles. B: I can only use each bit of DLC once. That means I can only play each DLC map once, and that I can only summon each team to the map for skirmishes/recruiting/item purchases once. (I’m planning on getting all the DLC maps. Probably not going to do Apothesis/other ridiculously difficult maps.) Possibly C: No Nosferatu. It's a really game-breaking piece of bullshit in this game, the fact that it only gives half of your damage instead of all of it back as HP doesn't make up for the fact that it's constantly available in stores after Ch 13. and cheap compared to other games. I really think it should have a skill-based percentage chance to regain HP, like the Sol weapon. Actually, that would also go well with the whole "Dark mages have bad skill" deal, to nerf it. Rant aside, though, I'm not completely sure on banning it, since it does improve Tharja and Henry and I probably need all the help I can get since I'm not grinding. I'd kinda like some help team building, and choosing what order to do the DLC maps in. I'd like to use 12 adult characters and 4 child characters. I'm definitely using the Avatar, Chrom, Lucina, and Morgan, and would like to pair the latter two up. I want to get the children characters earlier rather than later, so leveling them up isn’t quite as Herculean a task. The characters and pairings I’m thinking of using Avatar + Miriel Chrom + Sully Lucina + Morgan Kjelle + Laurent (Note: willing to swap Lucina with Kjelle in paring) Want Lon’qu + Cherche Gregor + Lissa Cordelia + Gaius Don’t have much of an idea for the last two party members. Would like Tharja, but that’s probably less likely if I decide on no-nosferatu. And is Freddy really mandatory? So, yeah. Other notes: I tend to try and keep my characters at close rankings (in other games I use level, but that doesn’t apply so much for this game), so that kinda holds back standouts. Those characters aren’t set, they’re just a base to build with. Also, I’ve been wondering – should I master seal characters as soon as possible to pick up skills, or hold back till 20 or close to try and maximize level gain? So yeah, three main questions here. 1: What order should I do maps in? Where do I fit Xenologues and Paralogues into my game, to try and keep a steady increase of difficulty (note: if there are maps a fair bit more difficult than Grima, fit in Grima before them, I want to tackle that chapter at an appropriate difficulty level. I’ll just go back to before it once I beat Grima, then go to do the rest of the chapters.) 2: What characters and pairings should I use? 3: How should I upgrade my characters?
  15. You know, there's just one thing I've been wondering about. Is it just me, or do statuses (sleep, poison, etc) not tick down while units are being rescued? I think I've seen that before, so I don't rescue sleeping units (I mean, I don't rescue them just to keep them up with the rest of the army.) I don't really want to test it, because no-restart run. Is this correct?
×
×
  • Create New...