Aircalipoor

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About Aircalipoor

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    Male
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    Germany

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  • Favorite Fire Emblem Game
    New Mystery of the Emblem

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    Camus
  1. The safest class would be Knight. Def level ups assure that MU will take more than two or even three hits. Especially sword users will chip at MU. Rigging Spd. level ups is important, because getting doubled by Fighters and Bandits is terrible. +2 Def, +1Str and +15% Spd worked for me but you can swap them if you want a higher base speed. You can change to Cavalier in chapter 1 and later on promote to Paladin and Draco Lord and have your B rank for silver lances. The most efficient choice is fighter, since you can ORKO fairly quick, if MU keeps getting Str. and Spd. level ups. Your defense will be lacking, so rigging Def or even +2HP level ups is a way to get a devasting MU that triviliazes the early game even on H4. Building your axe rank in the prologue helps if MU later on changes to Draco Lord or Berserk. I would chose +2 Spd, +1 Str and +10% Def, but if you rig HP and Def level ups, then HP+30% is recommended. Myrmidone works as well, but only has slightly more speed. The female class set is a huge restriction as well. Cavalier and Mercenary are decent, but don't have great advantages either. Pegasus Knight restricts to female classes and has worse stats and growths then cavalier. Flying is rarely better in the prologue and there are a numbers of archers. The only classes I wouldn't recommend are Archer and Mage. Archer obviously has a terrible enemy phase, which is even worse in the prologue with its small maps. Other characters can later on be used as archers/hunters, as the class has many advantages. Mage is also a class that should be used by other characters, as it limits ou to one class (aside from niche things like Levin Sword Swordmaster). I also dislike that the mages base stats lack in everything, even speed. For the prologue, it helps to rig the first three chapters for good level-ups, as they are short. If you want to use Rody and Cecillia, they should get two good level ups because they struggle even in chapter 1. Luke and Ryan have less issues, though Ryan has shacky speed. A forged bow for chapter 2 and 3 helps against eh Draco Knights and you an train your scrubs like Ryan or Hunter Luke that way. The shop should sell stat booster and if you have a save with the DLC, you have Rainbow Potions and more stuff to beat H4. In comparison to H3, having slightly more 2-range users (Bow users, Levinsword Swordmasters, Mages) and healers are more important.
  2. Chapter 10 stealth on Maniac Mode?

    You can clear the chapter with the stealth BEXP, but you will spend more turns, because Kevin is tricky to move. You only need promoted Oscar for a low turn, as he can prevent Mordecai from de-transforming too soon.
  3. The reason why Ike kills Ashera

    They never established and backed up Ikes power enough to convince me that he is stronger than say Tibarn or Caenagis or Kurthnaga or Stefan. Other Fire Emblem games avoided this issue, as they have specific weapons that can penetrate the final boss. Like Naga in FE4 or the Falchion. Ragnell does have some lore being the weapon that defeated the chaotic goddess, but it was only part of it.
  4. I didn't like Conquest

    I always disliked Conquest gameplay. It was too reliant on gimmicks and "puzzles" and they threw in too many changes in the gameplay. It didn't felt like I experienced a Fire Emblem game and more like a Fire Emblem Hack that wanted you to forget everything conventional. I posted some of my critics one year ago and nothing had changed: My issue with the gameplay in Fates is that it has too many factors you always have to consider at every moment. Next to strenght/magic, the weapons might and defense/resistence, you have to consider weapon rang bonus, skills (your own, your allies, you enemy, your enemies allies), stat reductions, terrain, double attacks. Since the enemies are usually in groups, you also have to know who moves first and how he behaves. Will the Ninja go for your tank? Will the unit attack or position themself for the attack stance? Will the unit attack and move, only move or retreat? I know, this was always a thing in Fire Emblem, especially on the highest difficulty modes. But there were never that many factors to consider. I tend to spend minutes just calculating all the incoming attacks and I still get surprised in the enemy phase. I have many other problems with Conquests gameplay (the exp gain is too strict; no creative side objections like recruitment or huge treasuries; getting gold and treasure chest is always the same and could have been skipped after all; no chapter specific shops, you can always buy everything at every time; too much reliance on the chapter specific gimmicks; My Castle allows support grinding; many children chapters are ridiculously easy and allow for grinding; E-and D weapon rangs make a large part of reclassing useless; children aren't a great improvement over the parents and lack supports; it isn't possible to capture and to support with Hoshido characters and plot relevant bosses; every weapon type is included in the weapon triangle with less room for weapon triangle neutrality. Then there is the thing that the chapters and they objectives aren't really connected through plot, like you have no escape map at a critical point in the game, no big battle on the fields, followed with the conquest of the enemies castle. Instead each chapter is disconnected from the other. But this is not only a gameplay thing but also a plot thing. And I won't start talking about the plot, the setting and the characters.
  5. Could Garnef really do it?

    -> Unlike Gharnef, Medeus doesn't requieres a specific weapon to be beaten. Gotoh hints this, if you don't have the Falchion. Lorewise, I can imagine that Gharnef just points out, that he and Medeus are in a stand-still situation. Neither one can easily hurt the other without taking a risk. I find it plausible, that both would try to kill each other, but currently they had to work together to take controll over the other countries.
  6. Why people hate Raven?

