SSJDennis

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About SSJDennis

  • Birthday 07/27/85

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    Male
  • Location
    The Netherlands

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  • Favorite Fire Emblem Game
    Sacred Stones

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  • I fight for...
    Nohr

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  1. Maybe it's just me, but piracy seems to be a thing for a younger audience. I used to play only ROMs when I was young. I had little to no money, but I did want to play all those GBC/GBA games. Also some weren't available for my region(EU). A problem I still have. But now that I actually earn enough and have a family, I prefer the "real" thing. Also playing wherever you want, rather than on a laptop/computer is also a big plus to me. I do like Citra for recording videos, but that's it. Its still too slow for my liking, and again, needed to sit behind a pc is a big no to me. I am pretty sure more people feel like this. ROMs also have been a good "demo" to me, to find out if I liked a game or not. Resulting in buying a game, or pass out. In the end I think they only did lose out on some money. The problem was probably bigger with Shadow Dragon, as that was a pretty bad game after the great GBA ones. If anyone tried that on a ROM, they most likely didn't buy the cartridge.
  2. Villager: Atlas. Cavalier: Mathilda. Mercenary: Saber. Mage: Kliff. Archer: Python. Soldier: Valbar. Cleric: Faye. Pegasus Knight: Palla.
  3. Maybe a bit unrelated to the previous posts, but would it help, or at least make it easier to switch Gray and Kliff around? Kliff can reach lv3 in 1-2, if he gets two kills in 1-1. Gray already has the needed 4 speed, and Kliff wouldn't matter his level ups, seeing he will fly to 10 speed. Last focus should be on Faye, whom will not likely kill much or easy in Act3. Did your Silque reach lv7 "easily"? Or did she require (much) more then random boss EXP?
  4. Well done Espinoza! What units made it through promotion? Only Clive and Gray? Or found a way to increase the level of Kliff dramatically? How about Physic on Faye? I think you should go for minimal coin farming. Single boost to Ridersbane will get you far, but you eventually want to max it out. I think C2 will be a breeze. Early Thunder for Boey? Super rigged Mae and offcourse Seraphim Cecila. Going to tackle zombie dragons with a nasty pp crit? Looking forward to your videos!
  5. 1. Shiida, her W1n Spear is just laughable overpowered. Pair this with the fact that most enemies are weak to it, that you can buy multiple copies AND can forge it is just broken. Her weak defensive stats mean nothing, when she kills everything with a single hit. 2. Lena, first real useful healer. Blows Wrys out of the water right from the start. Can use Warp right off the bat and is your Hammerne resource. Could promote pretty easily, but doesn't require so to be useful until end game. She did like the Falcon promoting item, as she could turn into a Bishop right after. She never had much competition for those, as Shiida and Catria like Dragon Knight better. 3. Hardin, evil ruler that was pretty strong early on. Early Silver Lance access is incredibly useful. That also means additional hit when used the Ridersbane, which he pretty much claims. Because of this he gets a lot of EXP early on, which helps him getting closer to Abel and/or Cain. Would be hilarious if he could turn General in SD, Warp him in and see him rule XD
  6. Ricken!Owain is a -S- rank unit. High magic strength, paired with Luna and Galeforce. Henry!Noire is just -B- rank to me. Main reason would be the wasted potential of both Henry AND Noire. Sure, the makes a good Sorcerer, but won't she always? Donnel!Kjelle is a -A- rank, but still her best option, if you ask me. Getting Galeforce is really nice, to bad it takes so long to gain. If she had an "easier" start, I think she could go higher. Knight is just meh in this game.
  7. Henry -x- Nowi, Valkyrie Nah rules.
  8. Jesse is decent enough, but still I don't like to use him really. I don't really get what they where thinking, when they made up his base stats. A level 6 Merc, who doesn't care about his next level up, because promotion will undo it anyway. They could at least give him a decent weapon or something like that, but instead Deen gets that. His res is superb, but a Dreadfighter has that covered anyway. Without Deen he would've been so much more useful... Not really sure if he can beat out Kamui, but he should be at least a Myrmidon by now. Atlas is pretty much my Est/Nino of this game. Hard to train, but CAN be worth it. Will be horrible slow if he doesn't become a Dreadfighter. But I like his Rescue skill best. He would've been a most wanted unit, if he could learn Warp over Rescue. Makes a great Bow Knight ad well, but only because of Hunters Volley. That is, if you're willing to grind him. Has no real value in a efficiency run.
  9. Quick results, especially good if you want to breeze through early on; Gray; Mercenary. He really needs the speed and skill. You will like an Rapier user anyway. Kliff; Cavalier. Gets decent speed and great movement. Later on he can wield the Ridersbane and isn't afraid to charge against mages. Tobin; Mage. Tobin has superb speed and enemies have low RES. He does great early on, doubling almost everything. Gets Excalibur really fast. Gets Physic upon promotion. Faye; Cleric. Early Physic. Rescue. Do I need to say more? Long term results, if you don't mind some grinding or plan on never run from enemies; Gray; Mercenary. He just needs the speed and skill. When he reaches Dread Fighter, make him an Archer next run. Kliff; Mage. Kliff gets some pretty strong spells eventually. If you don't mind a somewhat disappointing Act1, he will do fine later on. Tobin; Archer. Tobin has good base speed and superb skill growth. When he gets to Hunter's Volley he will wreck havoc. Faye; Cleric, always Cleric.
