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Salad Utensil

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    Thracia 776

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  1. cough *got Gerik to 11/11 in his No Seth play through that is largely ignored since the last third of the game can be warp-skipped so high move is less important* cough
  2. Give her (change females sages) A staves upon promotion. She's now probably worth using (simple fix?).
  3. Yeah I know how losses work. I did not use him at all (except RN abuse prologue), that's why I'm confused how he got losses
  4. Chapter 17: 1 Turn Chapter 18: 6 Turns Chapter 19: 1 Turn
  5. Well Saul and Ellen will make the other basically redundant so make Saul an NPC or something and give Ellen Saul's HP, defense, speed and skill growths and weapon rank so you have an earlygame healer that isn't made obsolete by Clarine Dorothy is similarly unimportant plotwise so maybe give Wolt her bases and growths and eliminate her altogether. Oujay is entirely redundant... Yodel and Sophia can be NPCs...since they are pretty bad anyway (Yodel is completely outclassed by Niime) Gonzales, Garret, and Cath are unimportant plotwise and only serve to remind you of how bad wars are plotwise so you can make them into NPCs or something Treck is unnecessary plotwise and Noah could benefit from his HP, Speed, Luck, and Str growths for your offensive and defensively "balanced" cavalier and thus warranting a reason for long term use over Alan and Lance. The armor knights all are bad units, but are somewhat plot significant...though and Bors and Barth probably could go...after you improve Wendy's bases and growths.
  6. Chapter 14: 9 Turns Chapter 15: 7 Turns Chapter 16: 4 Turns
  7. I don't get it. Why do you like the armor knights in this game, but not in any other game in the series...apparently? What's so special about Wendy, Bors, and Barth?
  8. Whoops my bad, but having between 8-10 warp range throughout the game I think is enough to solidify high tier.
  9. You get barrier near the end of chapter 12 and you need someone to use it on so realistically Ewan. Maybe you can get two uses out (that's what I did). In chapter 13 you can get up to 12 uses of barrier on someone, but Tethys might not always be in range/helping someone else. You also have 4 other staff users who want to use barrier and realistically you probably want more than 1 person with A rank staves so it might be more efficient to trade it around to get more Wexp out overall. Chapter 14 you might be able to get a use or two of unlock so I guess you can feed that to Saleh as well. By chapter 15 if all of the chapter 12 barrier and 2 uses of unlock and say 5 uses of mend (during chapter 14) you have 85 wexp for Saleh 25 more and he can use warp so spam barrier like 7 times in chapter 15 and you have A staves! Now as awesome as 21 range warp is for chapter 16, 17, 18, 19, 20, and Final I'm not sure how viable the above situation is (anyone want to try it?). On my current play-through I have Saleh midway to B before chapter 15 because I have had him fighting for most of the turns he is being used and spamming staves like mend whenever possible. I'm using Artur because he was almost to B by the time Saleh was recruited and levels faster than Moulder and Natasha and has higher magic on average (except mine is significantly stat screwed). I also have Artur and Natasha ridiculously close to A (like 2 uses of barrier away) going into chapter 15. I had to use my first energy ring on Franz because I had to promote him early (and allowed him to score vital 1RKOs). Artur is also 10/3 (halfway to 10/4) so if he wasn't stat screwed he would have 14 magic or 15 warp range without the two energies rings I just got and the one Ewan comes with. You're making taking resources seem like a disadvantage when it inherently isn't unless it costs you turns to either get those resources or because they were taken from someone else that would have saved you even more turns if they got those resources instead. @Anyone: How we gather some data? Make a very detailed playlog (with occasional screenshots or videos for accountability) where you grind Saleh to A staves and minimize turncounts. I feel that way we not only can resolve this with some gameplay relevant evidence, but also make more informed decisions regarding the positions of other units like fliers and utility units which I think will make this tier list better and more accurate overall. The level of RN abuse you want to take is up to you, but no save-states or other tools. This game is actually pretty fun (also a smiley to show sincerity)
  10. I got the ring and 5 turned the chapter. 4 turns only shows up in drafts due to over-leveled Vanessas and Eirikas or strategies that have high chances of death which I don't do. Saleh may have higher magic and superior combat, but if you are staff abusing him you forgo using a lot of his combat in order to staff spam. Yes, in theory he can reach A rank easily, but in practice it's a tad more difficult since he misses out on chapter 11 (this is a big deal) and potentially chapter 10 depending on when Artur promotes. Saleh's better combat is only relevant in chapter 15 and 14 which are admittedly rather important chapters, but if you are using him for combat it's harder for him to staff grind. Theoretically he might be able to reach A by chapter 19 though so I guess he should be higher in high tier as well since his role is flexible and is up to the player to train as he/she wishes (though I'd rather have a warp staff user in chapter 16, 17, and 18).
  11. I'm starting to think they shouldn't drop...Artur at least (I think both Artur and Natasha can reasonably reach A staff rank by chapter 17). 10/5 Artur has 14 magic on average. You can get up to 3 energy rings at this point. That's 21 range warp which I think is too good to pass up. In fact I think the list should be: High ... Artur Moulder (Artur vs Moulder/Natasha is debatable either over/under both) Natasha Kyle Forde Uppermid I'm not sure where Eir. Saleh should go but top of uppermid seems fine(Good combat isn't that unique and he misses the first fog of war chapter which is pretty much critical for A rank staff building). As for Lute, I think she should stay in upper mid (she can probably get B staves by chapter 17), above/below Joshua and Garcia. It's better earlygame and decent mid/lategame combat vs. midgame/lategame mount, rescue/healing/barrier/torch, and questionable combat throughout the game.
  12. I just ended up feeding her most the kills by having someone else weaken stuff...she gains lots of experience from just killing something. She's accurate at the very least so you don't have to worry that much about missing (I know it's not ideal, but it's not like anyone else needs more stats/training by now) I have gotten him to A range by chapter 17, it was just really difficult (it helped a lot that I took 6 turns in chapter 13 to recruit Cormag). 10/5 Artur has 14 magic two energy rings makes that 18 magic, which breaks the game considering you have Moulder and Natasha for warping backup. I changed my mind after I found out Lyon in chapter 17 has 1AS, but I'm not sure what people's opinions on rigging crits are...
  13. If you need her for something you WILL use her and get her those levels in order to achieve your means. You also have 4 additional warp range thanks to the 2 additional energy rings you get and Moulder/Natasha/Artur with growths may potentially pull off enough warp range with the help of Tethys. It's just that druid in the way that ruins everything :/ And yes you do have to give her boots and maybe an angelic robe. Myrrh is actually a decent boss killer If you don't mind rigging ~15% criticals I'm not claiming practicality because it really isn't :/
  14. Yeah I just realized even fliers can't hit him at 1 range when I tried it (original plan was to explode him with Myrrh crit. after 2 strength procs), so I guess 2 turns to allow the druid to move out of the way...
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