    Maybe it is such reasoning that annoys some people? Raven is a likely unit to be overated because of his edgyness. Then you have his relationship with Lucius and with Priscilla.
  7. The Lunatic Club [Fates]

    Arthur is Effies partner, not Selenas. My bad. Since Silas gives her strength as well, it works out. Effie obviously doesn't mind strength either, so that she can OHKO stuff. As I said: Since you can use 16 units in the final chapters, you don't need to drop many units. Camilla x Keaton is solid. Camillia likes the pair-up boosts. Velouria is hard to screw up and she is optional anyways (her recruitment chapter is difficult as well). Assuming you use her and have some weapon scrolls, she makes for a good axe user (Berserker and Wyvernlord). But you already have Percy. I don't see much benefits in Niles x Beruka. Beruka is too slow even with Niles pair-up boost and doesn't care about more resistance or skill as well. She wants someone like Benny to give her more strenght and speed, possible access to General. Niles won't be helped with more defense, as he is frail regardless. Berseker-Beruka could work but is risky, as her speed is only average.
  8. The Lunatic Club [Fates]

    Judging from your team, you know what you are doing. Maybe the following is just stating the obvious, but here it goes. Seems pretty solid. Great Knight Jakob gives Corrin later on insane defensive boosts. Dragonstone+ - Corrin will be your tank of choice who lures the enemies, though Xander is there as well. Sadly, their kids suck, but their recruitment chapters give free exp. If Arthur and Niles get RNG-screwed, I would drop them or use them just as a pair-up-bot. Berserker-Arthur giving Selena strenght and speed can be important, as she has trouble ORKOing stuff. Nina doesn't have Niles speed, but higher strength (and very likely Savage Blow). A late recruited Forrest can be a good staff bot and deals with the mage room in chapter 26 if your other units lack the resistance. Flora and Izana can be recruited late to have the necessary staff bots. Not using staves in the final chapter can make it impossible if your team isn't prepared properly. Since you only have 12 units and can use 16 in the final chapters, I recommend it. You have room for Azura and another male unit like Kaze. Azura is a good mother to Midori, as she can be a Kinshi-Knight. You also get another two easy chapters for exp. Shigure is a decent filler with access to Rally Speed.
  9. Why is Hayato learning those skills?

    The sons inherit it as well, right? Or is that calculator wrong: http://soapy4159.github.io/ferevpairings/
  10. Why is Hayato learning those skills?

    The Kinshi-Knight has lower stats, but most of it doesn't matter, especially the defense stats. The sniper has +3 strenght and +50 hit. You could get Certain Blow before changing into a Kinshi, but I guess that Mozu has enough skill anyways (unless she attacks at weapon triangle disadvantage). The 3 strength can hurt, especially because Mozus strenght is only average. And later on, there is Bowfaire. It is stil advisable accept the lower strenght to have the benefits of flying, which shouldn't be underestimated: 19: Flyers can reach and escape the Kitsunes easier. 20: The corridors are small and flyer can assault and retreat way easier, dropping and picking up other units. They don't care as much about the wind as well. 21: Flyers can skip parts of the map, if not all of it. It makes escaping easier. 22: IIRC only flyers can use the western and eastern path to skip some enemies and reaching the reinforcementes easier. 23: Flyers can skip the bridge, though the vast amount of snipers is notable. 24: Flyers are obviously at advantage, as they can reach and kill all the enemy flyers. 25: If you rush the enemy groups, flyers are important as they have high move and have no move penality.
  11. PKL's Conquest Tier List v1.1

    It is also possible to "rescue" units that got in range of enemies. Some of the shelter users like Xander are tanks who don't mind facing two or three enemies at once. Shelter also allows for getting in enemies range/destroying doors/walls and retreating. This way enemies start to move and get in your range. This is one easy (though slow) way to handle some parts of chapter 25 and 26. But it is mostly dancing+flying that makes shelter so great.
  12. I only used him once and I don't recall having hit problems. The Beast stones have 90 Hit and give 5-8 skill. As a hero, he ist way too mediocre. If you have to reclass him, make him a Berserker to make use of his strenght and speed. Heart Sealing Jakob makes only sense in the early game or the end game. Not in the middle game, he starts falls behind at that point. You could reclass him later to a Great Knight so that he gives Corrin 7 Def (9 if their personal skills stack)
  13. Note that you have a total of three heart seals that way, not four. Additionaly to the chapter 9 heart seal, there is one in chapter 16, dropable by a hero. So before you upgrade your shop after chapter 20 for an unlimted amount you can have five heart seals in total.
  14. Sometimes the skills are determined after the paralogue. My Kana inherited another skill, because his father learned a new one in his paralogue. Don't know how it works with Nina and Percy, but Shigure gets his skills after the paralogue as well.
  15. Why is Hayato learning those skills?

    Aptitude is not broken. Especially for the kids, beause they start on a higher level. Ryoma would only get 1,6 in each stat. It would basically be Defender for him. I actually found Archer Mozu more useful, the skills (+4 strenght, +40 hit, +5 strenght) and stats are much better. The Villager has low base stats and while Mozu does get above the average in strength, skill and speed, she isn't going to carry the team. Master of Arms has a low speed cap as well. I don't consider Villager to be a broken class. If I could change my units in that class, I wouldn't do it. Effie and Silas are better as knight and cavalier, same goes for promoted lance users like Wyvern Lords or Kinshi Knights.