  10. Because I've already played everything from FE6 until Echoes (only missing out on FE9), I think I would like Thracia most. Its an interesting game and should get some new looks. Most of it was great anyway, at least, as far I can judge from seeing dd151's 0% gameplay(I really miss those...). FE12 can and should be localized just instantly, I don't see them lousing out of money with it. They should at least get an breakeven with it. FE4 would also be nice. Or get FE3, with both books covered. But I don't think they dare to do that after Shadow Dragon.
  11. I hate it when I finally get that 25% growth stat, to find out that Alm is gaining absolutely nothing during the level up after. My Alms tend to hate me most of the time. Should I bring more offers to Mila to solve this?
  12. This pretty much. Losing out on early Warp AND Rescue is big. Also no random battles, or your units will be much stronger than they should be. Less units is more EXP, also not using the Turn Wheel is a good start.
  13. So, how is progress going? I had to restart myself, did overwrite the file by accident... I really dislike the few available slots for this game, especially after how we got spoiled in Fates. I am going to try some minor changes this time around. But getting very bad level ups thus far. 1-1 I will give a kill to Faye, Gray AND Alm. Tobin kills the rest. Tobin needs +1 speed, rest is minor. 1-2 is the new setup. Because of the previous kills, I should get some better, but more fragile results. Gray will barely reach level 6, wanting a +1 atk AND +1 def. Tobin will also barely reach his level up, needing another +1 speed. Not only that, but Faye wants to crit on turn 1. Because of this she gets to level 2. She wants to gain +1 speed to double and contribute more this chapter. Also a defense or attack gain would be great. Last, but not least... Alm needs a good level up. Which is most frustrating so far. If I do get lucky, either Faye reaches level 3, or Kliff finds a kill. Cave battle ends with a Alm crit, I believe that he reaches level 3, because of previous investments? I hope he does... 1-3 makes Kliff and Faye reach level 3, eventually. I got by before with a single fountain speed on Silque, so aiming for it again. In a perfect world, she will gain some speed along the way and ALWAYS gaining attack. I wonder if a cleric Faye can kill the merc, making it more reliable with mage Tobin around at the main group. 1-4 is where Tobin will shine. Silque also gets some kills. Some units should be able to learn swap (Tobin, Faye, Silque and maybe Kliff?). 1-5 is tricky again. If lucky enough, I got enough swappers to reach the middle with Alm with Levin Sword. Hopefully killing most, or severe hurting them. Next I rush to the cavs, hoping to reach them, while others clean up. 1-6 we need to gain Warp which is barely possible, or it was for me. I swapped Alm pretty forward, so he could charge the Northern cavs. To bad they all survive with 2 hp. But good part, they all went to suicide on Silque next enemy phase. 1-7 is where I got stuck, because of a too slow cav Clive. Shield Tobin wasn't much better XD I did score a Levin crit on Slayde one time, but still missed the 6 turn mark. I basically warp Shield Clive up, to lure cavs. Turn 2 archer Kliff shines (finally). Killing one archer during player phase, the other on enemy phase. Clive runs, Gray kills the other archer, Clair opens the left gate, giving Clive some fruit to regain HP. Now I struggle to effectively kills the enemy, or stay alive because I kinda lock myself, or get exposed too much. I guess by turn 5 all but the arcanist should be killed, paired with the upper soldier, who might come in range of Kliff/Python. I miss the healing power of Faye during the battle. But fruit makes my offense too weak. Faye needs to heal Silque during turn 1 and 2, then potentially she could be warped up, if there was space to move/heal. Most units ended up around level 3 before. I did neglect Lukas and Clair. Will Luck become the prime factor here? I am trying to get Gray to 8 def this time around... Not too lucky. Any thoughts? Best order to warp units? Maybe a big rigged Alm with Levin Sword? Next turn get Tobin in, for crits? I guess Clive can run around, but Gray will practically be useless without Levin Sword... Not even to speak of the level ups we pray for...
  14. I actually like the way how you explained it all. Merc Kliff really seems worth while, but the additional 17 turns in Act1 aren't. At WORST, you could potentially go crazy. Make sure that Kliff gets two kills in 1-1. This does require a critical hit from him, which is actually quite painful, especially since we also want to gain +1 speed for Tobin. BUT, if that would be possible (it is, just very painful), that seems like a big win. Kliff still needs to gain +2 speed in 1-2 and get to level 3. Which is also possible, much easier I guess, I mean, Faye can, as I have done it more then once before. Maybe Gray can go cav then, but another merc might be okay. Do you think that without extra turns, it would be possible to reach lv7 with the Merc before 1-7? If so, you could promote, which would add plenty of stats (for free). I also feel like perma-dropping a villager before the end of Act1 right now. The EXP would be "lost" anyway and just chipping to help out would be enough I guess. Losing out on Lukas earlier also doesn't seem like the biggest loss. Though his bulk might come in handy for some battles later on. Basically I just try to find some "easy" ways to become (much) stronger at an earlier point.